; Shien Hiryuu Kyaku Level1 (Ground)
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= -1000
ctrl = 0
anim = 1004

[State 1105, 2]
type = afterimage
trigger1 = time = 0
time = 63
length = 15
TimeGap  = 2
FrameGap = 3
trans = add1

[State 3000,1] 
type = Explod
trigger1 = Animelem = 1
anim = 4600
pos = -1,-24
sprpriority = 2
postype = p1
supermove = 2
bindtime = 69

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 1
value = 10,0

[State 3000, Super.1]
type = SuperPause
trigger1 = Animelem = 1
anim = -1
time = 56
movetime = 28

[State 182, 2]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 35

[State 650, 3]
type = HitDef
trigger1 = Animelem = 9
attr = S, HA
damage    = 50, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = -4,-5
Air.Velocity = -3,-5
snap = 55,0
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 160,0,0
palfx.mul = 240,96,96
palfx.sinadd = 240,240,240, 10
p2stateno = 3050

[State 650, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;---------------------------------------------------------------------------
; Shien Hiryuu Kyaku Level1 (Air) (2/3)
[Statedef 3001]
type    = A
movetype= A
physics = A
velset = 0,-3
anim = 1005

[State 1105, 2]
type = afterimage
trigger1 = time = 0
time = 42
length = 8

TimeGap  = 3
FrameGap = 3
trans = add1

[State 3001,0]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 30

[State 3001,1]
type = PlaySnd
trigger1 = animelem = 1
value = 3,0

[State 3001,2]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 2, <0
x = 4

[State 3001,3]
type = VelSet
trigger1 = Animelem = 2, >0
trigger1 = Animelem = 3, <0
x = 0

[State 3001,4]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 6, <2
y = -5

[State 3001,5]
type = VelSet
trigger1 = Animelem = 6, >3
trigger1 = Animelem = 9, <0
y = 3

[State 3001,6]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA
damage    = 50, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76 
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3001,8]
type = HitDef
trigger1 = Animelem = 2
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76 
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3001,10]
type = HitDef
trigger1 = Animelem = 3
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76 
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 650, 3]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76 
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 650, 3]
type = HitDef
trigger1 = Animelem = 5
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76 
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 650, 3]
type = HitDef
trigger1 = Animelem = 6
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76 
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 650, 3]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76 
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 1001,5]
type = ChangeState
trigger1 = time = 42
value = 3002
;---------------------------------------------------------------------------
;Shien Hiryuu Kyaku (Landing All Level) (3/3)
[Statedef 3002]
type    = S
movetype= I
physics = A
velset = 0
anim = 1006

[State 3001, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
;---------------------------------------------------------------------------
; Hit by Shien Hiryuu Kyaku
[Statedef 3050]
type    = A
movetype= H ;Get hit
physics = N

[State 904, 1]
type = velset
trigger1 = time >= 0
trigger1 = time < 6
x = 0
y = 0

[State 904, 1]
type = velset
trigger1 = time >= 6
x = -2
y = -7

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4912

[State 1004, 1]
type = ChangeState
trigger1 = Animtime = 0 
value = 3051
ctrl = 0
;---------------------------------------------------------------------------
;Hit by Shien Hiryuu Kyaku (2/3)
[Statedef 3051]
type    = A
movetype= H
physics = N
ctrl = 0

[State 325, 0]
type = Gravity
trigger1 = time >= 0

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4913

[State 2206, 2]
type = changeState
trigger1 = Pos Y > -30
trigger1 = Vel Y > 0
value = 3052
;---------------------------------------------------------------------------
;Hit by Shien Hiryuu Kyaku (2/3)
[Statedef 3052]
type    = A
movetype= H
physics = N
ctrl = 0

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4913

[State 2206, 2]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Shien Hiryuu Kyaku Level 2 (Ground)
[Statedef 3004]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= -2000
ctrl = 0
anim = 1004

[State 3004, 2]
type = afterimage
trigger1 = time = 0
time = 63
length = 10

TimeGap  = 2
FrameGap = 3

[State 3004,1] 
type = Explod
trigger1 = Animelem = 2
anim = 4901
pos = -1,-24
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3004,1] 
type = Explod
trigger1 = Animelem = 6
;trigger2 = Animelem = 7
anim = 4902
pos = -1,-24
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3004,1] 
type = Explod
trigger1 = Animelem = 5
;trigger2 = Animelem = 2
anim = 4903
pos = -1,-24
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3004,1] 
type = Explod
trigger1 = Animelem = 8
;trigger2 = Animelem = 8
anim = 4904
pos = -1,-24
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3004, Super.1]
type = Playsnd
trigger1 = Animelem = 1
value = 10,0

[State 3004, Super.1]
type = SuperPause
trigger1 = Animelem = 1
anim = -1
time = 56
movetime = 28

[State 3004, 2]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 35

[State 3004, 3]
type = HitDef
trigger1 = Animelem = 9
attr = S, HA
damage    = 50, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = -4,-5
Air.Velocity = -3,-5
snap = 55,0
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3004, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3005
;---------------------------------------------------------------------------
; Shien Hiryuu Kyaku Level2 (Air) (2/3)
[Statedef 3005]
type    = A
movetype= A
physics = A
velset = 0,-3
anim = 1008

[State 3005, 2]
type = afterimage
trigger1 = time = 0
time = 42
length = 8

TimeGap  = 3
FrameGap = 3

[State 3005,0]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 30

[State 3005,1]
type = PlaySnd
trigger1 = animelem = 1
value = 3,0

[State 3005,2]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 2, <0
x = 4

[State 3005,3]
type = VelSet
trigger1 = Animelem = 2, >0
trigger1 = Animelem = 3, <0
x = 0

[State 3005,4]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 6, <2
y = -5

[State 3005,5]
type = VelSet
trigger1 = Animelem = 6, >3
trigger1 = Animelem = 9, <0
y = 3

[State 3005,6]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA
damage    = 50, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005,8]
type = HitDef
trigger1 = Animelem = 2
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005,10]
type = HitDef
trigger1 = Animelem = 3
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 5
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 6
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 8
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005,5]
type = ChangeState
trigger1 = time = 42
value = 3002
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Shien Hiryuu Kyaku Level3 (Ground)
[Statedef 3006]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= -3000
ctrl = 0
anim = 1004

[State 3004, 2]
type = afterimage
trigger1 = time = 0
time = 63
length = 10

TimeGap  = 2
FrameGap = 3

[State 3004,1] 
type = Explod
trigger1 = Animelem = 2
anim = 4900
pos = -1,-24
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3004, Super.1]
type = Playsnd
trigger1 = Animelem = 1
value = 10,0

[State 3004, Super.1]
type = SuperPause
trigger1 = Animelem = 1
anim = -1
time = 56
movetime = 28

[State 3004, 2]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 35

[State 3004, 3]
type = HitDef
trigger1 = Animelem = 9
attr = S, HA
damage    = 50, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = -4,-5
Air.Velocity = -3,-5
snap = 55,0
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3004, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3007
;---------------------------------------------------------------------------
; Shien Hiryuu Kyaku Level3 (Air) (2/3)
[Statedef 3007]
type    = A
movetype= A
physics = A
velset = 0,-3
anim = 1009

[State 3005, 2]
type = afterimage
trigger1 = time = 0
time = 42
length = 8

TimeGap  = 3
FrameGap = 3

[State 3005,0]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 30

[State 3005,1]
type = PlaySnd
trigger1 = animelem = 1
value = 3,0

[State 3005,2]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 2, <0
x = 4

[State 3005,3]
type = VelSet
trigger1 = Animelem = 2, >0
trigger1 = Animelem = 3, <0
x = 0

[State 3005,4]
type = VelSet
trigger1 = Animelem = 1, >0
trigger1 = Animelem = 6, <2
y = -5

[State 3005,5]
type = VelSet
trigger1 = Animelem = 6, >3
trigger1 = Animelem = 9, <0
y = 3

[State 3005,6]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA
damage    = 50, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005,8]
type = HitDef
trigger1 = Animelem = 2
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005,10]
type = HitDef
trigger1 = Animelem = 3
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 5
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 6
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 9
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 8
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005, 3]
type = HitDef
trigger1 = Animelem = 9
attr = S, HA
damage    = 30, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 4
ground.Velocity = -3,-6
Air.Velocity = -2,-6
fall = 1
fall.recover = 0
palfx.time = 45
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3050

[State 3005,5]
type = ChangeState
trigger1 = time = 42
value = 3002





























;---------------------------------------------------------------------------
;Hit by Rising Dragon (1/3)
[Statedef 3050]
type    = A
movetype= H
physics = N
velset = -1, -3
ctrl = 0

[State 904, 1]
type = Pause
trigger1 = movehit = 1
time = 13

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4912

[State 1004, 1]
type = ChangeState
trigger1 = Animtime = 0 
value = 3051
ctrl = 0
;---------------------------------------------------------------------------
;Hit by Rising Dragon (2/3)
[Statedef 3051]
type    = A
movetype= H
physics = N
ctrl = 0

[State 325, 0]
type = Gravity
trigger1 = time >= 0

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4913

[State 2206, 2]
type = changeState
trigger1 = Pos Y > -30
trigger1 = Vel Y > 0
value = 3052
ctrl = 0
;---------------------------------------------------------------------------
;Hit by Rising Dragon (2/3)
[Statedef 3052]
type    = A
movetype= H
physics = N
ctrl = 0

[State 904, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 4913

[State 325, 0]
type = Gravity
trigger1 = time >= 0

[State 2206, 2]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
ctrl = 0
;---------------------------------------------------------------------------
; Rekka ShinKen Level1
[Statedef 3100]
type    = S
movetype= A
physics = N
juggle  = 3
poweradd= -1000
ctrl = 0
anim = 3000

[State 1105, 2]
type = afterimage
trigger1 = time = 0
time = 42
length = 10

TimeGap  = 2
FrameGap = 3
trans = add1

[State 1004,0]
type = Velset
trigger1 = animelem = 3, >0
trigger1 = animelem = 8, <0
x = 3

[State 1004,0]
type = Velset
trigger1 = animelem = 9
x = 0

[State 3000,1] 
type = Explod
trigger1 = Animelem = 1
anim = 4600
pos = 34,-79
sprpriority = 2
postype = p1
supermove = 2
bindtime = 69

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 1
value = 10,0

[State 3000, Super.1]
type = SuperPause
trigger1 = Animelem = 1
anim = -1
time = 62

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 3
trigger2 = Animelem = 7
value = 10,1

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 10
value = 0,3

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 3
anim = 4730
ID = 4730
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8003) < 2  && Animelem = 3
anim = 8003
ID = 8003
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 3
attr = S, HA
damage    = 74, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 5,5
sparkxy = -10,-70
hitsound   = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = -4
Air.Velocity = -3,-5

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 7
anim = 4730
ID = 4730
postype = p2
pos = -10, -52
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8001) < 2  && Animelem = 7
anim = 8001
ID = 8001
postype = p2
pos = -10, -52
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
damage    = 74, 10
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 8,8
sparkxy = -10,-52
hitsound   = S4,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = -4
Air.Velocity = -3,-5

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 10
anim = 4730
ID = 4730
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8003) < 2  && Animelem = 10
anim = 8003
ID = 8003
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 10
attr = S, HA
animtype  = Hard
damage    = 74, 10
guardflag = MA
priority = 3
pausetime = 10,10
sparkxy = -10,-71
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4,-5
Air.Velocity = -3,-5
fall = 1
fall.recover = 0

[State 650, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Rekka ShinKen Level2
[Statedef 3101]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= -2000
ctrl = 0
anim = 3001

[State 3101, 0]
type = afterimage
trigger1 = time = 0
time = 50
length = 10

TimeGap  = 2
FrameGap = 3

[State 3101,1]
type = Velset
trigger1 = animelem = 3, >0
trigger1 = animelem = 10, <0
x = 3

[State 3101,2]
type = Velset
trigger1 = animelem = 12
x = 0

[State 3101,3] 
type = Explod
trigger1 = Animelem = 1
anim = 4903
pos = 34,-79
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3101,3] 
type = Explod
trigger1 = Animelem = 1
anim = 4902
pos = 34,-79
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3101,3] 
type = Explod
trigger1 = Animelem = 1
anim = 4904
pos = 34,-79
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1


[State 3101,3] 
type = Explod
trigger1 = Animelem = 1
anim = 4901
pos = 34,-79
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3101, 4]
type = Playsnd
trigger1 = Animelem = 1
value = 10,0

[State 3101, 5]
type = SuperPause
trigger1 = Animelem = 1
anim = -1
time = 42

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 3
trigger2 = Animelem = 6
trigger3 = Animelem = 9
value = 10,1

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 14
value = 0,3

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 3
anim = 4730
ID = 4730
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8003) < 2  && Animelem = 3
anim = 8003
ID = 8003
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3101, 6]
type = HitDef
trigger1 = Animelem = 3
attr = S, HA
animtype  = Hard
damage    = 110, 10
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-71
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 6
anim = 4730
ID = 4730
postype = p2
pos = -10, -52
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8002) < 2  && Animelem = 6
anim = 8002
ID = 8002
postype = p2
pos = -10, -52
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3101, 7]
type = HitDef
trigger1 = Animelem = 6
attr = S, HA
animtype  = Hard
damage    = 100, 10
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-52
hitsound = S4,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 9
anim = 4730
ID = 4730
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8001) < 2  && Animelem = 9
anim = 8001
ID = 8001
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3101, 8]
type = HitDef
trigger1 = Animelem = 9
attr = S, HA
animtype  = Hard
damage    = 110, 10
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-71
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 14
anim = 4730
ID = 4730
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8003) < 2  && Animelem = 14
anim = 8003
ID = 8003
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3101, 9]
type = HitDef
trigger1 = Animelem = 14
attr = S, HA
animtype  = Hard
damage    = 100, 10
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-71
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4,-5
Air.Velocity = -3,-5
fall = 1
fall.recover = 0

[State 3101, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Rekka ShinKen Level3
[Statedef 3102]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= -3000
ctrl = 0
anim = 3002

[State 3101, 0]
type = afterimage
trigger1 = time = 0
time = 61
length = 10

TimeGap  = 2
FrameGap = 3

[State 3101,1]
type = Velset
trigger1 = animelem = 3, >0
trigger1 = animelem = 15, <0
x = 3

[State 3101,2]
type = Velset
trigger1 = animelem = 17
x = 0

[State 3101,3] 
type = Explod
trigger1 = Animelem = 1
anim = 4602
pos = 34,-79
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3101,3] 
type = Explod
trigger1 = Animelem = 1
anim = 4603
pos = 25,-68
sprpriority = 1
postype = p1
supermove = 2
bindtime = 1

[State 3101, 4]
type = Playsnd
trigger1 = Animelem = 1
value = 10,0

[State 3101, 5]
type = SuperPause
trigger1 = Animelem = 1
anim = -1
time = 75

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 3
trigger2 = Animelem = 7
trigger3 = Animelem = 11
trigger4 = Animelem = 15
value = 10,1

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 19
value = 0,3

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 3
anim = 4730
ID = 4730
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8000) < 2  && Animelem = 3
anim = 8000
ID = 8000
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3101, 6]
type = HitDef
trigger1 = Animelem = 3
attr = S, HA
animtype  = Hard
damage    = 93, 10
guardflag = MA
priority = 3
pausetime = 5,5
sparkno = -1
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 7
anim = 4730
ID = 4730
postype = p2
pos = -10, -52
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8001) < 2  && Animelem = 7
anim = 8001
ID = 8001
postype = p2
pos = -10, -52
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3101, 7]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
animtype  = Hard
damage    = 93, 10
guardflag = MA
priority = 3
pausetime = 5,5
sparkno = -1
hitsound = S4,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 11
anim = 4730
ID = 4730
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8002) < 2  && Animelem = 11
anim = 8002
ID = 8002
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3101, 8]
type = HitDef
trigger1 = Animelem = 11
attr = S, HA
animtype  = Hard
damage    = 93, 10
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-71
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 15
anim = 4730
ID = 4730
postype = p2
pos = -10, -52
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8003) < 2  && Animelem = 15
anim = 8003
ID = 8003
postype = p2
pos = -10, -52
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3101, 7]
type = HitDef
trigger1 = Animelem = 15
attr = S, HA
animtype  = Hard
damage    = 93, 10
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-52
hitsound = S4,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3000]
type = explod
trigger1 = movehit = 1 && Animelem = 19
anim = 4730
ID = 4730
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8002) < 2  && Animelem = 19
anim = 8002
ID = 8002
postype = p2
pos = -10, -71
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3101, 8]
type = HitDef
trigger1 = Animelem = 19
attr = S, HA
animtype  = Hard
damage    = 93, 10
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-71
hitsound = S4,1
guardsound = S5,0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -5,-5
Air.Velocity = -3,-5
fall = 1
fall.recover = 0



[State 3101,1]
type = Veladd
trigger1 = animelem = 19, >0
trigger1 = animtime = 0
x = 0

[State 3101, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Rekka ShinKen Level3 SDM
[Statedef 3103]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= -3000
ctrl = 0
anim = 3002

[State 3101, 0]
type = afterimage
trigger1 = time = 0
time = 61
length = 10

TimeGap  = 2
FrameGap = 3

[State 3101,1]
type = Velset
trigger1 = animelem = 3, >0
trigger1 = animelem = 15, <0
x = 3

[State 3101,2]
type = Velset
trigger1 = animelem = 17
x = 0

[State 3101,3] 
type = Explod
trigger1 = Animelem = 1
anim = 4602
pos = 34,-79
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3101,3] 
type = Explod
trigger1 = Animelem = 1
anim = 4603
pos = 34,-79
sprpriority = 1
postype = p1
supermove = 2
bindtime = 1

[State 3101, 4]
type = Playsnd
trigger1 = Animelem = 1
value = 10,0

[State 3101, 5]
type = SuperPause
trigger1 = Animelem = 1
anim = -1
time = 44

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 3
trigger2 = Animelem = 7
trigger3 = Animelem = 11
trigger4 = Animelem = 15
value = 10,1

[State 3000, Super.1]
type = Playsnd
trigger1 = Animelem = 19
value = 0,3

[State 3101, 6]
type = HitDef
trigger1 = Animelem = 3
attr = S, HA
animtype  = Hard
damage    = 110, 20
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-71
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3101, 7]
type = HitDef
trigger1 = Animelem = 7
attr = S, HA
animtype  = Hard
damage    = 110, 20
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-52
hitsound = S4,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3101, 8]
type = HitDef
trigger1 = Animelem = 11
attr = S, HA
animtype  = Hard
damage    = 110, 20
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-71
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3101, 7]
type = HitDef
trigger1 = Animelem = 15
attr = S, HA
animtype  = Hard
damage    = 110, 20
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-52
hitsound = S4,1
guardsound = S5,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4
air.type = High
Air.Velocity = -1.3,-1

[State 3101, 8]
type = HitDef
trigger1 = Animelem = 19
attr = S, HA
animtype  = Hard
damage    = 110, 20
guardflag = MA
priority = 3
pausetime = 5,5
sparkxy = -10,-71
hitsound = S4,1
guardsound = S5,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
ground.Velocity = -4,-5
Air.Velocity = -3,-5
fall = 1
fall.recover = 0

[State 3101, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1





























; Ryuu Yassai
[Statedef 3200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= -3000
ctrl = 0
anim = 3200


[State 3200, Super Hit Spark]
type = explod
trigger1 = movehit =1 && Numexplod(8002) < 2
anim = 8002
ID = 8002
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3200, Special Hit Spark]
type = explod
trigger1 = movehit = 1
anim = 4730
ID = 4730
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3200,1]
type = Width
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
player = 57,14

[State 3200,no velset]
type = velset
trigger1 = time >= 0 
x = 0

[State 3200, Super Snd]
type = Playsnd
trigger1 = Animelem = 1
value = 10,0

[State 3200, Afterimage]
type = afterimage
trigger1 = time = 0
time = 54
length = 15
TimeGap  = 1
FrameGap = 4
trans = add1

[State 3101,Super Spark] 
type = Explod
trigger1 = Animelem = 1
anim = 4602
pos = 29,-58
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 3101,Super Spark] 
type = Explod
trigger1 = Animelem = 1
anim = 4603
pos = 34,-79
sprpriority = 1
postype = p1
supermove = 2
bindtime = 1

[State 3200,1]
type = PlaySnd
trigger1 = animelem = 4
value = 3,0

[State 3200, Superpause]
type = SuperPause
trigger1 = Animelem = 1
anim = -1
time = 75
movetime = 0

[State 3000,Hit Flamme]
type = explod
trigger1 = movehit = 1
anim = 4914
removetime = 39
postype = p2
pos = -10, -76
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000,Hit Flamme]
type = explod
trigger1 = movehit = 1
anim = 4914
removetime = 39
postype = p2
pos = -10, -36
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 650, Hit1 P2 in air]
type = HitDef
trigger1 = Animelem = 4 && P2statetype = A
trigger1 = p2bodydist X < 103
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 16,26
Sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 13
ground.hittime  = 13
ground.Velocity = 0
Air.Velocity = -3,-5
forcestand = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, Hit1 P2 stand]
type = HitDef
trigger1 = Animelem = 4 && P2statetype != A
trigger1 = p2bodydist X < 103
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 16,26
Sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 13
ground.hittime  = 13
ground.Velocity = 0
Air.Velocity = -3,-5
forcestand = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p1stateno = 3210
p2stateno = 3400

[State 650, Hit1 P2 in air]
type = HitDef
trigger1 = Animelem = 4 && P2statetype = A
trigger1 = p2bodydist X >= 104
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 16,26
Sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 13
ground.hittime  = 13
ground.Velocity = 0,0
forcestand = 1
Air.Velocity = -3,-5
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, Hit1 P2 stand]
type = HitDef
trigger1 = Animelem = 4 && P2statetype != A
trigger1 = p2bodydist X >= 104
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 16,26
Sparkno = -1
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 13
ground.hittime  = 13
ground.Velocity = 0,0
forcestand = 1
Air.Velocity = -3,-5
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p1stateno = 3300
p2stateno = 3400

[State 650, Hit2 P2 in air]
type = HitDef
trigger1 = Animelem = 5 && P2statetype = A
trigger1 = p2bodydist X < 103
trigger1 = movehit = 0 && Movecontact = 0
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 16,23
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = 0
Air.Velocity = -3,-5
forcestand = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 5 && P2statetype != A
trigger1 = p2bodydist X < 103
trigger1 = movehit = 0 && Movecontact = 0
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 16,23
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = 0
Air.Velocity = -3,-5
forcestand = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p1stateno = 3210
p2stateno = 3400

[State 650, 3]
type = HitDef
trigger1 = Animelem = 5 && P2statetype = A
trigger1 = p2bodydist X >= 104
trigger1 = movehit = 0 && Movecontact = 0
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,23
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = 0
Air.Velocity = -3,-5
forcestand = 1
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 5 && P2statetype != A
trigger1 = p2bodydist X >= 104
trigger1 = movehit = 0 && Movecontact = 0
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,23
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = 0
Air.Velocity = -3,-5
forcestand = 1
p1stateno = 3300
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3400

[State 650, 3]
type = HitDef
trigger1 = Animelem = 6 && P2statetype != A
trigger1 = p2bodydist X < 103
trigger1 = movehit = 0 && Movecontact = 0
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,20
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = 0
forcestand = 1
Air.Velocity = -3,-5
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 0
p1stateno = 3210
p2stateno = 3400

[State 650, 3]
type = HitDef
trigger1 = Animelem = 6 && P2statetype = A
trigger1 = p2bodydist X < 103
trigger1 = movehit = 0 && Movecontact = 0
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,20
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = 0
forcestand = 1
Air.Velocity = -3,-5
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 6 && P2statetype = A
trigger1 = p2bodydist X >= 104
trigger1 = movehit = 0 && Movecontact = 0
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,20
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = 0
forcestand = 1
Air.Velocity = -3,-5
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 6  && P2statetype != A
trigger1 = p2bodydist X >= 104
;trigger1 = p2bodydist X <= 125
trigger1 = movehit = 0 && Movecontact = 0
attr = S, HA
damage    = 119, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 10,20
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 10
ground.Velocity = 0
forcestand = 1
Air.Velocity = -3,-5
p1stateno = 3300
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0
p2stateno = 3400

[State 650, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Ryuu Yassai
[Statedef 3210]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 3210

[State 3210,velset 2]
type = velset
trigger1 = 1
x = 2.5

[State 3210,no velset]
type = velset
trigger1 = P2dist X <= 27
x = 0

[State 3210, Afterimage]
type = afterimage
trigger1 = time = 0
time = 5
length = 15
TimeGap  = 1
FrameGap = 4
trans = add1

[State 3210, 4]
type = ChangeState
trigger1 = P2dist X <= 27 && vel X = 0
value = 3220
ctrl = 0

; Ryuu Yassai
[Statedef 3220]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 3220

[State 650, 3]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA
damage    = 79, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 4,16
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = -2,-6
Air.Velocity = -3,-5
yaccel = 0.15
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8001) < 2
anim = 8001
ID = 8001
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
ID = 4730
postype = p2
pos = 10, -75
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3210, Afterimage]
type = afterimage
trigger1 = time = 0
time = 58
length = 15
TimeGap  = 2
FrameGap = 5
trans = add1
ignorehitpause = 1

[State 3210, 4]
type = ChangeState
trigger1 = animtime = 0
value = 3221
ctrl = 1


; Ryuu Yassai
[Statedef 3221]
type    = S
movetype= A
physics = N
velset = 3,-3
ctrl = 0
anim = 3221

[State 3210,velset 2]
type = velset
trigger1 = 1 && P2dist X >= 77 && P2dist Y <= -1 && movehit = 0
x = 6
y = -6

[State 3210, Afterimage]
type = afterimage
ignorehitpause = 1
trigger1 = time = 0
time = 10
length = 10
TimeGap  = 2
FrameGap = 2
trans = add1

[State 650, 3]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage    = 198, 15
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 13,16
sparkxy = -10,-76
hitflag   = MAF
hitsound   = S4,1
guardsound = S5,0
ground.slidetime = 40
ground.hittime  = 40
ground.Velocity = -3,-8
Air.Velocity = -3,-5
yaccel = 0.30
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 3000]
type = explod
trigger1 = movehit = 1
anim = 4730
ID = 4730
postype = p2
pos = 10, -40
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3000]
type = explod
trigger1 = movehit =1 && Numexplod(8000) < 2
anim = 8000
ID = 8000
postype = p2
pos = 10, -40
sprpriority = 2
pausemovetime = 9999
ignorehitpause = 1
persistent = 0

[State 3001, 3]
type = ChangeState
trigger1 = movehit = 1
value = 3222
ctrl = 0

; Ryuu Yassai
[Statedef 3222]
type    = A
movetype= A
physics = A
velset = 4,-4
ctrl = 0
anim = 3222

[State 3210, Afterimage]
type = afterimage
trigger1 = time = 0
time = 26
length = 10
TimeGap  = 2
FrameGap = 4
trans = add1

[State 3001, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1









































; Ryuu Yassai
[Statedef 3300]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 3210

[State 3210,velset 2]
type = velset
trigger1 = 1
x = 3

[State 3210,no velset]
type = velset
trigger1 = P2dist X <= 27
x = 0

[State 3210, Afterimage]
type = afterimage
trigger1 = time = 0
time = 5
length = 15
TimeGap  = 1
FrameGap = 4
trans = add1

[State 3210, 4]
type = ChangeState
trigger1 = P2dist X <= 27 && vel X = 0
value = 3310
ctrl = 0

; Ryuu Yassai
[Statedef 3310]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 3300

[State 210, 4]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
value = 0,2

[State 202, 4]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 13
value = 0,1

[State 3000]
type = explod
trigger1 = Animelem = 1
anim = 4916
postype = p2
pos = 10, -64
sprpriority = 2
Bindtime = -1
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
removetime = 137

[State 3000]
type = explod
trigger1 = Animelem = 1
anim = 4917
postype = p2
pos = 10, -29
sprpriority = 2
Bindtime = -1
pausemovetime = 9999
ignorehitpause = 1
persistent = 0
removetime = 137

[State 650, 3]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA
damage    = 47, 12
givepower = 25
guardflag = HA
animtype = Hard
ground.type = High
priority = 3
pausetime = 4,16
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = 0
forcestand = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
damage    = 47, 12
givepower = 25
guardflag = HA
animtype = Hard
ground.type = high
priority = 3
pausetime = 4,16
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = 0
forcestand = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 8
attr = S, HA
damage    = 47, 12
givepower = 25
guardflag = HA
animtype = Hard
ground.type = high
priority = 3
pausetime = 4,16
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = 0
forcestand = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 10
attr = S, HA
damage    = 47, 12
givepower = 25
guardflag = HA
animtype = Hard
ground.type = low
priority = 3
pausetime = 4,16
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = 0
forcestand = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 11
attr = S, HA
damage    = 47, 12
givepower = 25
guardflag = HA
animtype = Hard
ground.type = low
priority = 3
pausetime = 4,16
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = 0
forcestand = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 650, 3]
type = HitDef
trigger1 = Animelem = 13
attr = S, HA
damage    = 47, 12
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 4,16
sparkxy = -10,-76
hitsound   = S4,1
guardsound = S5,0
ground.slidetime = 20
ground.hittime  = 20
ground.Velocity = -2,-6
Air.Velocity = -3,-5
yaccel = 0.15
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 3210, Afterimage]
type = afterimage
trigger1 = time = 0
time = 58
length = 15
TimeGap  = 2
FrameGap = 5
trans = add1
ignorehitpause = 1

[State 3210, 4]
type = ChangeState
trigger1 = animtime = 0
value = 3331
ctrl = 1

; Ryuu Yassai
[Statedef 3331]
type    = S
movetype= A
physics = N
velset = 3,-3
ctrl = 0
anim = 3221

[State 3210,velset 2]
type = velset
trigger1 = 1 && P2dist X >= 77 && P2dist Y <= -1 && movehit = 0
x = 6
y = -6

[State 3210, Afterimage]
type = afterimage
ignorehitpause = 1
trigger1 = time = 0
time = 10
length = 10
TimeGap  = 2
FrameGap = 2
trans = add1

[State 650, 3]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage    = 198, 15
givepower = 25
guardflag = HA
animtype = Hard
priority = 3
pausetime = 13,16
sparkxy = -10,-76
hitflag   = MAF
hitsound   = S4,1
guardsound = S5,0
ground.slidetime = 40
ground.hittime  = 40
ground.Velocity = -3,-8
Air.Velocity = -3,-5
yaccel = 0.30
fall = 1
fall.recover = 0
palfx.time = 35
palfx.add = 24,100,94
palfx.mul = 240,96,0

[State 3001, 3]
type = ChangeState
trigger1 = movehit = 1
trigger2 = movehit = 0 && P2dist Y >= 40
value = 3222
ctrl = 0

; Ryuu Yassai
[Statedef 3222]
type    = A
movetype= A
physics = A
velset = 4,-4
ctrl = 0
anim = 3222

[State 3210, Afterimage]
type = afterimage
trigger1 = time = 0
time = 26
length = 10
TimeGap  = 2
FrameGap = 4
trans = add1

[State 3001, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 0
ctrl = 1

; Ryuu Yassai
[Statedef 3400]
type    = S
movetype= H
physics = S
ctrl = 0

[State 3001, 3]
type = changeanim2
trigger1 = time = 0
value = 3400

[State 3001, 3]
type = Velset
trigger1 = time = 0
x = 0