; Ki Blast
[Statedef 1700]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 1700
velset = 0,0,0

[State 1700, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = 13, -55

[State 1700, 3]
type = PlaySnd
trigger1 = Time = 2
value = 7,7

[State 1700, 7]
type = Projectile
trigger1 = time = 51
projanim = 1015
offset = 0, 0
velocity = 0, 0
projremovetime = 80
projhits = 10
projpriority = 9999
projmisstime = 5
attr = S, HP
damage    = 40,4
animtype  = Hard
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,15
sparkno = -1
hitspark = -1
hitsound   = 5,3
guardsound = 6,0
guard.sparkno = -1
ground.type = high
ground.slidetime = 4
ground.velocity = -50,-1
airguard.velocity = -50,0
air.type = Low
air.velocity = -50,1
air.juggle = 5
fall.animtype = Hard
fall = 1
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 2000,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000

[State 1700, 9]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kienzan
[Statedef 1750]
type    = S
movetype= A
physics = S
poweradd= -500
ctrl = 0
anim = 1750
velset = 0

[State 1750, 2]
type = SuperPause
trigger1 = AnimElem = 1
pos = -19, -68
anim = 101

[State 1750, 3]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1750, 4]
type = PlaySnd
trigger1 = Time = 0
value = F20,0

[State 1750, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 8, 8

[State 1750, 6]
type = Projectile
trigger1 = time = 50
projanim = 1751
velocity = 12,0
remvelocity = .7, 0
projhits = 30
accel = 0, .00
attr = S, SP
damage    = 30,2
animtype  = Hard
getpower  = 15
givepower = 30
pausetime = 0,12
sparkno = 12
sparkxy = 60, -47
hitsound = 5,3
guardflag = MA 
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -2.5,-1.75
air.juggle = 3
fall.animtype = Hard
air.fall = 1
fall = 1
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 2000,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000

[State 1750, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kamehameha
[Statedef 1800]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 1800
velset = 0,0,0

[State 1800, 2]
type = SuperPause
trigger1 = time = 0
pos = -8, -35

[State 1800, 6]
type = PlaySnd
trigger1 = time = 30
value = 3,1

[State 1800, 7]
type = Projectile
trigger1 = time = 49
projanim = 1016
projremanim = 1016
offset = 0, 0
velocity = 0, 0
projremovetime = 200
projhits = 20
projpriority = 9999
projmisstime = 5
attr = S, HP
damage    = 30,4
animtype  = Hard
numhits = 1
getpower  = 5
givepower = 31
guardflag = MA
pausetime = 2,15
sparkno = -1
hitspark = -1
hitsound   = 5,3
guardsound = 6,0
guard.sparkno = -1
ground.type = high
ground.slidetime = 4
ground.velocity = -50,-1
airguard.velocity = -50,0
air.type = Low
air.velocity = -50,1
air.juggle = 5
fall.animtype = Hard
fall = 1
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 2000,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000

[State 1800, 9]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
; SuperMove
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 3000
ctrl = 0

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 2
pos = 0, -60
anim = 30

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 2
value = F20, 0

[State 3000, Super C]
type = PowerAdd
trigger1 = Time = 2
value = -1000

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 2
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,68]
time = 2

[State 3000, Super F]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 12

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Hard
damage    = 72,4
getpower  = 0
priority  = 6
guardflag = MA
pausetime = 15,15
sparkxy = -10,-60
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6
air.velocity = -3,-3
fall.animtype = Hard
fall = 1

[State 3000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
;Hyper Teleport
[Statedef 3500]
type = S
movetype = A
physics = N
velset = 0,0
anim = 2000
juggle = 0
ctrl = 0
poweradd = -3000

[State 3500, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1

[State 3500, 2]
type = SuperPause
trigger1 = Time = 0
pos = 3, -70

[State 3500, 4]
type = PosAdd
trigger1 = movehit = 0
trigger1 = Time > 1
trigger1 = P2BodyDist X > 10
x = 10

[State 3500, 4]
type = PosAdd
trigger1 = movehit = 0
trigger1 = Time > 1
trigger1 = P2BodyDist X > 5
x = 5

[State 3500, 4]
type = PosAdd
trigger1 = movehit = 0
trigger1 = Time > 1
trigger1 = P2BodyDist X > 1
x = 1

[State 3500, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HT
damage = 0, 0
sparkno = -1
getpower = 0
givepower = 90
hitflag = MA
guardflag  = -
pausetime = 0,0
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = 0
air.velocity = 0
p1stateno = 3505
p2stateno = 3550
forcestand = 1
fall = 0

[State 3500, 5]
type = VelSet
Trigger1 = movehit = 1
x = 0
y = 0
z = 0

[State 3500, 6]
type = ChangeState
trigger1 = time = 60
value = 0
ctrl = 1

;--------------------------------------
;Hitting with Hyper Teleport
[Statedef 3505]
type = S
movetype = I
anim = 2010

[State 3505, 1]
type = targetbind
Trigger1 = Time = 0
pos x = 20, 0
time = 4

[State 3505, 1]
type = EnvColor
trigger1 = Time = 4
value = 231,231,231
time = 10 

[State 3505, 1]
type = ChangeAnim
trigger1 = time = 60
value = 182

[State 3505, 1]
type = GameMakeAnim
trigger1 = time >= 5
trigger1 = time <= 40
trigger1 = TimeMod = 2, 0
value = 1
pos = 30, -51
random = 140

[State 3505, 1]
type = PlaySnd
trigger1 = time >= 5
trigger1 = time <= 40
trigger1 = TimeMod = 6, 3
value = F5, 2

[State 3505, 1]
type = PlaySnd
trigger1 = time >= 5
trigger1 = time <= 40
trigger1 = TimeMod = 6, 0
value = F5, 1

[State 3505, 1]
type = HitAdd
trigger1 = time >= 5
trigger1 = time <= 40
trigger1 = TimeMod = 4, 0
value = 1

[State 3505, 1]
type = HitAdd
trigger1 = time >= 5
trigger1 = time <= 40
trigger1 = TimeMod = 7, 0
value = 1

[State 3505, 1]
type = PlaySnd
trigger1 = time >= 5
trigger1 = time <= 40
trigger1 = TimeMod = 8, 3
value = F5, 3

[State 3505, 2]
type = ChangeState
trigger1 = time = 95
value = 0
ctrl = 1

;--------------------------------------
;Getting Hit by Hyper Teleport
[Statedef 3550]
type = S
movetype = H
physics = N
anim = 2015

[State 3550, 1]
type = VelSet
trigger1 = time = 0
x = 0
y = 0
z = 0

[State 3550, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2015

[State 3550, 2]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 75

[State 3550, 3]
type = LifeAdd
trigger1 = time = 35
value = -886

[State 3550, 4]
type = SelfState
trigger1 = Time = 95
value = 5110

;---------------------------------------------------------------------------
;Fireball Shower
[Statedef 3200]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 5
ctrl = 0
anim = 3200
poweradd = -1000

[State 3200, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8, 8

[State 3200, aura]
type = Explod
trigger1 = Time = 0
id = 950
anim = 950
pos = 5,0
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 3200, pause]
type = SuperPause
trigger1 = time = 0
time = 30
anim = -1

[State 3200, Ha!]
type = PlaySnd
triggerall = Anim = 3200
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
value = 8,8

[State 3200, dan]
type = Projectile
triggerall = Anim = 3200
trigger1 = AnimElem = 3
ProjAnim = 1006
ProjHitAnim = 1003
ProjRemAnim = 1003
offset = 37, -53
projpriority = 4
projid = 1001
velocity = 6
accel = .2
attr = S, SP
damage   = 15,5
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
guard.sparkno = -1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-1
fall = 1
air.animtype = Back
air.velocity = -1,-1
air.fall = 1

[State 3200, dan]
type = Projectile
triggerall = Anim = 3200
trigger1 = AnimElem = 5
ProjAnim = 1006
ProjHitAnim = 1003
ProjRemAnim = 1003
offset = 37, -53
projpriority = 4
projid = 1001
velocity = 6
accel = .2
attr = S, SP
damage   = 15,5
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
guard.sparkno = -1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,-1
fall = 1
air.animtype = Back
air.velocity = -1,-1
air.fall = 1

[State 3200, end1]
type = ChangeAnim
trigger1 = Time = 176
value = 3201

[State 2000,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 3201
trigger1 = Pos Y < 0
value = 2000

[State 3200, end2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Anim = 3201
value = 0
ctrl = 1

;---------------------------------------------------------------------
;Genki Dami
[Statedef 1900]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 1900
velset = 0,0

[State 1900, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0, -90

[State 1900, 2]
type = Helper
trigger1 = Time = 1
name = "Genki Dami"
postype = p1
id = 1901
stateno = 1901
pos = 0,-290
keyctrl = 0
ownpal = 1

[State 1900, 2]
type = NotHitBy
trigger1 = Time = 80
value = , NA, SA, AT
time = 12

[State 1900, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 7,7

[State 1900, 4]
type = PlaySnd
trigger1 = Time = 2
value = 5, 5

[State 1900, 5]
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 25

[State 1900, 6]
type = Projectile
trigger1 = AnimElem = 5 
projanim = 1901
projid = 3
offset = 100, -30
velocity = 1.5
attr = S, SP
damage = 1700
animtype = Hard
getpower = 50
givepower = 30
pausetime = 0,12
sparkno = -1
sparkxy = 0, 0
hitsound = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-2.75
air.juggle = 3
fall.animtype = Hard
fall = 1
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 1900, 7]
type = EnvColor
trigger1 = ProjHit3 = 1
value = 231,231,231
time = 20 

[State 2000, 9]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 2000

[State 1900, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------
;Genki Dami itself
[Statedef 1901]
type = S
movetype = I
physics = S
poweradd = -3000
ctrl = 0
anim = 1902
velset = 0,0.8

[State 5151, 3]
type = DestroySelf
trigger1 = time = 146

;---------------------------------------------------------------------------
; hyper combo(start)
[Statedef 4010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = -3000
ctrl = 0
anim = 4010

[State 4010, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 4010, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 3 

[State 4010, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1, 1 

[State 4010, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4011
ctrl = 1

;---------------------------------------------------------------------------
;hyper combo(teleport)
[Statedef 4011]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 40,0
poweradd = 70
ctrl = 0
anim = 4011

[State 4011, 5]
type = ChangeState
trigger1 = P2BodyDist X < 1
value = 4012

[State 4011, 6]
type = ChangeState
trigger1 = MoveHit != 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; hyper combo(hit)
[Statedef 4012]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 0
velset = 0,0
ctrl = 0
anim = 4013

[State 4012, 1]
type = changeanim
trigger1 = time = 14
value = 4012

[State 4012, 2]
type = PlaySnd
triggerall = Anim = 4012
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
trigger5 = AnimElem = 12
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 23
trigger9 = AnimElem = 26
trigger10 = AnimElem = 29
value = 6, 2

[State 4012, 3]
type = HitDef
triggerall = Anim = 4012
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 9
trigger5 = AnimElem = 12
trigger6 = AnimElem = 16
trigger7 = AnimElem = 19
trigger8 = AnimElem = 23
trigger9 = AnimElem = 26
trigger10 = AnimElem = 29
attr = S, NA
animtype  = light
damage = 0,0
pausetime = 7,11
sparkno = s555
sparkxy = -10,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 100
ground.velocity = 0
air.velocity = 0

[State 4012, 4]
type = ChangeState
trigger1 = MoveHit = 0
trigger1 = time >= 20
value = 0
ctrl = 1

[State 4012, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 4013
ctrl = 1

;-------------------------------------------------------------------------------------------
;hyper combo ssj3
[Statedef 4013]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
anim = 4072

[State 3000, 1]
type = Envcolor
trigger1 = Time = 0
persistent = 0
ignorehitpause = 1
value = 0, 0, 0
time = 30
under = 1
supermove = 1

[State 3000, 1]
type = SuperPause
trigger1 = AnimElem = 1
pos = -99999, -99999
anim = 31
Time = 55

[State 3000, 2]
type = PlaySnd
trigger1 = Time = 2
value = 7, 7 

[State 3000, 3]
type = PlaySnd
trigger1 = Time = 2
value = 6, 2

[State 4013, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 4013, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 4072

[State 4013, 3]
type = HitDef
persistant = 0
trigger1 = AnimElem = 2, >=0
trigger1 = hitcount < 1
attr = S, SA
damage = 1300
animtype = Med
getpower = 25
givepower = 15
priority = 5
hitflag = MAF
pausetime = 8,12
sparkxy = -29,-66
sparkno = s2007
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3, -8
air.velocity = -1.2, -2
fall = 1

[State 4013, 7]
type = ChangeState
trigger1 = Time = 3
value = 4071

;---------------------------------------------------------------------------
;hyper combo ssj3 (going up)
[Statedef 4071]
type   = A
movetype = A

[State 4071, 0]
type = VelSet
trigger1 = Time = 0
x = 9.5
y = -10

[State 4071, 1]
type = PosAdd
trigger1 = Time = 0
x = -3

[State 4071, 2]
type = VelMul
trigger1 = Time >= 0
x = .93

[State 4071, 5]
type = changeAnim
trigger1 = vel y > -1
value = 4043
persistent = 0

[State 4071, 3]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 4071, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
value = 52