;CNS File of Ryu-X

;Notes on Variables:
;Var(0) = The AI Variable
;Var(1) = The win pose decider variable
;Var(2) = Recovery Roll Variable
;Var(10) = The Denjin Hadoken Charging Variable

[Data]
life = 1000   
attack = 100  
defence = 100 
fall.defence_up = 50 
liedown.time = 40    
airjuggle = 15       
sparkno = S17041        
guard.sparkno = S17043  
KO.echo = 0           
volume = 100

[Size]
xscale = 1
yscale = 1
ground.back = 17      
ground.front = 17     
air.back = 14        
air.front = 14       
z.width = 3          
attack.width = 4,4   
attack.dist = 160     
proj.attack.dist = 90 
proj.doscale = 1

[Velocity]
walk.fwd  = 2.9       
walk.back = -2.4      
walk.up   = -1        
walk.down = 1         
run.fwd  = 4.8, 0     
run.back = -6.5,-3.8  
run.up = -2,0         
run.down = 2,0        
;jump.neu = 0, -7      ;  0,-6.75    
;jump.back = -3.80, -7 ;  -2.55,-6.75
;jump.fwd = 3.75 -7    ;   2.5,-6.75  
;jump.up = -1,-6.75    
;jump.down = 1,-6.75
jump.neu = 0, -7.8
jump.back = -2.55
jump.fwd = 2.5
runjump.back = -2.55,-6.75
runjump.fwd = 4,-6.75     
runjump.up = -1.2,-6.75   
runjump.down = 1.2,-6.75  
;airjump.neu = 0,-6.75     
;airjump.back = -2.55,-6.75
;airjump.fwd = 2.5,-6.75   
;airjump.up = -1,-6.75     
;airjump.down = 1,-6.75    

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .35         
stand.friction = .85 
crouch.friction = .82 

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...
;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 170, 2]
type = PosAdd
trigger1 = AnimElem = 3
x = -20

[State 170, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 12,0

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 180, 2] ;Choose win1
type = VarSet
trigger1 = Command = "hold_x"
trigger2 = Command = "hold_a"
v = 1
value = 10

[State 180, 3] ;Choose win2
type = VarSet
trigger1 = Command = "hold_y"
trigger2 = Command = "hold_b"
v = 1
value = 60

[State 180, 2]
type = ChangeState
trigger1 = Var(1) <= 50
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Var(1) >= 51
value = 182

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 181, 2]
type = null ;PosAdd
trigger1 = AnimElem = 3
x = 0

;---------------------------------------------------------------------------
; WIN1
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
velset = 0,0,0

[State 191, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,10

[State 191, 2]
type = Changestate
trigger1 = Var(1) <= 5
value = 192

[State 191, 3]
type = Changestate
trigger1 = Var(1) >= 6
value = 193

;---------------------------------------------------------------------------
; INTRO 1
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1] ;Intro not yet over
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 2] ;Intro over, set v9 to 1
type = VarSet
trigger1 = Time = 48
v = 9
value = 0

[State 191, 3]
type = PlaySnd
trigger1 = Time = 98
value = 10,1

[State 191, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; INTRO 2
[Statedef 193]
type = S
ctrl = 0
anim = 17005
velset = 0,0,0

[State 184, 2]
type = Projectile
trigger1 = Time = 0
projanim = 17004
projshadow = 255,255,255
offset = -55,0
projremovetime = 50
velocity = 0,0
projsprpriority = -1

[State 184, 2]
type = Projectile
trigger1 = Time = 0
projanim = 17025
projshadow = 255,255,255
offset = -75,0
projremovetime = 60
velocity = 0,0
projsprpriority = -1

[State 184, 2]
type = Projectile
trigger1 = Time = 60
projanim = 17026
projshadow = 255,255,255
offset = -75,0
projremovetime = 40
velocity = -7,-10
projsprpriority = -1

[State 193, 2]
type = PlaySnd
trigger1 = Time = 30
value = 11,1

[State 184, 2]
type = Projectile
trigger1 = Time = 50
projanim = 17006
projshadow = 255,255,255
offset = -55,0
projremovetime = 40
velocity = -8,-10
projsprpriority = 3

[State 193, 3]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 0

[State 193, 4]
type = PlaySnd
trigger1 = Time = 86
value = 10,0

;---------------------------------------------------------------------------
; STAND_X
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
;velset = ?,?,?                   ;Set velocity (x,y,z) (Def: no change)
;ctrl = ?                         ;Set ctrl (Def: no change)
;anim = ?                         ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 200, 1]
type = CtrlSet                   ;Set state.ctrl variable
trigger1 = Time = 0              ;Triggered when State Time is 0
value = 0                        ;1 to enable, 0 to disable ctrl

[State 200, 2]
type = VelSet                    ;Change velocity
trigger1 = Time = 0
x = 0
z = 0

[State 200, 3]
type = ChangeAnim                ;Change animation
trigger1 = Time = 0
value = 200                      ;Animation number to change to

[State 200, 4]
type = PlaySnd                   ;Play a sound
trigger1 = Time = 0
value = 5,0                     ;Group and sample number of the sound to play

[State 200, 5]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage   = 14                    ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,15                 ;Power to get on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
givepower = 15,8                 ;Power to give opponent on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = M                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit               ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 13,13                 ;Time attacker pauses, time victim shakes
;numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = S17041                       ;Spark image group and no
sparkxy = 0,-30                ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
guard.sparkno = S17043  
hitsound = S6,0                   ;Sound to play on hit
guardsound = S8,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7             ;Time that the victim slides back
ground.hittime  = 13             ;Time victim is in hit state
ground.velocity = -3             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -5              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

[State 200, 6]
type = CtrlSet                   ;Set state.ctrl variable
trigger1 = AnimTime = 0
value = 1                        ;1 to enable, 0 to disable ctrl

[State 200, 7]
type = ChangeState               ;Change state
trigger1 = AnimTime = 0
value = 0                        ;to the stand state

;---------------------------------------------------------------------------
; STAND_Y
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 210

[State 210, 4]
type = PlaySnd
trigger1 = Time = 0
value = 5,1

[State 210, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 25
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 6,11
sparkno = S17041
guard.sparkno = S17043  
sparkxy = 0,-30
hitsound   = S6,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
guard.velocity = -5

[State 210, 6]
type = HitDef
trigger1 = AnimElem = 3
animtype  = Medium
attr = S, NA
damage    = 30
getpower  = 20
givepower = 10
guardflag = MA
pausetime = 9,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,-35
hitsound   = S6,1
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.2,3
guard.velocity = -7

[State 210, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 210, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; STAND_C
[Statedef 220]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= -200
ctrl = 0
velset = 0,0,0
anim = 220

[State 220, 4]
type = PlaySnd
trigger1 = Time = 0
value = 5,2

[State 220, 5]
type = HitBy
trigger1 = Time = [0,12]
value = SCA, AT, SA, HA, HP
time = 1

[State 220, 7]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 18
getpower  = 30
givepower = 20
guardflag = MA
pausetime = 6,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -15,-30
sparkno = 2
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8
air.velocity = -1.3,-3

[State 220, 8]
type = HitDef
trigger1 = Time = 29
attr = S, NA
damage    = 21
guardflag = MA
pausetime = 10,10
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -15,-30
sparkno = 2
hitsound   = S7,3
guardsound = S8,0
ground.type        = HITG_UP
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0     
air.velocity = -1,-7.5

[State 220, 9]
type = HitDef
trigger1 = Time = 33
attr = S, NA
damage    = 24
getpower  = 30
givepower = 10
guardflag = MA
pausetime = 9,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -9,-30
sparkno = 2
hitsound   = S7,3
guardsound = S8,0
ground.type        = HITG_UP
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -0.8   
air.velocity = -0.8,-8
guard.velocity = -7
fall = 1

[State 220, 10]
type = VelSet
trigger1 = Time = 10
x = 3

[State 220, 11]
type = VelMul                    ;Perform velocity-damping (friction)
trigger1 = Time >= 10            ;Time for which element is activated
x = .9                           ;Value to multiply the x-velocity with

[State 220, 12]
type = VelSet
trigger1 = Time = 25
x = 0

[State 220, 13]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 220, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;---------------------------------------------------------------------------
; STAND_A
[Statedef 230]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 8
ctrl = 0
anim = 230
velset = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,0

[State 230, 3]
type = HitDef
trigger1 = Time = 3              ;Time to activate controller
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
guardflag = MA                   ;Flags on how move is to be guarded against
;hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3                     ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10,10                ;Time attacker pauses, time opponent shakes
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,0
hitsound = S7,0                   ;Sound to play on hit
guardsound = S8,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = Low                ;Type (refer to testp.h)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 15             ;Time victim is in hit state
ground.velocity = -3             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
; airguard.velocity = -2.6         ;Guard velocity in air (def: (air.xvel*2, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
air.type = High                  ;Type (refer to testp.h)
air.velocity = -1.3,-1           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
; attack.width = 3, 3              ;Override default attack width
fall = 0                         ;1 to cause opponent to fall. If omitted, assumed 0.

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;STAND_B
[Statedef 240]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 40
ctrl = 0
anim = 240
velset = 0,0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, NA
damage   = 57
animtype = Med
guardflag = MA
pausetime = 10,10
sparkno = S17041
guard.sparkno = S17043  
sparkxy = 0,-30
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
ground.velocity = -4
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5     

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND_C
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 50
ctrl = 0
anim = 250
velset = 0,0

[State 250, 1]
type = PlaySnd
trigger1 = Time = 0
value = 5,2

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 82
animtype = Hard
;priority = 5
guardflag = MA
pausetime = 12,20
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -10,-45
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -6
air.velocity = -3,-5
airguard.velocity = -3.5   

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Stand_Z
[Statedef 300]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 70

[State 300, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 300, 2]
type = VelSet
trigger1 = Time = 0
x = 0
z = 0

[State 300, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 300

[State 300, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 300, 5]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 36
animtype  = Medium
getpower  = 40
givepower = 25
guardflag = MA
pausetime = 9,17
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -10,-30
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -5
air.velocity = -1.3,-3

[State 300, 6]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 300, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;STAND_FWD_B
[Statedef 310]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 80

[State 310, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 310, 2]
type = VelSet
trigger1 = Time = 0
x = 2.5
y = -3.2

[State 310, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 310

[State 310, 4]
type = PlaySnd
trigger1 = Time = 2
value = 5,2

[State 310, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 18
getpower  = 30
givepower = 15
guardflag = MA
pausetime = 9,9
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -4,-20
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 13
ground.velocity = -6
air.velocity = -1.3,-3

[State 310, 6]
type = HitDef
trigger1 = AnimElem = 5
trigger1 = MoveContact = 0 ; Only if missed
attr = S, NA
damage    = 18
getpower  = 30
givepower = 10
guardflag = MA
pausetime = 12,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = 3,-20
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -1.5,-4

[State 310, 7]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage    = 24
getpower  = 30
givepower = 15
guardflag = HA
pausetime = 12,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,-20
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -1.5,-4

[State 310, 8]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage    = 24
getpower  = 30
givepower = 15
guardflag = HA
pausetime = 12,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,-20
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 21
ground.velocity = -6.5
air.velocity = -1.5,-4

[State 310, 9]
type = VelSet
trigger1 = Time = 12
y = 3.2

[State 310, 10]
type = VelSet
trigger1 = Time = 24
x = 0
y = 0 

[State 310, 11]
type = PosSet
trigger1 = Vel Y = 0
Y = 0

[State 310, 12]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 310, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;RUNF_A
[Statedef 360]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 80
ctrl = 0
anim = 360

[State 360, 2]
type = VelMul
trigger1 = Vel X < 0
x = 0.9

[State 360, 4]
type = PlaySnd
trigger1 = Time = 2
value = 5,0

[State 360, 5]
type = AfterImage
trigger1 = Time = 0
length = 3
PalBright   =   0,  0,  0
PalContrast = 165,165,165
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75
TimeGap  = 9
FrameGap = 1
Time = 27

;[State 360, 5]
;type = AfterImagetime
;trigger1 = Time >= 0
;time = 2

[State 360, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 21
getpower  = 20
givepower = 15
guardflag = MA
pausetime = 8,8
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,-30
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 13
ground.velocity = -4
air.velocity = -1.7,-1.5

[State 360, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 27
getpower  = 20
givepower = 15
guardflag = MA
pausetime = 8,8
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,-33
hitsound   = S6,0
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 13
ground.velocity = -2     
air.velocity = -2,-4.5

[State 360, 11]
type = VelMul
trigger1 = Time >= 5
x = 0.95

[State 360, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;RUNF_B
[Statedef 370]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 80

[State 370, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 370, 2]
type = VelMul
trigger1 = Vel X < 0
x = 0.9

[State 370, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 370

[State 370, 4]
type = PlaySnd
trigger1 = Time = 2
value = 5,1

[State 370, 5]
type = AfterImage
trigger1 = Time = 0
length = 3
PalBright   =   0,  0,  0
PalContrast = 165,165,165
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75
TimeGap  = 9
FrameGap = 1
Time = 32

;[State 370, 5]
;type = AfterImagetime
;trigger1 = Time >= 0
;time = 2

[State 370, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 15
getpower  = 20
givepower = 15
guardflag = MA
pausetime = 8,8
sparkxy = -5,-45
hitsound   = S7,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 13
ground.velocity = -4
air.velocity = -1.7,-1.5

[State 370, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 18
getpower  = 20
givepower = 15
guardflag = MA
pausetime = 8,8
sparkxy = -4,-65
hitsound   = S7,1
guardsound = S8,0
ground.type        = HITG_UP
ground.slidetime = 10
ground.hittime  = 13
ground.velocity = -2     
air.velocity = -2,-4.5

[State 370, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 18
getpower  = 30
givepower = 15
guardflag = MA
pausetime = 12,12
sparkxy = 3,-100
hitsound   = S7,1
guardsound = S8,0
ground.type        = HITG_UP
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2     
air.velocity = -2,-4.5
air.hittime = 22

[State 370, 9]
type = null;VelSet
trigger1 = Time = 4
x = 7

[State 370, 10]
type = null;VelSet
trigger1 = Time = 20
x = 0

[State 370, 11]
type = VelMul
trigger1 = Time >= 5
x = 0.95

[State 370, 12]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 370, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;CROUCH_A
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 15
ctrl = 0
anim = 400

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 18
AnimType  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -2,30
hitsound   = S7,0
guardsound = S8,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3
air.velocity = -4.5,-3

[State 400, 3]
type = NULL ;CtrlSet
trigger1 = Time = 6
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 70
ctrl = 0
anim = 410

[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 5,2

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 66
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 9,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,30
hitsound   = S7,3
guardsound = S8,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -6   
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3   
fall = 1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 500]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 60
ctrl = 0
anim = 500

[State 500, 2]
type = PlaySnd
trigger1 = Time = 1
value = 5,1

[State 500, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 36
getpower  = 40
givepower = 25
hitflag = MAFD
guardflag = L
pausetime = 9,9
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -3,30
hitsound   = S7,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -4
air.velocity = -4.3,-3
guard.velocity = -5

[State 500, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_X
[Statedef 430]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 12
ctrl = 0
anim = 430

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,0

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 16
guardflag = MA
pausetime = 9,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,0
hitsound   = S6,0
guardsound = S8,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.type = High
air.velocity = -4.3,-3
guard.velocity = -5

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_Y
[Statedef 440]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 30
ctrl = 0
anim = 440

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,1

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 43
guardflag = MA
pausetime = 11,11
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,0
hitsound   = S6,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.type = High
air.velocity = -4.3,-3
guard.velocity = -5

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_Z (Launcher)
[Statedef 450]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
ctrl = 0                         
anim = 450                      
       
[State 250, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     
damage = 60                   
animtype = Medium              
guardflag = MA                   
hitflag = MAf                    
priority = 6, Hit                                            
pausetime = 11, 15                
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -10,-10
hitsound = S6,2
guardsound = S8,0                             
ground.type = High               
ground.slidetime = 20            
ground.hittime  = 22             
ground.velocity = 0 ,-11            
airguard.velocity = -1.8,-.8     
air.type = High                  
air.velocity = 0,-9                                  
air.hittime = 22              
fall = 1

[State 250, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,2

[State 250, 5]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = MoveGuarded = 0
trigger1 = command = "holdup"
value = 55650
ctrl = 1

[State 250, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 600]
type    = A
movetype= A
physics = A
juggle = 1
poweradd= 15
ctrl = 0
anim = 600

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 9
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,13
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -10,0
hitsound   = S6,0
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = 0,-2
air.hittime = 10

[State 600, 3]
type = NULL ;CtrlSet
trigger1 = Time = 5
value = 1

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1  
poweradd= 55
ctrl = 0
anim = 800

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 5,1

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
attr = A, NA
damage    = 54
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 8,14
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -10,-10
hitsound   = S6,1
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -6
air.velocity = 0,-1
air.hittime = 12

[State 610, 4]
type = CtrlSet
trigger1 = Time = 27
value = 1

[State 610, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;---------------------------------------------------------------------------
;JUMP_C
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 1  
poweradd= 55
ctrl = 0
anim = 630

[State 620, 2]
type = PlaySnd
trigger1 = Time = 2
value = 5,2

[State 620, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 60
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,15
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -10,0
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -3,19
air.hittime = 20

[State 620, 4]
type = CtrlSet
trigger1 = Time = 27
value = 1

[State 620, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

;Jump_c (not moving)
[Statedef 630]
number = 10
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 70
ctrl = 0
anim = 620

[State 630, 1]
type = PlaySnd
trigger1 = Time = 3
value = 5,2

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
animtype  = Med
damage    = 55
guardflag = HA
pausetime = 10,15
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -15,5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -8
air.type = High
air.velocity = -3,19
guard.velocity = -8
air.hittime = 20

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 800]
type    = A
movetype= A
physics = A
juggle  = 1  
poweradd= 30
ctrl = 0
anim = 660

[State 800, 2]
type = PlaySnd
trigger1 = Time = 2
value = 5,1

[State 800, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 24
getpower  = 20
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,13
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -13,-10
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -6
air.velocity = 0,-2
air.hittime = 12

[State 800, 4]
type = NULL ;HitDef
trigger1 = time =7
attr = A, NA
damage    = 24
getpower  = 20
givepower = 10
guardflag = HA
priority = 3
pausetime = 9,15
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -13,0
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -6
air.velocity = 0,-2
air.hittime = 12

[State 800, 5]
type = CtrlSet
trigger1 = Time = 26
value = 1

[State 800, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;Jump_B (not moving)
[Statedef 660]
type    = A
movetype= A
physics = A
poweradd= 30
ctrl = 0
anim = 620

[State 660, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,1

[State 660, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 35
guardflag = HA
priority = 3
pausetime = 9,15
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -15,5
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -6
air.velocity = 0,-2
airguard.velocity = -3.3     
air.hittime = 12

[State 660, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;JUMP_A
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 1  
poweradd= 15
ctrl = 0
anim = 810

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,0

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 23
guardflag = HA
priority = 3
pausetime = 9,15
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,5
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = 0,-4
airguard.velocity = -1.5,-.5

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
;JUMP_A 
[Statedef 810]
type    = A
movetype= A
physics = A
poweradd= 18
juggle  = 1  
ctrl = 0
anim = 810

[State 810, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,0

[State 810, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 23
guardflag = HA
priority = 3
pausetime = 9,15
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,5
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
air.velocity = 0,-4
airguard.velocity = -1.5,-.5     

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 1  
poweradd= 50
ctrl = 0
anim = 650

[State 650, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,2

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 62
guardflag = HA
pausetime = 12,21
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,0
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -3,19
airguard.velocity = -1.8,-.8
air.hittime = 20     

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;FIREBALL_X
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1000, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1000, 4]
type = Projectile
trigger1 = AnimElem = 4
projpriority = 1
projanim = 16005         ;Action id 1005 is Shinobu's fireball animation
projhitanim = 16006      ;Action id when fireball hits
offset = 40, -3        ;Creation offset from player (x,y)
velocity = 3.5, 0       ;Speed fireball moves (x,y) (optional)
; HitDef part of projectile info
attr = S, SP
damage    = 67,2
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1

[State 1000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;FIREBALL_Y
[Statedef 1001]
type    = S
movetype= A
physics = S
poweradd= 105

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1001, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1001, 1]
type = VelSet
trigger1 = Time = 0
x = 0
z = 0

[State 1001, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1000

[State 1001, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1001, 4]
type = Projectile
trigger1 = AnimElem = 4
projpriority = 1
projanim = 16005
projhitanim = 16006
offset = 40, -3
velocity = 5.5, 0
; HitDef part of projectile info
attr = S, SP
damage    = 72,4
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1

[State 1001, 5]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1001, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;FIREBALL_Z
[Statedef 1002]
type    = S
movetype= A
physics = S
poweradd= 105

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1002, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1002, 1]
type = VelSet
trigger1 = Time = 0
x = 0
z = 0

[State 1002, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1000

[State 1002, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1002, 4]
type = Projectile
trigger1 = AnimElem = 4
projpriority = 1
projanim = 16005
projhitanim = 16006
offset = 40, -3
velocity = 7, 0
; HitDef part of projectile info
attr = S, SP
damage    = 80,6
getpower  = 60
givepower = 40
guardflag = MA
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
pausetime = 0,12
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1

[State 1002, 5]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 1002, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;UPPERCUT_A2 (going up)
;---------------------------------------------------------------------------
;UPPERCUT (land on ground)
[Statedef 1022]
type    = S
movetype= A
physics = S

[State 1022, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1022

[State 1022, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1022, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1022, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 1022, 5]
type = ChangeState
trigger1 = Time = 3
value = 0


;---------------------------------------------------------------------------
;UPPERCUT_Y (on the ground)
[Statedef 1023]
type    = S
movetype= A
juggle  = 5
poweradd= 150
;<-- physics defaults to "none"

[State 1023, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1023, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1023, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1030

[State 1023, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 1023, 4]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 1023, 5]
type = HitDef
trigger1 = Time = 0
attr = S, SA
priority = 5
damage    = 39,4
animtype  = Med
getpower  = 20
givepower = 15
hitflag = MAFD
guardflag = MA
pausetime = 9,7
sparkxy = 0,-35
sparkno = 2
hitsound   = S6,2
guardsound = S8,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-4
down.velocity = -6,0
down.hittime = 20

[State 1023, 6]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = AnimElem = 3
attr = S, SA
priority = 5
damage    = 36,4
animtype  = Med
getpower  = 30
givepower = 20
hitflag = MAF;D
guardflag = MA
pausetime = 10,13
sparkxy = -8,-60
sparkno = 2
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2   
guard.velocity = -7
air.velocity = -1.2,-6

[State 1023, 7]
type = NotHitBy
trigger1 = Time = 2
value = , N, S
time = 7

[State 1023, 8]
type = ChangeState
trigger1 = Time = 9
value = 1024

;---------------------------------------------------------------------------
;UPPERCUT_Y2 (going up)
[Statedef 1024]
type   = A
movetype = A
velset = 3.8, -7.8

[State 1024, 1]
type = NULL ;PlaySnd
trigger1 = Time = 0
value = 0, 5

[State 1024, 4]
type = PosAdd
trigger1 = Time = 0
x = 5

[State 1024, 5]
type = VelMul
trigger1 = Time >= 4
x = .45

[State 1024, 6] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 1024, 7]
type = HitDef
trigger1 = Time >= 0
attr = A, SA
priority = 5
damage    = 18,2
getpower  = 15
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = 5,-100
sparkno = 2
hitsound   = S6,2
guardsound = S8,0
ground.type = Hi
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3 
air.velocity = -2.5,-7.5
guard.velocity = -7
fall = 1

[State 1024, 8] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
value = 1021
persistent = 0

[State 1024, 8]
type = HitDef
trigger1 = anim = 1021
trigger1 = animelem = 1
attr = A, SA
priority = 4
hitflag  = MAF
damage    = 24,2
getpower  = 15
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = 5,-100
sparkno = 2
hitsound   = S6,2
guardsound = S8,0
ground.type        = HITG_UP
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -1.5,-6.3
guard.velocity = -7
fall = 1

[State 1024, 9] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
type = ChangeState
value = 1025

;---------------------------------------------------------------------------
;UPPERCUT_Y3 (land on ground)
[Statedef 1025]
type    = S
movetype= A
physics = S

[State 1025, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1022

[State 1025, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1025, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1025, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 1025, 5]
type = ChangeState
trigger1 = Time = 3
value = 0

;---------------------------------------------------------------------------
;UPPERCUT_Z (on the ground)
[Statedef 1026]
type    = S
movetype= A
juggle  = 5
poweradd= 150
;<-- physics defaults to "none"

[State 1026, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1026, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1026, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1030

[State 1026, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 1026, 4]
type = PosAdd
trigger1 = Time = 0
x = 15

[State 1026, 5]
type = HitDef
trigger1 = Time = 0
attr = S, SA
priority = 5
damage    = 39,4
animtype  = Med
getpower  = 20
givepower = 15
hitflag = MAFD
guardflag = MA
pausetime = 9,7
sparkxy = 0,-35
sparkno = 2
hitsound   = S6,2
guardsound = S8,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2
air.velocity = -2,-4
down.velocity = -6,0
down.hittime = 20

[State 1026, 6]
type = HitDef
trigger1 = Time = 3
attr = S, SA
priority = 5
damage    = 36,4
animtype  = Med
getpower  = 30
givepower = 20
hitflag = MAF;D
guardflag = MA
pausetime = 10,13
sparkxy = -8,-60
sparkno = 2
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2   
guard.velocity = -7
air.velocity = -1.2,-6

[State 1026, 7]
type = NotHitBy
trigger1 = Time = 2
value = , N, S
time = 7

[State 1026, 8]
type = ChangeState
trigger1 = Time = 9
value = 1027

;---------------------------------------------------------------------------
;UPPERCUT_B2 (going up)
[Statedef 1027]
type   = A
movetype = A
velset = 3.8, -9.8

[State 1027, 1]
type = NULL ;PlaySnd
trigger1 = Time = 0
value = 0, 5

[State 1027, 4]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 1027, 5]
type = VelMul
trigger1 = Time >= 9
x = .45

[State 1027, 6] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 1027, 7]
type = HitDef
trigger1 = Time = 0
attr = A, SA
priority = 5
damage    = 18,2
getpower  = 15
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = 5,-100
sparkno = 2
hitsound   = S6,2
guardsound = S8,0
ground.type = Hi
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3   
air.velocity = -2.5,-5.5
guard.velocity = -7
fall = 1

[State 1027, 8] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
value = 1021
persistent = 0

[State 1027, 8]
type = HitDef
trigger1 = anim = 1021
trigger1 = animelem = 1
attr = A, SA
priority = 4
hitflag  = MAF
damage    = 24,2
getpower  = 15
givepower = 10
guardflag = MA
pausetime = 12,12
sparkxy = 5,-100
sparkno = 2
hitsound   = S6,2
guardsound = S8,0
ground.type        = HITG_UP
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5     
air.velocity = -1.5,-6.3
guard.velocity = -7
fall = 1

[State 1027, 9] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
type = ChangeState
value = 1028

;---------------------------------------------------------------------------
;UPPERCUT_B3 (land on ground)
[Statedef 1028]
type    = S
movetype= A
physics = S

[State 1028, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1022

[State 1028, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1028, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1028, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 1028, 5]
type = ChangeState
trigger1 = Time = 3
value = 0



;---------------------------------------------------------------------------
;FLYKICK_A (on the ground)
;---------------------------------------------------------------------------
[Statedef 1040]
type = A
movetype = A
juggle  = 4
poweradd= 130
ctrl = 0
velset = 0,0,0
anim = 1040

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1040, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1040, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 1040, 4]
type = VelSet
trigger1 = Time = 0
y = -3.3
x = 3

[State 1040, 5]
type = VelSet
trigger1 = Pos Y = -30
y = 0


[State 1040, 6] 
type = ChangeState
trigger1 = Time = 9
value = 1041

;-----------------------;
;FLYKICK_A2 (in the air);
;-----------------------;
[Statedef 1041]
type = A
movetype = A

[State 1041, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1041, 2]
type = VelSet
trigger1 = Time = 0
x = 3
y = 0

[State 1041, 3] ;Gravity
type = VelAdd
trigger1 = Time >= 0
x = 0

[State 1041, 4]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
attr = S, SA
priority = 5
damage    = 65,5
animtype  = High
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 10,13
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5.2,-7   
guard.velocity = -7
air.velocity = -5.2,-7
fall = 1

[State 1040, 3]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
value = 11, 3

[State 1041, 5]
type = Velset
trigger1 = AnimElem = 8
y = 3.3

[State 1041, 6]
type = Velset
trigger1 = AnimElem = 8
y = 3.3
x = 2

[State 1041, 7]
type = Velset
trigger1 = AnimElem = 11
y = 0
x = 0

[State 1041, 9] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y = 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1042

[State 1041, 9]
type = NULL ;ChangeState
trigger1 = AnimElem = 11
value = 1042
ctrl = 1

;---------------------------;
;FLYKICK_A3 (land on ground);
;---------------------------;
[Statedef 1042]
type    = S
movetype= A
physics = S

[State 1042, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1042

[State 1042, 2]
type = VelSet
trigger1 = Time = 1
x = 0

[State 1042, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1042,3]
type = ChangeState
trigger1 = Time = 2
trigger1 = Pos Y = 0
value = 0
ctrl = 1

;-------------------------;
;FLYKICK_B (on the ground);
;-------------------------;
[Statedef 1050]
type = A
movetype= A
physics = N
juggle  = 4
poweradd= 140

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1050, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1050, 1]
type = VelSet
trigger1 = Time = 0
x = 3
y = -3.3

[State 1050, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1050

[State 1050, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 1050, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = 70,4
getpower  = 30
givepower = 20
guardflag = MA
pausetime = 9,9
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.2,-7
air.velocity = -5.2,-7
animtype = Hard
fall = 0

[State 1050, 5]
type = VelSet
trigger1 = Pos Y <= -30
y = 0

[State 1050, 5] ;Go into the air
type = ChangeState
trigger1 = Time = 9
value = 1051

;-----------------------;
;FLYKICK_B2 (in the air);
;-----------------------;
[Statedef 1051]
type = A
movetype = A
juggle = 2

[State 1051, 1]
type = VelSet
trigger1 = Pos Y = -30
y = 0

[State 1051, 2]
type = VelSet
trigger1 = Time = 0
x = 3
y = 0

[State 1051, 3] ;Gravity
type = NULL ;VelAdd
trigger1 = Time >= 0
y = 0

[State 1051, 4]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
attr = S, SA
priority = 5
damage    = 45,5
animtype  = High
getpower  = 40
givepower = 30
guardflag = MA
pausetime = 10,13
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.2,-7   
guard.velocity = -3
air.velocity = -5.2,-7
fall = 1

[State 1040, 3]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
value = 11, 3

[State 1051, 7]
type = VelSet
trigger1 = AnimElem = 12
y = 3.3
x = 3

[State 1051, 8]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 1051, 9] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y = 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1052

;[State 1051, 10]
;trigger1 = AnimElem = 15
;type = ChangeState
;value = 1052

;---------------------------;
;FLYKICK_B3 (land on ground);
;---------------------------;
[Statedef 1052]
type    = S
movetype= A
physics = S
anim = 1042

[State 1052, 1]
type = NULL ;VelSet
trigger1 = Pos Y = 0
y = 0

[State 1052, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1052,3]
type = ChangeState
trigger1 = Time = 2
trigger1 = Pos Y = 0
value = 0
ctrl = 1


;[State 1052, 2]
;type = VelSet
;trigger1 = Time = 0
;x = 1


;[State 1052, 3]
;type = ChangeState
;trigger1 = Time = 7
;value = 0
;ctrl = 1

;-------------------------;
;FLYKICK_C (on the ground);
;-------------------------;
[Statedef 1053]
type = A
movetype= A
juggle  = 4
poweradd= 140

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1053, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1053, 1]
type = VelSet
trigger1 = Time = 0
x = 3
y = -3.3

[State 1053, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1053

[State 1053, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 1053, 4]
type = HitDef
trigger1 = time = 0
attr = S, SA
priority = 5
damage    = 75,5
animtype  = High
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 10,13
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,0
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5.2,-7   
guard.velocity = -7
air.velocity = -5.2,-7
fall = 0

[State 1053, 7]
type = VelSet
trigger1 = Pos Y <= -30
y = 0

[State 1053, 8] ;Go into the air
type = ChangeState
trigger1 = Time = 9
value = 1054

;-----------------------;
;FLYKICK_C2 (in the air);
;-----------------------;
[Statedef 1054]
type = A
movetype = A

[State 1054, 1]
type = VelSet
trigger1 = Pos Y = -30
y = 0

[State 1054, 2]
type = VelSet
trigger1 = Time = 0
x = 3
y = 0

[State 1054, 3] ;Gravity
type = NULL ;VelAdd
trigger1 = Time >= 0
y = 0

[State 1054, 4]
type = HitDef
trigger1 = Time = 0
attr = S, SA
priority = 5
damage    = 45,5
animtype  = Med
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 10,13
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5.2,-7   
guard.velocity = -7
air.velocity = -5.2,-7
fall = 1

[State 1054, 5]
type = HitDef
trigger1 = Time = 11
attr = S, SA
priority = 5
damage    = 45,5
animtype  = Med
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 10,13
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5.2,-7 
guard.velocity = -7
air.velocity = -5.2,-7
fall = 1

[State 1054, 6]
type = HitDef
trigger1 = Time = 22
attr = S, SA
priority = 5
damage    = 45,5
animtype  = Med
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 10,13
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5.2,-7
guard.velocity = -7
air.velocity = -5.2,-7
fall = 1

[State 1040, 3]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 11
trigger3 = Time = 22
value = 11, 3

[State 1054, 7]
type = VelSet
trigger1 = AnimElem = 16
y = 3.3
x = 3

[State 1054, 8]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 1054, 9] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y = 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1052

;[State 1054, 10]
;trigger1 = AnimElem = 15
;type = ChangeState
;value = 1055

;---------------------------;
;FLYKICK_C3 (land on ground);
;---------------------------;
[Statedef 1055]
type    = S
movetype= A
physics = S
anim = 1042

[State 1055, 1]
type = NULL ;VelSet
trigger1 = Pos Y = 0
y = 0

[State 1055, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1055,3]
type = ChangeState
trigger1 = Time = 2
trigger1 = Pos Y = 0
value = 0
ctrl = 1


;[State 1055, 2]
;type = VelSet
;trigger1 = Time = 0
;x = 1


;[State 1055, 3]
;type = ChangeState
;trigger1 = Time = 7
;value = 0
;ctrl = 1

;---------------------------------------------------------------------------
;AIRFLYKICK_A
[Statedef 1060]
type   = A
movetype = A
juggle  = 4
poweradd=120
ctrl = 0
anim = 1090

[State 1060, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 1060, 3]
type = VelAdd
trigger1 = Time = 0
x = .75
y = -2

[State 1060, 4] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = 0.35

[State 1060, 5]
type = HitDef
trigger1 = Time = 0
attr = S, SA
priority = 5
damage    = 20,5
animtype  = Med
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 10,13
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4.2   
guard.velocity = -7
air.velocity = -4.2, 10
fall = 1

[State 1040, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
value = 11, 3

[State 1060, 6]
type = NULL;HITDEF
trigger1 = AnimElem = 4
attr = A, SA
damage    = 30,4
getpower  = 20
givepower = 10
guardflag = HA
pausetime = 9,9
sparkxy = -5,-53
sparkno = 2
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4.5
air.velocity = -1.4,-3.2
air.fall = 1

[State 1060, 7] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = VelSet
x = 0
y = 0

[State 1060, 8] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y = 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1052

;---------------------------------------------------------------------------
;AIRFLYKICK_B
[Statedef 1070]
type   = A
movetype = A
juggle  = 4
poweradd= 130
ctrl = 0
anim = 1090

[State 1070, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 1070, 3]
type = VelAdd
trigger1 = Time = 0
x = .75
y = -2

[State 1070, 4] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = 0.35

[State 1070, 5]
type = HitDef
trigger1 = Time = 0
attr = S, SA
priority = 5
damage    = 35,7
animtype  = Med
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 10,13
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4.2   
guard.velocity = -7
air.velocity = -4.2,10
fall = 1

[State 1040, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
value = 11, 3

[State 1070, 6]
type = NULL;HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 30,4
getpower  = 20
givepower = 10
guardflag = HA
pausetime = 9,9
sparkxy = -5,-53
sparkno = 2
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4.5
air.velocity = -1.3,-3

[State 1070, 7]
type = NULL;HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage    = 30,4
getpower  = 20
givepower = 10
guardflag = HA
pausetime = 9,9
sparkxy = -5,-60
sparkno = 2
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2.8     
air.velocity = -1.3,-3
fall = 1

[State 1070, 8] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = VelSet
x = 0
y = 0

[State 1070, 9] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y = 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1052

;---------------------------------------------------------------------------
;AIRFLYKICK_C
[Statedef 1080]
type   = A
movetype = A
juggle  = 4
poweradd= 130
ctrl = 0
anim = 1090

[State 1080, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 5

[State 1080, 3]
type = VelAdd
trigger1 = Time = 0
x = .75
y = -2

[State 1080, 4] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = 0.35

[State 1080, 5]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = 50,9
getpower  = 20
givepower = 10
guardflag = HA
pausetime = 9,9
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-5
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2.8     
air.velocity = -1.3,10
fall = 1

[State 1040, 3]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
value = 11, 3

[State 1080, 6] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = VelSet
x = 0
y = 0

[State 1080, 7] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y = 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 1052

;---------------------------------------------------------------------------
;AIRFLYKICK_BC3 (land on ground)
[Statedef 1077]
type    = S
movetype= A
physics = S
anim = 1042

[State 1077, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1077, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1077, 3]
type = VarAdd
trigger1 = Time >= 0
v = 2
value = -1

[State 1077, 4]
type = ChangeState
trigger1 = Var(2) <= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; THROW1_ATTEMPT
[Statedef 900]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0
anim = 15600

[State 900, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 7

[State 900, 3] ; Holdfwd throw
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
snap = 20, 0, 0
sparkxy = -25, -70
sparkno = -1
p1facing = -1        ;This is to turn player around on hit
p2facing = 1
p1stateno = 905
p2stateno = 910
;p2getp1state = 1
hitsound = S1,0
fall = 1

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; THROW1_ATTEMPT (back)
[Statedef 901]
type    = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
velset = 0
anim = 15600

[State 900, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 7

[State 900, 3] ; Holdfwd throw
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
snap = 20, 0, 0
sparkxy = -25, -70
sparkno = -1
p1stateno = 905
p2stateno = 910
;p2getp1state = 1
hitsound = S1,0
fall = 1

[State 900, 5]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; THROW1_SUCCESS
[Statedef 905]
type    = S
movetype= A
physics = N
anim = 15601
velset = 0,0,0

[State 905, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = 0, 9

[State 905, 2]
type = HitBy
Trigger1 = Time = 0
value = SCA
time = 40

[State 905, 1]
type = PosAdd
Trigger1 = Time = 15
x = -16

[State 905, 2]
type = PosAdd
Trigger1 = Time = 20
x = -25

[State 905, 3]
type = PosAdd
Trigger1 = Time = 25
x = -10

[State 905, 4]
type = PosAdd
Trigger1 = Time = 35
x = 10

[State 905, 5]
type = PosAdd
Trigger1 = Time = 40
x = 25

[State 905, 8]
type = CtrlSet
Trigger1 = AnimTime = 0
value = 1

[State 905, 9]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; THROWN by Shinobu's THROW1
[Statedef 910]
type    = A
movetype= H ;Get hit
physics = N

[State 910, 0]
type = CtrlSet
Trigger1 = Time = 0
value = 0

[State 910, 1]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 910, 2]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 910, 3]
type = VelSet
Trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 910, 4]
type = ChangeAnim2
Trigger1 = Time = 0
value = 910

[State 910, 5]
type = PosAdd
Trigger1 = Time = 15
x = 14

[State 910, 6]
type = Turn
Trigger1 = Time = 20

[State 910, 7]
type = PosAdd
Trigger1 = Time = 20
x = -52
y = -5

[State 910, 8]
type = PosAdd
Trigger1 = Time = 25
x = -39
y = 5

[State 910, 9]
type = LifeAdd
Trigger1 = Time = 28
value = -60

[State 910, 10]
type = PowerAdd
trigger1 = Time = 28
value = 75

[State 910, 11]
type = ChangeState
Trigger1 = Time = 30
value = 911

;---------------------------------------------------------------------------
; THROWN by Shinobu's THROW1 (going through air)
[Statedef 911]
type    = A
movetype= H ;Get hit
physics = N

[State 911, 3]
type = VelSet
Trigger1 = Time = 0
x = -5
y = 3.5

[State 911, 4] ;Acceleration
type = VelAdd
Trigger1 = Time >= 0
y = .35

[State 911, 5] 
type = SelfState
Trigger1 = Vel Y > 0
trigger1 = Pos Y > 25
value = 5100

[State 911, 6] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 0
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 911, 7] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > -1
triggerall = Vel Y < 40 ;4
triggerall = alive = 1
triggerall = CanRecover = 0
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

;---------------------------------------------------------------------------
; KICK THROW FORWARD (grab)
[Statedef 15602]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 15600

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = S0,7

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S1,0
guardsound = S8,0
p1facing = 1        
p2facing = -1
p1stateno = 15604
p2stateno = 15605
fall = 1

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KICK THROW BACKWARD (grab)
[Statedef 15603]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 15600

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = S0,7

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = S, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = M
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S1,0
guardsound = S8,0
p1facing = -1        ;This is to turn player around on hit
p2facing = 1
p1stateno = 15604
p2stateno = 15605
fall = 1

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KICK THROW BACKWARD (throwing)
[Statedef 15604]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 15602

[State 4000, 2]
type = posfreeze
trigger1 = time >= 0

[State 905, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = S0, 9

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 8

[State 4000, 2]
type = posadd
trigger1 = AnimElem = 2
x = -40

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 65,0
time = 4

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 15,-115
time = 6

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -50,-50
time = 2

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 21,3

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 3
value = 1,1

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 4
value = 15606

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -120

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 4,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; KICK THROW BACKWARD (grabbed)
[Statedef 15605]
type    = A
movetype= H
physics = N

[State 210, 3]
type = PosFreeze
trigger1 = time <= 8

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 911

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;---------------------------------------------------------------------------
; KICK THROW BACKWARD (thrown)
[Statedef 15606]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 5
y = -7

[State 325, 0]
type = Posadd
trigger1 = AnimElem = 6
y = 20

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;---------------------------------------------------------------------------
; Airthrow Attempt
[Statedef 950]
type    = A
movetype= A
physics = A
juggle  = 0
anim = 17008

[State 950, 0]
type = CtrlSet
Trigger1 = Time = 0
value = 0

[State 950, 3]
type = HitDef
Trigger1 = Time = 0
getpower  = 50
givepower = 40
attr = S, NT
hitflag = A-
priority = 2, Hit    ;Throw has low priority, should be miss or dodge type.
snap = 20, 0, 0, 10
sparkno = -1
p1facing = -1
p2facing = 1
p1stateno = 955
p2stateno = 960
hitsound = 6,0
fall = 1

[State 950, 4]
type = ChangeAnim
trigger1 = Animtime = 0
value = 17008

;---------------------------------------------------------------------------
; Airthrow Attempt (backwards)
[Statedef 951]
type    = A
movetype= A
physics = A
juggle  = 0
anim = 17008

[State 950, 0]
type = CtrlSet
Trigger1 = Time = 0
value = 0

[State 950, 3]
type = HitDef
Trigger1 = Time = 0
getpower  = 50
givepower = 40
attr = S, NT
hitflag = A-
priority = 2, Hit    ;Throw has low priority, should be miss or dodge type.
snap = 20, 0, 0, 10
sparkno = -1
p2facing = -1
p1facing = 1
p1stateno = 955
p2stateno = 960
hitsound = 6,0
fall = 1

[State 950, 4]
type = ChangeAnim
trigger1 = Animtime = 0
value = 17008

;---------------------------------------------------------------------------
; Airthrow Success!
[Statedef 955]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 17007

[State 4000, 2]
type = posfreeze
trigger1 = time >= 0

[State 905, 1]
type = PlaySnd
Trigger1 = AnimElem = 3
value = S0, 9

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 8

[State 4000, 2]
type = posadd
trigger1 = AnimElem = 2
x = -40

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 65,0
time = 4

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 15,-115
time = 6

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -50,-50
time = 2

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 21,3

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 3
value = 1,1

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 4
value = 961

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -120

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 4,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 4
value = 1

[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0

[State 2206, 4]
type = Changestate
trigger1 = AnimTime = 0
value = 956

;---------------------------------------------------------------------------
;Must.....FALL!
[Statedef 956]
type    = S
movetype= A
physics = A
anim = 44
velset = 0,2.5

[State 956, 1]
type = Changestate
trigger1 = Pos Y >=0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Thrown By Air Throw
[Statedef 960]
type    = A
movetype= H
physics = N

[State 210, 3]
type = PosFreeze
trigger1 = time <= 8

[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 911

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1

;---------------------------------------------------------------------------
; Thrown by Airthrow
[Statedef 961]
type    = A
movetype= H
physics = N

[State 325, 0]
type = velset
trigger1 = time = 0
x = 5
y = -7

[State 325, 0]
type = Posadd
trigger1 = AnimElem = 6
y = 20

[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100

;----------------------------------------------------------------------------------
;Taunt
[Statedef 9000]
type = S
ctrl = 0
velset = 0,0,0

[State 9000, 1]
type = VarRandom
trigger1 = Time = 0
v = 6
range = 1,2

[State 9000, 1]
type = ChangeAnim
trigger1 = Var(6) = 1
trigger1 = Time = 0
value = 9000

[State 9000, 2]
type = ChangeAnim
trigger1 = Var(6) = 2
trigger1 = Time = 0
value = 16009

[State 9000, 3]
type = ChangeState
trigger1 = Anim = 9000
trigger1 = AnimTime = 0
trigger2 = Anim = 16009
trigger2 = AnimTime = 0
value = 0
ctrl = 1

[State 9000, 4]
type = CtrlSet
trigger1 = AnimElem = 2
value = 0
ctrl = 0

;---------------------------------------------------------------------------
;Dragon Punch X
[Statedef 2020]
type    = A
movetype= A
juggle  = 4
poweradd= 140
anim = 1020
vel = 0, 0, 0
;<-- physics defaults to "none"

[State 2020, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
trigger1 = prevstateno !=50
trigger1 = prevstateno !=55650
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2020, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 2020, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1020

[State 2020, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 2020, 4]
type = PosAdd
trigger1 = Time = 0
x = 0

[State 2020, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
priority = 5
damage    = 60,10
getpower  = 30
givepower = 15
guardflag = MA
pausetime = 15,15
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-20
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.8,-8.5     
air.velocity = -2.8,-8.5
guard.velocity = -7
fall = 1

[State 2020, 6]
type = null ;NotHitBy
trigger1 = Time = 2
value = , N, S
time = 5

[State 2020, 7]
type = NotHitBy
trigger1 = Time = 2
value = , N, S
time = 5

[State 2020, 8]
type = VelSet
trigger1 = Time = 10
x = 2.6
y = -5.1

[State 2020, 9]
type = PosAdd
trigger1 = Time = 10
x = 3

[State 2020, 10]
type = VelMul
trigger1 = Time >= 10
x = .73

[State 2020, 11] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .35


[State 2020, 12] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -1
trigger1 = Time >= 10
value = 1021
persistent = 0

[State 2020, 13] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
type = ChangeState
value = 1022

;---------------------------------------------------------------------------
;Dragon Punch Y
[Statedef 2030]
type    = A
movetype= A
juggle  = 5
poweradd= 150
;<-- physics defaults to "none"

[State 2030, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
trigger1 = prevstateno !=50
trigger1 = prevstateno !=55650
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2030, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 2030, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1030

[State 2030, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 2030, 4]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 2030, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
priority = 5
damage    = 70,10
animtype  = Med
getpower  = 30
givepower = 20
hitflag = MAF;D
guardflag = MA
pausetime = 15,15
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-20
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.8,-10.5   
guard.velocity = -7
air.velocity = -2.8,-10.5
fall = 1

[State 2030, 6]
type = NotHitBy
trigger1 = Time = 2
value = , N, S
time = 7

;[State 2030, 7]
;type = NULL ;PlaySnd
;trigger1 = Time = 0
;value = 0, 5

[State 2030, 7]
type = PosAdd
trigger1 = Time = 9
x = 5

[State 2030, 8]
type = VelSet
trigger1 = Time = 9
x = 3.8
y = -7.8

[State 2030, 9]
type = VelMul
trigger1 = Time >= 13
x = .45

[State 2030, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 9
y = .45

[State 2030, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Time > 9
value = 1021
persistent = 0

[State 2030, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = Time > 9
type = PosSet
y = 0

[State 2030, 13] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = time > 9
type = ChangeState
value = 1025

;---------------------------------------------------------------------------
;Dragon Punch Z 
[Statedef 2040]
type    = A
movetype= A
juggle  = 5
poweradd= 150
;<-- physics defaults to "none"

[State 2040, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 2040, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 2040, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1030

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
trigger1 = prevstateno !=50
trigger1 = prevstateno !=55650
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2040, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 2040, 4]
type = PosAdd
trigger1 = Time = 0
x = 15

[State 2040, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
priority = 5
damage    = 80,10
animtype  = Med
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 15,15
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 0,-20
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.8,-12.5   
guard.velocity = -7
air.velocity = -2.8,-12.5
fall = 1


[State 2040, 6]
type = NotHitBy
trigger1 = Time = 2
value = , N, S
time = 7

[State 2040, 7]
type = VelSet 
trigger1 = Time = 10
x = 3.8
y = -9.8

[State 2040, 8]
type = PosAdd
trigger1 = Time = 10
x = 10

[State 2040, 9]
type = VelMul
trigger1 = Time >= 19
x = .45

[State 2040, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .45


[State 2040, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 10
value = 1021
persistent = 0

[State 2040, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 10
type = ChangeState
value = 1028


;---------------------------------------------------------------------------
; STAND_FWD_Y
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 260

[State 260, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5,1

[State 260, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage    = 31
getpower  = 30
givepower = 15
guardflag = HA
pausetime = 12,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,-30
hitsound   = S6,1
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -1.5,-4

[State 260, 6]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 31
getpower  = 30
givepower = 15
guardflag = HA
pausetime = 12,12
sparkno = S17041
guard.sparkno = S17043  
sparkxy = -5,-33
hitsound   = S6,1
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -1.5,-4


[State 260, 7]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 260, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 260, 9]
type = VelSet
trigger1 = AnimElem = 4
x = 6

[State 260, 10]
type = VelSet
trigger1 = AnimElem = 8
x = 0

;---------------------------------------------------------------------------
;REDFIREBALL_X
[Statedef 2000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0

[State 2000, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 2000, 4]
type = Projectile
trigger1 = AnimElem = 4
projanim = 16007         ;Action id 1005 is Shinobu's fireball animation
projhitanim = 16008      ;Action id when fireball hits
offset = 40, -3      ;Creation offset from player (x,y)
velocity = 3.5, 0       ;Speed fireball moves (x,y) (optional)
; HitDef part of projectile info
attr = S, SP
damage    = 82,8
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
fall.animtype = Hard
forcestand = 1
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 400,192,192
fall = 1

[State 2000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;REDFIREBALL_Y
[Statedef 2001]
type    = S
movetype= A
physics = S
poweradd= 105

[State 2001, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 2001, 1]
type = VelSet
trigger1 = Time = 0
x = 0
z = 0

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2001, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1000

[State 2001, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 2001, 4]
type = Projectile
trigger1 = AnimElem = 4
projtype = 1
projanim = 16007
projhitanim = 16008
offset = 40, -3
velocity = 5.5, 0
; HitDef part of projectile info
attr = S, SP
damage    = 87,8
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
fall.animtype = Hard
forcestand = 1
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 400,192,192
fall = 1

[State 2001, 5]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 2001, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
;REDFIREBALL_Z
[Statedef 2002]
type    = S
movetype= A
physics = S
poweradd= 105

[State 2002, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 2002, 1]
type = VelSet
trigger1 = Time = 0
x = 0
z = 0

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 17027
pos = -10,10
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2002, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1000

[State 2002, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 2002, 4]
type = Projectile
trigger1 = AnimElem = 4
projtype = 1
projanim = 16007
projhitanim = 16008
offset = 40, -3
velocity = 7, 0
; HitDef part of projectile info
attr = S, SP
damage    = 89,8
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1
fall.animtype = Hard
forcestand = 1
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 400,192,192
fall = 1

[State 2002, 5]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 2002, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Air Hadoken X
[Statedef 10000]
type    = A
movetype= A
physics = S
poweradd = 80
juggle = 0
ctrl = 0
anim = 10000

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .02 ;.05
y = .2  ;.02

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 16005
projhitanim = 16006
projpriority = 1
projshadow = -1
offset = 21,2
velocity = 3.5
attr = S, SP
damage   = 69,2
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound = S6,2
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 42
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 42
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;---------------------------------------------------------------------------
; Air Hadoken Y  
[Statedef 10001]
type    = A
movetype= A
physics = S
poweradd = 90
juggle = 0
ctrl = 0
anim = 10000

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .02 ;.05
y = .2  ;.02

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 16005
projhitanim = 16006
projpriority = 1
projshadow = -1
offset = 21,2
velocity = 5.5
attr = S, SP
damage   = 72,4
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound = S6,2
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
air.animtype = Back
air.velocity = -7,-6
air.juggle = 3
air.fall = 1
down.velocity = -7,-6
down.hittime = 30
down.bounce = 0

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 42
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 42
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;---------------------------------------------------------------------------
; Air Hadoken Z 
[Statedef 10002]
type    = A
movetype= A
physics = S
poweradd = 100
juggle = 0
ctrl = 0
anim = 10000

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .02  ;.05
y = .2    ;.02

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 16005
projhitanim = 16006
projpriority = 1
projshadow = -1
offset = 21,2
velocity = 7
attr = S, SP
damage   = 82,6
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound = S6,2
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10,-6
down.hittime = 30
down.bounce = 0

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 42
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 42
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;---------------------------------------------------------------------------
; Air Red Hadoken X
[Statedef 10003]
type    = A
movetype= A
physics = S
poweradd = 80
juggle = 0
ctrl = 0
anim = 10000

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .02 
y = .2  

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 16007
projhitanim = 16008
projpriority = 1
projshadow = -1
offset = 21,2
velocity = 3.5
attr = S, SP
damage   = 69,2
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound = S6,2
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0
air.juggle = 3
fall.animtype = Hard
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 400,192,192
fall = 1

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 42
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 42
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;---------------------------------------------------------------------------
; Air Red Hadoken Y  
[Statedef 10004]
type    = A
movetype= A
physics = S
poweradd = 90
juggle = 0
ctrl = 0
anim = 10000

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .02 
y = .2  

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 16007
projhitanim = 16008
projpriority = 1
projshadow = -1
offset = 21,2
velocity = 5.5
attr = S, SP
damage   = 72,4
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound = S6,2
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
air.animtype = Back
air.velocity = -7,-6
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0
air.juggle = 3
fall.animtype = Hard
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 400,192,192
fall = 1

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 42
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 42
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;---------------------------------------------------------------------------
; Air Red Hadoken Z 
[Statedef 10005]
type    = A
movetype= A
physics = S
poweradd = 100
juggle = 0
ctrl = 0
anim = 10000

[State 1000, 1]
type = VelMul
trigger1 = Time = 0
x = .02  ;.05
y = .2    ;.02

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 16007
projhitanim = 16008
projpriority = 1
projshadow = -1
offset = 21,2
velocity = 7
attr = S, SP
damage   = 82,6
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound = S6,2
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 90,0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10,-6
down.hittime = 30
down.bounce = 0
air.juggle = 3
fall.animtype = Hard
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 400,192,192
fall = 1

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 42
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 42
value = 52

[State 1000, 8]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;---------------------------------------------------------------------------
;Super Jump
[Statedef 55650]
physics = A
type = A
anim = 41
ctrl = 0
velset = 0,-10.5

[State 5400, 2]
type = ChangeAnim
trigger1 = Time = 25
trigger1 = Anim = 41
value = 44

[State 850, Super Jump Dust]
type = Explod
trigger1 = Time = 0
persistent = 0
anim = 17045
pos = 0,29
postype = p1
sprpriority = 4
bindtime = 2

[State 850, dust1]
type = Explod
trigger1 = Time = 3
persistent = 0
anim = 17046
pos = 0,0
postype = p1
sprpriority = 4
bindtime = 3

[State 850, dust2]
type = Explod
trigger1 = Time = 6
persistent = 0
anim = 17046
pos = -40,-40
postype = p1
sprpriority = 4
bindtime = 1

[State 850, dust3]
type = Explod
trigger1 = Time = 9
persistent = 0
anim = 17046
pos = 0,0
postype = p1
sprpriority = 4
bindtime = 3

[State 850, dust4]
type = Explod
trigger1 = Time = 12
persistent = 0
anim = 17046
pos = -40,-40
postype = p1
sprpriority = 4
bindtime = 1

[State 850, dust5]
type = Explod
trigger1 = Time = 15
persistent = 0
anim = 17046
pos = 0,0
postype = p1
sprpriority = 4
bindtime = 3

[State 850, dust6]
type = Explod
trigger1 = Time = 18
persistent = 0
anim = 17046
pos = -40,-40
postype = p1
sprpriority = 4
bindtime = 1

[State 5400, 2]
type = Playsnd
trigger1 = Time = 0
value = S9,0

[State 5400, 3]
type = CtrlSet
trigger1 = Time = 1
value = 1

[State 5400, 5]
type = VelSet
trigger1 = command = "holdback"
trigger1 = command != "holdfwd"
trigger1 = Time >= 0
trigger1 = Vel X = 0
x = -5

[State 5400, 5]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = command !="holdback"
trigger1 = Time >= 0
trigger1 = Vel X = 0
x = 5

[State 5400, 5]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = Time >= 0
trigger1 = Vel X = 0
x = 0

[State 710, 1] ; Super Jump "lines"
type = Explod
trigger1 = time = 1
anim = 17010
postype = p1
pos = 0,-20
bindtime = 4
sprpriority = 2
ownpal = 1

[State 710, 1]
type = Explod
trigger1 = time = 1
anim = 17011
postype = p1
pos = 0,-20
bindtime = 7
sprpriority = 2
ownpal = 1

[State 710, 1]
type = Explod
trigger1 = time = 1
anim = 17012
postype = p1
pos = 0,-20
bindtime = 10
sprpriority = 2
ownpal = 1

[State 710, 1]
type = Explod
trigger1 = time = 1
anim = 17013
postype = p1
pos = 0,-20
bindtime = 13
sprpriority = 2
ownpal = 1

[State 710, 1]
type = Explod
trigger1 = time = 16
anim = 17014
postype = p1
pos = 0,-20
bindtime = 1
sprpriority = 2
ownpal = 1

[State 710, 1]
type = Explod
trigger1 = time = 19
anim = 17015
postype = p1
pos = 0,-20
bindtime = 1
sprpriority = 2
ownpal = 1

[State 710, 1]
type = Explod
trigger1 = time = 22
anim = 17016
postype = p1
pos = 0,-20
bindtime = 1
sprpriority = 2
ownpal = 1

;---------------------------------------------------------------------------
[Statedef -2]

[State -2, 1]
type = RemoveExplod
trigger1 = stateno !=1700
ID = 11005

[State -2, 2]
type = RemoveExplod
trigger1 = stateno !=12000
ID = 11006

[State -2, 3]
type = RemoveExplod
trigger1 = stateno !=1600
ID = 16000

[State -2, 4]
type = RemoveExplod
trigger1 = stateno !=1700
ID = 16001

[State -2, 5]
type = RemoveExplod
trigger1 = stateno !=12000
ID = 16002

[State -2, 6]
type = RemoveExplod
trigger1 = stateno !=1800
ID = 16003

[State -2, 7]
type = RemoveExplod
trigger1 = stateno !=4000
ID = 16005

[State -2, 8]
type = RemoveExplod
trigger1 = stateno !=1800
ID = 16006

[State -2, 10]
type = RemoveExplod
trigger1 = stateno !=25001
ID = 16020

[State -2, 9]
type = RemoveExplod
trigger1 = stateno !=1500 && Movehit = 1
trigger1 = stateno !=1501 && Movehit = 1
ID = 16004

;Shinkuu Hadoken KO
[State -2, KO1]
type = explod
triggerall = winko = 1
trigger1 = stateno = 1700 && Movehit = 1
trigger2 = stateno = 12000 && Movehit = 1
anim = 17022
pos = -30,-20
postype = left
removetime = 20
sprpriority = 999
ontop = 1
bindtime = -1

;Shinkuu Tatumaki KO
[State -2, KO2]
type = explod
triggerall = winko = 1
trigger1 = stateno = 1800 && Movehit = 1
anim = 17023
pos = -30,-20
postype = left
removetime = 20
sprpriority = 999
ontop = 1
bindtime = -1

;Shin-Shoryuuken KO
[State -2, KO3]
type = explod
triggerall = winko = 1
trigger1 = stateno = 1500 && Movehit = 1
trigger2 = stateno = 1501 && Movehit = 1
trigger3 = stateno = 1505 && Movehit = 1
anim = 17024
pos = -30,-20
postype = left
removetime = 20
sprpriority = 999
ontop = 1
bindtime = -1

;Denjin Hadoken KO
[State -2, KO4]
type = explod
triggerall = winko = 1
trigger1 = ProjContact(17003) = 1
anim = 17047
pos = -30,-20
postype = left
removetime = 20
sprpriority = 999
ontop = 1
bindtime = -1

[State -2, PushEnd]
type = VarSet
trigger1 = var(3) != 0
trigger1 = stateno != [130, 160]
v = 3
value = 0

[State -2, Landing Dust]
type = Explod
triggerall = 1
trigger1 = stateno = 52
trigger2 = stateno = 1042
trigger3 = stateno = 1052
trigger4 = stateno = 1055
trigger5 = stateno = 1028
trigger6 = stateno = 1022
trigger7 = stateno = 1025
trigger8 = stateno = 1502
trigger9 = stateno = 17000
persistent = 0
anim = 17044
pos= -65,-3
postype = p1
sprpriority = -1
bindtime = 1

;No Music in Intro
[State -2, No music]
triggerall = RoundNo = 1
trigger1 = RoundState = 0
trigger2 = RoundState = 1
type = AssertSpecial
flag = nomusic

;---------------------------------------------------------------------------
;AI Code...BEGIN!
[State -2, StandGuard]
type = ChangeState
triggerall = Var(0) = 1
triggerall = StateType = S
triggerall = Pos Y >= 0
triggerall = P2BodyDist Y <= 0
triggerall = P2BodyDist Y >= -120 
triggerall = P2StateType != C
triggerall = P2MoveType = A
trigger1 = P2BodyDist X <= 120 
trigger1 = Random <= 149
trigger1 = Ctrl = 1
trigger2 = StateNo = [140, 155]
value = 130

[State -2, CrouchGuard]
type = ChangeState
triggerall = Var(0) = 1
triggerall = StateType = S
triggerall = Pos Y >= 0
triggerall = P2BodyDist Y <= 0
triggerall = P2BodyDist Y >= -50
triggerall = P2StateType = C
triggerall = P2MoveType = A
triggerall = P2BodyDist X <= 120 
trigger1 = Random <= 149 
trigger1 = Ctrl = 1
trigger2 = StateNo = [140, 155]
value = 131

[State -2, AirGuard]
type = ChangeState
triggerall = Var(0) = 1
triggerall = StateType = A
triggerall = Pos Y < 0
triggerall = P2BodyDist X <= 120
triggerall = P2BodyDist Y >= -120
triggerall = P2BodyDist X <= 120 
triggerall = P2MoveType = A
triggerall = StateType = A
trigger1 = Random <= 149 
trigger1 = Ctrl = 1
trigger2 = StateNo = [140, 155]
value = 132

[State -2, It's Air Combo Time]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = P2BodyDist X <=60
trigger1 = Random <= 2
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
value = 450

[State -2, Begin Air Carnage]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = A
triggerall = P2BodyDist X <=60
triggerall = Prevstateno = 450
trigger1 = Ctrl = 1
trigger2 = Prevstateno = 450
trigger2 = Movehit = 1
trigger2 = AnimTime >= 0
value = 55650

[State -2, Air Combo Pt.1]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = A
triggerall = P2statetype = A
triggerall = Stateno = 55650
triggerall = P2BodyDist X <=40
trigger1 = Random <= 799
trigger1 = Ctrl = 1
value = 600

[State -2, Air Combo Pt.2]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = A
triggerall = P2statetype = A
triggerall = P2BodyDist X <=40
trigger1 = Ctrl = 1
trigger2 = Stateno = 600
trigger2 = movehit = 1
value = 640

[State -2, Air Combo Pt.3]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = A
triggerall = P2statetype = A
triggerall = P2BodyDist X <=50
trigger1 = Ctrl = 1
trigger2 = Stateno = 640
trigger2 = movehit = 1
value = 610

[State -2, Air Combo Pt.4]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = A
triggerall = P2statetype = A
triggerall = P2BodyDist X <=60
trigger1 = Ctrl = 1
trigger2 = Stateno = 610
trigger2 = movehit = 1
value = 800

[State -2, Air Combo Pt.5 (Finale du Hurricane Kick)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = A
triggerall = P2statetype = A
triggerall = P2BodyDist X <=60
trigger1 = Random <=799
trigger1 = Ctrl = 1
trigger2 = Stateno = 800
trigger2 = Random <= 299
trigger2 = movehit = 1
trigger3 = Stateno = 610
trigger3 = Random <= 299
trigger3 = movehit = 1
trigger4 = Stateno = 640
trigger4 = Random <= 299
trigger4 = movehit = 1
trigger5 = Stateno = 600
trigger5 = Random <= 299
trigger5 = movehit = 1
value = 1060

[State -2, Air Combo Pt.5 (Randomized Finale)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = A
triggerall = P2statetype = A
triggerall = P2BodyDist X <=60
triggerall = NumProj = 0
trigger1 = Random <=399
trigger1 = Ctrl = 1
trigger2 = Stateno = 800
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 610
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 640
trigger4 = Random <= 299
trigger4 = movehit = 1
trigger5 = Stateno = 600
trigger5 = Random <= 299
trigger5 = movehit = 1
value = 10002

[State -2, Air Combo Pt.5 (Finale du Strong Punch)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = A
triggerall = P2statetype = A
triggerall = P2BodyDist X <=60
trigger1 = Random <=399
trigger1 = Ctrl = 1
trigger2 = Stateno = 800
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 610
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 640
trigger4 = Random <= 299
trigger4 = movehit = 1
trigger5 = Stateno = 600
trigger5 = Random <= 299
trigger5 = movehit = 1
value = 650

[State -2, Air Combo Pt.5 (Finale du Strong Kick)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = A
triggerall = P2statetype = A
triggerall = P2BodyDist X <=60
trigger1 = Random <=399
trigger1 = Ctrl = 1
trigger2 = Stateno = 800
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 610
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 640
trigger4 = Random <= 299
trigger4 = movehit = 1
trigger5 = Stateno = 600
trigger5 = Random <= 299
trigger5 = movehit = 1
value = 620

[State -2, Standing Combo Begin (Weak Punch)]
type = ChangeState
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2Statetype = S
triggerall = P2BodyDist X <= 40
trigger1 = Ctrl = 1
trigger1 = Random <= 10
trigger1 = P2Statetype = S
trigger2 = Ctrl = 1
trigger2 = Random <= 10
trigger2 = P2Statetype = C
value = 200

[State -2, Standing Combo Begin (Weak Kick)]
type = ChangeState
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2BodyDist X <= 40
trigger1 = Ctrl = 1
trigger1 = Random <= 20
trigger1 = P2Statetype = S
trigger2 = Ctrl = 1
trigger2 = Random <= 20
trigger2 = P2Statetype = C
value = 230

[State -2, Standing Combo Begin (Crouching Weak Punch)]
type = ChangeState
triggerall = Var(0) = 1
triggerall = P2BodyDist X <= 40
triggerall = Statetype = S
trigger1 = Ctrl = 1
trigger1 = Random <= 20
trigger1 = P2Statetype = S
trigger2 = Ctrl = 1
trigger2 = Random <= 20
trigger2 = P2Statetype = C
value = 430

[State -2, Standing Combo Begin (Crouching Weak Kick)]
type = ChangeState
triggerall = Var(0) = 1
triggerall = Statetype = C
triggerall = P2BodyDist X <= 40
trigger1 = Ctrl = 1
trigger1 = Random <= 20
trigger1 = P2Statetype = S
trigger2 = Ctrl = 1
trigger2 = Random <= 20
trigger2 = P2Statetype = C
value = 400

[State -2, Standing Combo Pt.2 (Medium Punch)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = P2BodyDist X <=40
trigger1 = Random <= 10
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
value = 210

[State -2, Standing Combo Pt.2 (Medium Kick)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = P2BodyDist X <=40
trigger1 = Random <= 10
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
value = 240

[State -2, Standing Combo Pt.2 (Crouching Medium Punch)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = C
triggerall = P2statetype = S
triggerall = P2BodyDist X <=40
trigger1 = Random <= 10
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
value = 440

[State -2, Standing Combo Pt.2 (Crouching Medium Kick)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = C
triggerall = P2statetype = S
triggerall = P2BodyDist X <=40
trigger1 = Random <= 10
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
value = 500

[State -2, Standing Combo Pt.4 (Strong Punch)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = P2BodyDist X <= 40
trigger1 = Random <= 10
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
value = 300

[State -2, Standing Combo Pt.4 (Strong Kick)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = P2BodyDist X <=40
trigger1 = Random <= 10
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
value = 250

[State -2, Standing Combo Pt.4 (Trip)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = C
triggerall = P2statetype = S
triggerall = P2BodyDist X <=40
trigger1 = Random <= 10
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
value = 410

[State -2, Standing Combo Pt.5 (Cancel Fireball)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = P2BodyDist X >= 10
triggerall = NumProj = 0
trigger1 = Random <= 5
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
value = 1002

[State -2, Standing Combo Pt.5 (Cancel Red Fireball)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = NumProj = 0
triggerall = P2BodyDist X >= 10
trigger1 = Random <= 5
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
value = 2002

[State -2, Standing Combo Pt.5 (Cancel Shoryuken)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = P2BodyDist X <=60
trigger1 = Random <= 5
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
value = 2040

[State -2, Standing Combo Pt.5 (Shinkuu Hadoken)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = NumProj = 0
triggerall = P2BodyDist X >= 10
triggerall = Power >= 1000
trigger1 = Random <= 5
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
value = 1700

[State -2, Standing Combo Pt.5 (Shinkuu Tatumaki)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = P2BodyDist X <= 60
triggerall = Power >= 1000
trigger1 = Random <= 5
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
trigger10 = Stateno = 1500
trigger10 = AnimElem = 7
trigger10 = Movehit = 1
trigger10 = Random <= 399
value = 1800

[State -2, Standing Combo Pt.5 (Shin Shoryken)]
type = Changestate
triggerall = Var(0) = 1
triggerall = Statetype = S
triggerall = P2statetype = S
triggerall = P2BodyDist X <= 30
triggerall = Power >= 1000
trigger1 = Random <= 5
trigger1 = Ctrl = 1
trigger2 = Stateno = 200
trigger2 = Random <= 399
trigger2 = movehit = 1
trigger3 = Stateno = 230
trigger3 = Random <= 399
trigger3 = movehit = 1
trigger4 = Stateno = 400
trigger4 = Random <= 399
trigger4 = movehit = 1
trigger5 = Stateno = 430
trigger5 = Random <= 399
trigger5 = movehit = 1
trigger6 = stateno = 210
trigger6 = Random <= 399
trigger6 = Movehit = 1
trigger7 = Stateno = 240
trigger7 = random <= 399
trigger7 = Movehit = 1
trigger8 = Stateno = 440
trigger8 = Random <= 399
trigger8 = Movehit = 1
trigger9 = Stateno = 500
trigger9 = Random <= 399
trigger9 = Movehit = 1
value = 1500

[State -2, Random Recover Roll]
type = Varset
triggerall = Var(0) = 1
triggerall = Movetype = H
trigger1 = Random <= 10
v = 2
value = 1