; Cyber Akuma's constants. Written by Scaner 2000
;................................................
[Data]
life = 1000          ;Amount of life to start with
attack = 200         ;100% attack power (more is stronger)
defence = 300         ;100% defensive power (more is stronger)
fall.defence_up = 30 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 30    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 15       ;Can do 15 points of juggling
sparkno = 2        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 1          ;1 to enable echo on KO

[Size]
xscale = 1          ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 20     ;Player width (back, ground)
ground.front = 20    ;Player width (front, ground)
air.back = 20        ;Player width (back, air)
air.front = 20       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles

[Velocity]
walk.fwd  = 2.4      ;Walk forward
walk.back = -2       ;Walk backward
run.fwd  = 10         ;Run forward (x, y)  - if y<0, player will hop
run.back = -10        ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-8.8    ;Neutral jumping velocity (x, y)
jump.back = -3.4     ;Jump back Speed (x, y)
jump.fwd = 3.4       ;Jump forward Speed (x, y)
runjump.back = -4,-8.5 ;Running jump speeds (opt)
runjump.fwd = 4,-8.5   ;

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .48          ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; 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

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

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 1,4

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

[State 180, 3] ;Choose win2
type = VarSet
trigger1 = Command = "hold_y"
v = 1
value = 2

[State 180, 4] ;Choose win3
type = VarSet
trigger1 = Command = "hold_z"
v = 1
value = 3

[State 180, 5] ;Choose win1
type = VarSet
trigger1 = Command = "hold_a"
v = 1
value = 1

[State 180, 6] ;Choose win2
type = VarSet
trigger1 = Command = "hold_b"
v = 1
value = 2

[State 180, 7] ;Choose win3
type = VarSet
trigger1 = Command = "hold_c"
v = 1
value = 3

[State 180, 8]
type = ChangeState
trigger1 = Var(1) = 1
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(1) = 2
value = 182

[State 180, 10]
type = ChangeState
trigger1 = Var(1) = 3
value = 183       

[State 180, 10]
type = ChangeState
trigger1 = Var(1) = 4
value = 183       

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 191, 3]
type = Playsnd
trigger1 = time = 40
persistent = 0
value = 25,0

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 191, 3]
type = Playsnd
trigger1 = time = 40
persistent = 0
value = 25,0

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; WIN3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 191, 3]
type = Playsnd
trigger1 = time = 40
persistent = 0
value = 25,0

[State 180, 10]
type = ChangeState
trigger1 = command = "s"
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TAUNT A
[Statedef 195]
type = S
ctrl = 0
velset = 0,0
anim = 195
poweradd = 10

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 5
persistent = 0
value = 0,0

[State 191, 3]
type = Playsnd
trigger1 = time = 14
persistent = 0
value = 1,0

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 5,-1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 195, 1]
type = ChangeState
trigger1 = Time = 55
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TAUNT B
[Statedef 196]
type = S
movetype = A
ctrl = 0
velset = 0,0
anim = 196
poweradd = 10

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 2]
type = Playsnd
trigger1 = AnimElem = 5
persistent = 0
value = 0,0

[State 191, 3]
type = Playsnd
trigger1 = time = 14
persistent = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = time <= 12
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = time >= 15
persistent = 0
attr = S, SA
animtype  = Heavy
damage    = 5
guardflag = 
hitflag = MAFDP
pausetime = 5,5
sparkxy = -25,-50
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5   
air.velocity = -5,-5
down.velocity = 0,0
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0
palfx.time = 35
palfx.add = 40,10,0
palfx.mul = 300,192,192

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 5,-1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 195, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TAUNT C
[Statedef 197]
type = S
ctrl = 0
anim = 197
velset = 0,0,0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 0,1

[State 195, 1]
type = ChangeState
trigger1 = Time = 55
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
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]
type = Playsnd
trigger1 = AnimElem = 6
persistent = 0
value = 0,0

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 6
persistent = 0
value = 23,3

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 6,-1
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 191, 5]
type = Changeanim
trigger1 = AnimTime = 0
persistent = 0
value = 0

[State 191, 6] ;Intro over, set v9 to 1
type = VarSet
trigger1 = Time = 70
v = 9
value = 0

;---------------------------------------------------------------------------
; STAND X
[Statedef 200]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 200 
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 20 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,-70
hitsound = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND Y
[Statedef 201]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 201
poweradd = 30

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 40 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkxy = -10,-70
hitsound = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND Z
[Statedef 202]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 202 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA   
damage    = 60 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkxy = -10,-62
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3

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

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,5

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND A
[Statedef 204]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 204 
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
damage    = 20 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -25,-45
hitsound = S20,3
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND B
[Statedef 205]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 205
poweradd = 30

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 40 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkxy = -10,-20
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3,-1
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;STAND C
[Statedef 206]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 206 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 70
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkxy = -10,-80
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-5

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,4

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CLOSE Y
[Statedef 301]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 301
poweradd = 30

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 40 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkxy = -20,-55
hitsound = S20,1
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CLOSE Z
[Statedef 302]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 302 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2,2
attr = S, NA   
damage    = 60 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = -20,-60
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
air.velocity = -3.5,-6

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,1

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CLOSE A
[Statedef 304]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 304 
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
damage    = 20 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,-20
hitsound = S20,3
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CLOSE B
[Statedef 305]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 305
poweradd = 30

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA  
damage    = 40 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkxy = -40,-55
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2.5,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;CLOSE C
[Statedef 306]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 306 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
damage    = 35
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkxy = -65,-65
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA   
damage    = 35
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkxy = -50,-35
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -6
air.velocity = -4,-4

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3,-1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 3
value = 1,4

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH X
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 20
ctrl = 0
anim = 400

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 20 
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -20,-45
hitsound = S20,0
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

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

;---------------------------------------------------------------------------
; CROUCH Y
[Statedef 401]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 401
poweradd = 30

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA  
damage    = 40 
animtype = Medium
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkxy = -20,-45
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

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

;---------------------------------------------------------------------------
; CROUCH Z (launcher)
[Statedef 402]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 402 
poweradd = 40

[State 181, 1]
type = Projectile
trigger1 = AnimElem = 3
projanim = 666
projremovetime = 100
projhitanim = 666
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 30,-35
velocity = 0,-8
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 1,8
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -2
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 55 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,8
sparkxy = -20,-60
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
air.hittime = 24
ground.velocity = 0   
air.velocity = -4,-5
guard.velocity = -3   
airguard.velocity = -3   
fall.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;
;---------------------------------------------------------------------------
; STAND Z (Punch Projectile)
[Statedef 667]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = -1,0
ctrl = 0  
anim = 667 
poweradd = 40

[State 181, 1]
type = Projectile
trigger1 = AnimElem = 2
projanim = 668
projremovetime = 100
projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 20,0
velocity = 10,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA   
damage    = 60 
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkxy = -10,-62
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3

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

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,5

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH A
[Statedef 404]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 404 
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 20 
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -15,0
hitsound = S20,3
guardsound = S20,6
ground.type = Low
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3
down.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH B
[Statedef 405]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 405
poweradd = 30

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA  
damage    = 40 
animtype = Medium
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkxy = -15,0
hitsound = S20,4
guardsound = S20,6
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3
down.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,2

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH C
[Statedef 406]
type    = C     
movetype= A     
physics = N
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 406 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA   
damage    = 50 
animtype = Heavy
guardflag = L
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = -15,0
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1     
air.velocity = -1,-4
air.type = trip
fall.yvelocity = -5
fall.xvelocity = -5
down.bounce = 1
fall.animtype = back
fall = 1
air.fall = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; JUMP X
[Statedef 600]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 600 
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 20 
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,-70
hitsound = S20,0
guardsound = S20,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

;---------------------------------------------------------------------------
; JUMP Y
[Statedef 601]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 601
poweradd = 30

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA  
damage    = 40 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkxy = -10,-60
hitsound = S20,1
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

;---------------------------------------------------------------------------
; JUMP Z
[Statedef 602]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 602 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkxy = -10,-60
hitsound = S20,2
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.velocity = -9,6.5
air.fall = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

;---------------------------------------------------------------------------
; JUMP A
[Statedef 604]
type    = A     
movetype= A     
physics = A    
juggle  = 1     
ctrl = 0  
anim = 604 
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 20 
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,-55
hitsound = S20,3
guardsound = S20,6
ground.type = Low
air.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

;---------------------------------------------------------------------------
; JUMP B
[Statedef 605]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 605
poweradd = 30

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA  
damage    = 40 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkxy = -10,-55
hitsound = S20,4
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

;---------------------------------------------------------------------------
;JUMP C
[Statedef 606]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 606 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 65 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = -10,-55
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -10,3.5
air.fall = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

;---------------------------------------------------------------------------
; JUMP UP A
[Statedef 704]
type    = A     
movetype= A     
physics = A    
juggle  = 1     
ctrl = 0  
anim = 704 
poweradd = 20

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA   
damage    = 20 
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkxy = -10,-55
hitsound = S20,3
guardsound = S20,6
ground.type = Low
air.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -3
air.velocity = -1,-3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,1

;---------------------------------------------------------------------------
; JUMP UP B
[Statedef 705]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 705
poweradd = 30

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA  
damage    = 45 
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkxy = -10,-75
hitsound = S20,4
guardsound = S20,6
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -2,-5

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,2

;---------------------------------------------------------------------------
;JUMP UP C
[Statedef 706]
type    = A     
movetype= A     
physics = A     
juggle  = 1     
ctrl = 0  
anim = 706 
poweradd = 40

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA   
damage    = 70 
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = -10,-55
hitsound = S20,5
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5
air.type = Low
air.velocity = -8,-1
air.fall = 1

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

;---------------------------------------------------------------------------
; TENMA KUU JIN KYAKU
[Statedef 800]
type    = A     
movetype= A     
physics = N     
juggle  = 1     
velset = 4.2,6,0
ctrl = 0
anim = 800
poweradd = 30

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,1

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA  
damage    = 50 
animtype = Medium
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 9,9
sparkxy = -10,0
hitsound = S20,4
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3.5
air.velocity = -3,-3
down.velocity = 0,0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 210, 2]
type = PlaySnd
trigger1 = Pos Y >= 0
value = 21,4
persistent = 1

[State 210, 2]
type = velset
trigger1 = Pos Y >= 0
x = 0

[State 2002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TENMA GOU KUU JIN KYAKU
[Statedef 850]
type    = A     
movetype= A     
physics = N     
juggle  = 1     
velset = 0,0
ctrl = 0
anim = 850
poweradd = 40

[State 1531, 5]
type = posfreeze
trigger1 = time <= 8

[State 1531, 5]
type = Velset
trigger1 = AnimElem = 2
x = 4
y = 7

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 99,8

;[State 1531, 5]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 99,11

;[State 1531, 5]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 99,0

[State 201, 1]
type = HitDef
trigger1 = time = 9
trigger2 = time = 11
trigger3 = time = 13
trigger4 = time = 15
trigger5 = time = 17
trigger6 = time = 19
trigger7 = time = 21
trigger8 = time = 23
trigger9 = time = 25
trigger10 = time = 27
trigger11 = time = 29
trigger12 = time = 31
trigger13 = time = 33
trigger14 = time = 35
trigger15 = time = 37
trigger16 = time = 39
trigger17 = time = 41
trigger18 = time = 43
trigger19 = time = 45
trigger20 = time = 47
trigger21 = time = 49
trigger22 = time = 51
attr = A, SA  
damage    = 10,2
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkxy = -10,0
hitsound = S20,4
guardsound = S20,6
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -4,-3
down.velocity = 0,0
  
[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,2

[State 210, 2]
type = PlaySnd
trigger1 = Pos Y >= 0
value = 21,4
persistent = 1

[State 210, 2]
type = velset
trigger1 = Pos Y >= 0
x = 0

[State 2002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; GOU SHO RYU X (start)
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 150
ctrl = 0
anim = 1100
velset = 0,0,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = S, SA
animtype  = Heavy
damage    = 30,10
guardflag = M
hitflag = MAF
pausetime = 12,15
sparkxy = -20,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 30,10
guardflag = M
hitflag = MAF
pausetime = 12,13
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

;---------------------------------------------------------------------------
; GOU SHO RYU X (rising)
[Statedef 1101]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1101

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -5
x = 3

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 6
value = 1102

;---------------------------------------------------------------------------
; GOU SHO RYU X (falling)
[Statedef 1102]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1102

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 15
value = 1103

;---------------------------------------------------------------------------
; GOU SHO RYU X (landing)
[Statedef 1103]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GOU SHO RYU Y (start)
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 150
ctrl = 0
anim = 1100
velset = 0,0,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = S, SA
animtype  = Heavy
damage    = 35,10
guardflag = M
hitflag = MAF
pausetime = 12,15
sparkxy = -20,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 35,10
guardflag = M
hitflag = MAF
pausetime = 12,13
sparkxy = -25,-60
hitsound = S20,2
priority = 7, Hit
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111

;---------------------------------------------------------------------------
; GOU SHO RYU Y (rising)
[Statedef 1111]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1101

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 35,10
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -7.5
x = 4.5

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 10
value = 1112

;---------------------------------------------------------------------------
; GOU SHO RYU Y (falling)
[Statedef 1112]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1102

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 22
value = 1113

;---------------------------------------------------------------------------
; GOU SHO RYU Y (landing)
[Statedef 1113]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; GOU SHO RYU Z (start)
[Statedef 1120]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 150
ctrl = 0
anim = 1100
velset = 0,0,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
hitflag = MAF
pausetime = 12,15
priority = 7, Hit
sparkxy = -20,-60
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
hitflag = MAF
pausetime = 12,13
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1121

;---------------------------------------------------------------------------
; GOU SHO RYU Z (rising)
[Statedef 1121]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1101

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -9.5
x = 6

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
hitflag = MAF
pausetime = 12,12
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 16
value = 1122

;---------------------------------------------------------------------------
; GOU SHO RYU Z (falling)
[Statedef 1122]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1102

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 24
value = 1123

;---------------------------------------------------------------------------
; GOU SHO RYU Z (landing)
[Statedef 1123]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU X (Charge)
[Statedef 1150]
type    = S
movetype= A
physics = N
poweradd= -1000
ctrl = 0
anim = 1150
velset = 0

[State 1170, 1]
type = SuperPause
trigger1 = time = 2
movetime = 30
time = 30
pos = 15, -46
;anim = 31

[State 1170, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 669
projremovetime = 50
;projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 20,-40
velocity = 0,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
postype = Back
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0
[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 23,0

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = S22,2

[State 610, 4]
type = ChangeState
trigger1 = Time = 30
value = 1151

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU X (first start)
[Statedef 1151]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 12,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1152

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU X (first rising)
[Statedef 1152]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 0,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -4,-6
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 1153

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU X (first falling)
[Statedef 1153]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 1154

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU X (first landing)
[Statedef 1154]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0
anim = 1103

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 4
value = 1155

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU X (second start)
[Statedef 1155]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 12,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-5
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1156

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU X (second rising)
[Statedef 1156]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -8.5
x = 3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4   
air.velocity = -4, -9
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 56
palfx.add = 50,30,130

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 10
value = 1157

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU X (second falling)
[Statedef 1157]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 26
value = 1158

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU X (second landing)
[Statedef 1158]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Y (Charge)
[Statedef 1160]
type    = S
movetype= A
physics = N
poweradd= -2000
ctrl = 0
anim = 1150
velset = 0

[State 1170, 1]
type = SuperPause
trigger1 = time = 2
movetime = 30
time = 30
pos = 15, -46
;anim = 31

[State 1170, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 669
projremovetime = 50
;projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 20,-40
velocity = 0,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
postype = Back
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 23,0

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = S22,2

[State 610, 4]
type = ChangeState
trigger1 = Time = 30
value = 1161

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Y (first start)
[Statedef 1161]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 12,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1162

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Y (first rising)
[Statedef 1162]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 0,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -4,-6
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 1163

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Y (first falling)
[Statedef 1163]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 1164

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Y (first landing)
[Statedef 1164]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0
anim = 1103

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 4
value = 1165

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Y (second start)
[Statedef 1165]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 16,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-5
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1166

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Y (second rising)
[Statedef 1166]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -9.5
x = 5

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4   
air.velocity = -4, -9
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 56
palfx.add = 50,30,130

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 12
value = 1167

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Y (second falling)
[Statedef 1167]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 27
value = 1168

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Y (second landing)
[Statedef 1168]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (Charge)
[Statedef 1170]
type    = S
movetype= A
physics = N
poweradd= -3000
ctrl = 0
anim = 1150
velset = 0

[State 1170, 1]
type = SuperPause
trigger1 = time = 2
movetime = 30
time = 30
pos = 15, -46
;anim = 31

[State 1170, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 669
projremovetime = 50
;projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 20,-40
velocity = 0,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
postype = Back
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1170, 3]
type = PosFreeze
trigger1 = time >= 0

[State 1170, 4]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 23,0

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = S22,1

[State 610, 4]
type = ChangeState
trigger1 = Time = 30
value = 1171

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (first start)
[Statedef 1171]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 12,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1172

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (first rising)
[Statedef 1172]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 0,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-6
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 1173

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (first falling)
[Statedef 1173]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 1174

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (first landing)
[Statedef 1174]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0
anim = 1103

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 4
value = 1175

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (second start)
[Statedef 1175]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 12,0,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,4

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1176

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (second rising)
[Statedef 1176]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 0,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-6
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 1177

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (second falling)
[Statedef 1177]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 1178

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (second landing)
[Statedef 1178]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0
anim = 1103

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 4
value = 1179

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (third start)
[Statedef 1179]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 18,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-4
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2
air.velocity = -3,-5
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 30
palfx.add = 50,30,130

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1180

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (third rising)
[Statedef 1180]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -10.5
x = 7

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 60,10
guardflag = MHC
getpower = 0,0
hitflag = MAFP
pausetime = 4,4
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -4   
air.velocity = -4, -9
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
recover = 0
;PalFX
palfx.time = 56
palfx.add = 50,30,130

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 12
value = 1181

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (third falling)
[Statedef 1181]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 32
value = 1182

;---------------------------------------------------------------------------
; MESSATSU GOU SHO RYU Z (third landing)
[Statedef 1182]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 6
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN X
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 1
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 1,1

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

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 2.5
attr = S, SP
damage   = 80,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.animtype = Back
air.velocity = -5,-6
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN Y
[Statedef 1001]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 1
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 4.5
attr = S, SP
damage   = 80,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
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, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN Z
[Statedef 1002]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 1
anim = 1000

;[State 1000, 2]
;type = PlaySnd
;trigger1 = AnimElem = 4,-1
;value = 99,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,2

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 8.5
attr = S, SP
damage   = 80,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
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, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN X (close)
[Statedef 1010]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 1
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 99,5

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

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 2.5
attr = S, SP
damage   = 100,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-6
air.juggle = 3
air.fall = 1
down.velocity = -5,-6
down.hittime = 30
down.bounce = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN Y (close)
[Statedef 1011]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 1
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 99,4

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 4.5
attr = S, SP
damage   = 100,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -7   
fall = 1
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, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;GOU HADO KEN Z (close)
[Statedef 1012]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 80
juggle = 0
ctrl = 1
anim = 1000

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 99,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,2

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
projpriority = 1
projshadow = -1
offset = 0,0
velocity = 8.5
attr = S, SP
damage   = 100,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10   
fall = 1
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, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;SHAKUNETSU HADO KEN X
[Statedef 1050]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 1050

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 99,9

;[State 1000, 2]
;type = PlaySnd
;trigger1 = AnimElem = 19
;value = 99,5

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 21
projanim = 1003
projhitanim = 1004
projhits = 4
projmisstime = 0
projpriority = 4
projshadow = -1
offset = 0,0
velocity = 3
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 2,4
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6   
fall = 1
air.animtype = Back
air.velocity = -6,-6
air.juggle = 3
air.fall = 1
down.velocity = -6,-6
down.hittime = 30
down.bounce = 0
palfx.time = 35
palfx.add = 40,10,0
palfx.mul = 300,192,192
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;SHAKUNETSU HADO KEN Y
[Statedef 1060]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 1051

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 99,9

;[State 1000, 2]
;type = PlaySnd
;trigger1 = AnimElem = 23
;value = 99,4

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 25
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 25
projanim = 1003
projhitanim = 1004
projhits = 6
projmisstime = 0
projpriority = 6
projshadow = -1
offset = 0,0
velocity = 5
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 2,4
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8   
fall = 1
air.animtype = Back
air.velocity = -8,-6
air.juggle = 3
air.fall = 1
down.velocity = -8,-6
down.hittime = 30
down.bounce = 0
palfx.time = 35
palfx.add = 40,10,0
palfx.mul = 300,192,192
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;SHAKUNETSU HADO KEN Z
[Statedef 1070]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = 100
juggle = 0
ctrl = 0
anim = 1052

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 99,9

;[State 1000, 2]
;type = PlaySnd
;trigger1 = AnimElem = 27
;value = 99,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 29
value = 2,0

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 29
projanim = 1003
projhitanim = 1004
projhits = 8
projmisstime = 0
projpriority = 8
projshadow = -1
offset = 0,0
velocity = 7
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 2,4
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12   
fall = 1
air.animtype = Back
air.velocity = -12,-6
air.juggle = 3
air.fall = 1
down.velocity = -12,-6
down.hittime = 30
down.bounce = 0
palfx.time = 35
palfx.add = 40,10,0
palfx.mul = 300,192,192
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MESSATSU GOU SHINKUU HA X (Strong Vacuum Wave) CHARGE
[Statedef 2000]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1000
juggle = 0
ctrl = 0
anim = 2000

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
pos = -35, -46
;anim = 30

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
pos = 40, -46
;anim = 30


;[State 1170, 1]
;type = SuperPause
;trigger1 = time = 2
;movetime = 30
;time = 30
;pos = 15, -46
;anim = 31

[State 1170, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 669
projremovetime = 40
;projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 180,-10
velocity = 0,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
postype = Back
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 23,3

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 22,2

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
value = 2001

;---------------------------------------------------------------------------
;MESSATSU GOU SHINKUU HA X (Strong Vacuum Wave) UNLEASH
[Statedef 2001]
type    = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 2001

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-2
value = 1,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 30,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 2012
projremanim = -1
projremovetime = 38
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
sprpriority = 1

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 2010
projhitanim = 2011
projremanim = 2011
projhits = 30
projmisstime = 3
projshadow = -1
projpriority = 30
projremovetime = 36
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 40,10
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
;hitspark = S2013
sparkno = -1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10   
fall = 1
air.animtype = Back
air.velocity = -10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MESSATSU GOU SHINKUU HA Y (Strong Vacuum Wave) CHARGE
[Statedef 2010]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -2000
juggle = 0
ctrl = 0
anim = 2000

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
pos = -35, -46
;anim = 30

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
pos = 40, -46
;anim = 30


;[State 1170, 1]
;type = SuperPause
;trigger1 = time = 2
;movetime = 30
;time = 30
;pos = 15, -46
;anim = 31

[State 1170, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 669
projremovetime = 40
;projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 180,-10
velocity = 0,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
postype = Back
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 23,1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 22,2

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
value = 2011

;---------------------------------------------------------------------------
;MESSATSU GOU SHINKUU HA Y (Strong Vacuum Wave) UNLEASH
[Statedef 2011]
type    = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 2002

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-2
value = 1,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 30,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 2012
projremanim = -1
projremovetime = 58
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
sprpriority = 1

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 2010
projhitanim = 2011
projremanim = 2011
projhits = 15
projmisstime = 3
projshadow = -1
projpriority = 30
projremovetime = 58
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
getpower = 0,0
velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 35,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
;hitspark = S2013
sparkno = -1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10   
fall = 1
air.animtype = Back
air.velocity = -10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

;[State 3000] 
;type = S
;trigger1 = projcontact(2000) = 1
;anim = 2013
;pos = 100,0
;postype = p2
;sprpriority = 3
;bindtime = 1

[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MESSATSU GOU SHINKUU HA Z (Strong Vacuum Wave) CHARGE
[Statedef 2020]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -3000
juggle = 0
ctrl = 0
anim = 2000

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
pos = -35, -46
;anim = 30

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
pos = 40, -46
;anim = 30


;[State 1170, 1]
;type = SuperPause
;trigger1 = time = 2
;movetime = 30
;time = 30
;pos = 15, -46
;anim = 31

[State 1170, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 669
projremovetime = 40
;projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 180,-10
velocity = 0,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
postype = Back
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 23,2

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 22,1

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
value = 2021

;---------------------------------------------------------------------------
;MESSATSU GOU SHINKUU HA Z (Strong Vacuum Wave) UNLEASH
[Statedef 2021]
type    = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 2003

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-2
value = 1,0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 30,0

[State 191, 3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 2012
projremanim = -1
projremovetime = 80
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
sprpriority = 1

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 6
projanim = 2010
projhitanim = 2011
projremanim = 2011
projhits = 20
projmisstime = 3
projshadow = -1
projpriority = 30
projremovetime = 80
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 35,10
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
;hitspark = S2013
sparkno = -1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10   
fall = 1
air.animtype = Back
air.velocity = -10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

;[State 3000] 
;type = S
;trigger1 = projcontact(2000) = 1
;anim = 2013
;pos = 100,0
;postype = p2
;sprpriority = 3
;bindtime = 1

[State 210, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU A (start)
[Statedef 3000]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 120
ctrl = 0
anim = 3000
velset = 0,-2,0

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkxy = -20,-60
priority = 6, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU A (spinning)
[Statedef 3001]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3001

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2
y = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = Time = 6
value = 3002

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU A (landing)
[Statedef 3002]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3002

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3003

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU A (landed)
[Statedef 3003]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
anim = 3003
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU B (start)
[Statedef 3010]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 120
ctrl = 0
anim = 3000
velset = 0,-2,0

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2.5

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkxy = -20,-60
priority = 6, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU B (spinning)
[Statedef 3011]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3001

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2.5
y = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = Time = 12
value = 3012

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU B (landing)
[Statedef 3012]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3002

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 2.5

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3013

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU B (landed)
[Statedef 3013]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
anim = 3003
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU C (start)
[Statedef 3020]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 120
ctrl = 0
anim = 3000
velset = 0,-2,0

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,12
sparkxy = -20,-60
priority = 6, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3021

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU C (spinning)
[Statedef 3021]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3001

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 3
y = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 12
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 16
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 17
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 20
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 21
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 24
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = Time = 30
value = 3022

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU C (landing)
[Statedef 3022]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3002

[State 1531, 5]
type = velset
trigger1 = time >= 0
x = 3

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3023

;---------------------------------------------------------------------------
; TATSU MAKI ZANKUU KYAKU C (landed)
[Statedef 3023]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KUUCHUU TATSU MAKI ZANKUU KYAKU A (start)
[Statedef 3030]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 120
ctrl = 0
anim = 3030

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 1531, 5]
type = velmul
trigger1 = time = 0
x = 1

[State 1531, 5]
type = veladd
trigger1 = vel x = 0
x = 2

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 13
value = 21,3

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3060

;---------------------------------------------------------------------------
; KUUCHUU TATSU MAKI ZANKUU KYAKU B (start)
[Statedef 3040]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 120
ctrl = 0
anim = 3030

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 1531, 5]
type = velmul
trigger1 = time = 0
trigger1 = vel x > 0
x = 1.25

[State 1531, 5]
type = veladd
trigger1 = time >= 0
y = -.1

[State 1531, 5]
type = veladd
trigger1 = vel x = 0
x = 2.25

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 13
value = 21,3

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3060

;---------------------------------------------------------------------------
; KUUCHUU TATSU MAKI ZANKUU KYAKU C (start)
[Statedef 3050]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 120
ctrl = 0
anim = 3030

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 1531, 5]
type = velmul
trigger1 = time = 0
trigger1 = vel x > 0
x = 1.5

[State 1531, 5]
type = veladd
trigger1 = time >= 0
y = -.2

[State 1531, 5]
type = veladd
trigger1 = vel x = 0
x = 2.5

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
damage    = 30,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 9
value = 21,3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 10
attr = A, SA
animtype  = Heavy
damage    = 20,10
guardflag = MA
hitflag = MAF
pausetime = 10,11
sparkxy = -20,-60
priority = 3, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2   
air.velocity = -2.2, -5
fall = 1
air.fall = 1

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 13
value = 21,3

[State 1531, 5]
type = Changestate
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3060

;---------------------------------------------------------------------------
; KUUCHUU TATSU MAKI ZANKUU KYAKU (land)
[Statedef 3060]
type    = S
movetype= A
physics = S
juggle  = 0
anim = 47
poweradd= 0
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 4
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ZANKUU HADO KEN X
[Statedef 1300]
type    = A
movetype= A
physics = A
poweradd = 80
juggle = 0
ctrl = 0
anim = 1300

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 1,5

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,0

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 3.2,2
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.animtype = Back
air.velocity = -4,4
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 1,5

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 2.5,3
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.animtype = Back
air.velocity = -4,4
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0

;---------------------------------------------------------------------------
;ZANKUU HADO KEN Y
[Statedef 1301]
type    = A
movetype= A
physics = A
poweradd = 80
juggle = 0
ctrl = 0
anim = 1300

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 2,1

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 3.7,1.5
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -4
air.animtype = Back
air.velocity = -5,5
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1000, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 3,2.5
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -4
air.animtype = Back
air.velocity = -5,5
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0

;---------------------------------------------------------------------------
;ZANKUU HADO KEN Z
[Statedef 1302]
type    = A
movetype= A
physics = A
poweradd = 80
juggle = 0
ctrl = 0
anim = 1300

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 2,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 2,2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 15,5
velocity = 3.7,1.5
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.animtype = Back
air.velocity = -6,6
air.juggle = 3
air.fall = 1
down.velocity = -0,0
down.hittime = 30
down.bounce = 0

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 4,-1
value = 2,2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1303
projhitanim = 1304
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 15,5
velocity = 3.5,2
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.animtype = Back
air.velocity = -6,6
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0

;---------------------------------------------------------------------------
;KUUCHUU SHAKUNETSU HADO KEN X
[Statedef 1350]
type    = A
movetype= A
physics = N
poweradd = 100
juggle = 0
ctrl = 0
anim = 1350

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

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 38
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 3,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,0

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1303
projhitanim = 1304
projhits = 4
projmisstime = 0
projpriority = 4
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 3,1.5
attr = S, SP
damage   = 25,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 2,4
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5  
air.animtype = Back
air.velocity = -5,6
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0
palfx.time = 35
palfx.add = 40,10,0
palfx.mul = 300,192,192
fall = 1

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 37
value = 52

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

;---------------------------------------------------------------------------
;KUUCHUU SHAKUNETSU HADO KEN Y
[Statedef 1360]
type    = A
movetype= A
physics = N
poweradd = 100
juggle = 0
ctrl = 0
anim = 1350

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

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 38
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 3,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1303
projhitanim = 1304
projhits = 6
projmisstime = 0
projpriority = 6
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 4,2
attr = S, SP
damage   = 22,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 2,4
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6  
air.animtype = Back
air.velocity = -6,7
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0
palfx.time = 35
palfx.add = 40,10,0
palfx.mul = 300,192,192
fall = 1

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 37
value = 52

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

;---------------------------------------------------------------------------
;KUUCHUU SHAKUNETSU HADO KEN Z
[Statedef 1370]
type    = A
movetype= A
physics = N
poweradd = 100
juggle = 0
ctrl = 0
anim = 1350

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

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 38
y = .4

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 3,-1
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1303
projhitanim = 1304
projhits = 8
projmisstime = 0
projpriority = 6
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 6,2.8
attr = S, SP
damage   = 20,10
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 2,4
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6.5  
air.animtype = Back
air.velocity = -6.5,9
air.juggle = 3
air.fall = 1
down.velocity = 0,0
down.hittime = 30
down.bounce = 0
palfx.time = 35
palfx.add = 40,10,0
palfx.mul = 300,192,192
fall = 1

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 37
value = 52

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

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU X (prepare)
[Statedef 2500]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 2505

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

[State 1300, 2]
type = PlaySnd
trigger1 = time = 0
persistent = 0
value = 35,0

[State 1000, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2501

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU X (charge)
[Statedef 2501]
type    = A
movetype= A
physics = N
poweradd = -1000
juggle = 0
ctrl = 0
anim = 2500

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 35,1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
pos = 60, -56
;anim = 30

[State 1170, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 669
projremovetime = 40
;projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 180,0
velocity = 0,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
postype = Back
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0


[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 22,2

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
value = 2502

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU X (throwing)
[Statedef 2502]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 2501

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

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 2
;anim = 2520
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = -2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 4
;anim = 2510
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = 2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 8,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 8
;anim = 2520
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = -2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 10
;anim = 2510
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = 2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 10
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 14,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 14
;anim = 2520
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = -2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 14
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 16
;anim = 2510
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = 2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 16
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 20,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 20
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 20
;anim = 2520
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = -2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 20
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 22
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 22
;anim = 2510
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = 2;

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 22
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 26,-1
value = 1,1

[State 1300, 2]
type = PlaySnd        
trigger1 = AnimElem = 26
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 26
;anim = 2520
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = -2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 26
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
getpower = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd        
trigger1 = AnimElem = 28
value = 2,0

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 28
;anim = 2510
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = 2;

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 28
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 6,3.3
attr = A, HP
damage   = 35,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 131
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 131
value = 52

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

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU Y (prepare)
[Statedef 2600]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 2505

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

[State 1300, 2]
type = PlaySnd
trigger1 = time = 0
persistent = 0
value = 35,0

[State 1000, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2601

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU Y (charge)
[Statedef 2601]
type    = A
movetype= A
physics = N
poweradd = -2000
juggle = 0
ctrl = 0
anim = 2500
        
[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 35,1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
pos = 60, -56
;anim = 30

[State 1170, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 669
projremovetime = 40
;projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 180,0
velocity = 0,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
postype = Back
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0


[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 22,2

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
value = 2602

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU Y (throwing)
[Statedef 2602]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 2501

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

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 2
;anim = 2520
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = -2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,1

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 4
;anim = 2510
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = 2;

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 6
;anim = 2510
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = 2;

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 8,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,1

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 8
;anim = 2520
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = -2;

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2,1

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 9
;anim = 2520
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = -2;

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,1

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 10
;anim = 2510
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = 2;

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 10
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,1

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 12
;anim = 2510
;pos = 0,0
;postype = p1
;bindtime = 13
;sprpriority = 2;

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 12
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 14,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2,1

;[State 1300, 5]
;type = S
;trigger1 = AnimElem = 14
;anim = 2520
;pos = 0,0
;postype = p1
;indtime = 13
;sprpriority = -2

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 14
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 15
value = 2,1



[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 15
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,1


[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 16
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 18
value = 2,1

[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 18
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 20,-1
value = 1,1

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 20
value = 2,1


[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 20
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 21
value = 2,1


[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 21
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 22
value = 2,1


[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 22
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 24
value = 2,1


[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 24
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd
trigger1 = AnimElem = 26,-1
value = 1,1

[State 1300, 2]
type = PlaySnd        
trigger1 = AnimElem = 26
value = 2,1


[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 26
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
getpower = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd        
trigger1 = AnimElem = 27
value = 2,1


[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 27
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
getpower = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1300, 2]
type = PlaySnd        
trigger1 = AnimElem = 28
value = 2,1


[State 1300, 7]
type = Projectile
trigger1 = AnimElem = 28
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 0,0
velocity = 7,4.05
attr = A, HP
damage   = 28,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 131
y = .4

[State 1000, 8]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 131
value = 52

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

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU Z (prepare)
[Statedef 2700]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 2505

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

[State 1300, 2]
type = PlaySnd
trigger1 = time = 0
persistent = 0
value = 35,0

[State 1000, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2701

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU Z (charge)
[Statedef 2701]
type    = A
movetype= A
physics = N
poweradd = -3000
juggle = 0
ctrl = 0
anim = 2500
        
[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 35,1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 4120, 1]
type = SuperPause
trigger1 = time = 2
movetime = 50
time = 50
pos = 60, -56
;anim = 30

[State 1170, 2]
type = Projectile
trigger1 = AnimElem = 1
projanim = 669
projremovetime = 40
;projhitanim = 668
projhits = 3
projmisstime = 3
projpriority = 30
projshadow = -1
offset = 180,0
velocity = 0,0
attr = S, SP
damage   = 10,15
animtype = heavy
guardflag = MA
hitflag = MAFDP
postype = Back
pausetime = 1,10
hitsound = S20,2
guardsound = S20,6
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 5
ground.velocity = -4
air.animtype = Back
air.velocity = -3,-6
air.juggle = 3
air.fall = 1
down.velocity = -3,-6
down.hittime = 30
down.bounce = 0


[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 22,1

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
value = 2702

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU Z (throwing)
[Statedef 2702]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 2501

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 2,2
value = 1,1

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 2,3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 2,3
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 2,3
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 6
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 7
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8,-1
value = 1,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 8
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8,3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 8,3
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 8,3
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 9
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 9
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 10
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 11
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 12
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 13
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 13
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 13
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14,-1
value = 1,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 14
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14,3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 14,3
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 14,3
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 15
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 15
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 15
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 16
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 17
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 17
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 17
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 18
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 18
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 18
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 19
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 19
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 19
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20,-1
value = 1,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 20
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 1]
type = ChangeState
trigger1 = animelem = 20,1
value = 2703

;---------------------------------------------------------------------------
;TENMA GOU ZANKUU Z (throwing part 2)
[Statedef 2703]
type    = A
movetype= A
physics = N
juggle = 0
ctrl = 0

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20,3
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 20,3
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 20,3
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 21
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 21
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 21
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 22
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 22
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 22
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 23
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 23
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 23
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 24
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 24
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 24
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 25
value = 2,1

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 25
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 25
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd
trigger1 = AnimElem = 26,-1
value = 1,1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 26
value = 2,1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 26
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 26
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
getpower = 0,0
velocity = 8,4.5
attr = A, HP
damage   = 22,10
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 26,3
value = 2,1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 26,3
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 26,3
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
getpower = 0,0
velocity = 8,4.5
attr = A, HP
damage   = 22,10
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 27
value = 2,1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 27
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 27
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
getpower = 0,0
velocity = 8,4.5
attr = A, HP
damage   = 22,10
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 28
value = 2,1

[State 2702, 3]
type = PlaySnd        
trigger1 = AnimElem = 28
value = 2,2

[State 2702, 3]
type = Projectile
trigger1 = AnimElem = 28
projanim = 1303
projhitanim = 1304
projhits = 1
projpriority = 1
projshadow = -1
projheightbound = -240,50
offset = 10,-12
velocity = 8,4.5
attr = A, HP
damage   = 22,10
getpower = 0,0
animtype = heavy
guardflag = MA
hitflag = MAFPD
pausetime = 2,12
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3  
air.animtype = Back
air.velocity = -5,6
air.fall = 1
down.velocity = 0,0
down.hittime = 10
down.bounce = 0
bounce = 0
fall = 1
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 2703, 3]
type = VelAdd
trigger1 = Time >= 64
y = .4

[State 2703, 4]
type = ChangeState
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
trigger1 = time >= 64
value = 52

[State 2703, 5]
type = Velset
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

;---------------------------------------------------------------------------
; ZUGAI HASSATSU
[Statedef 500]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 500
poweradd = 40

[State 610, 4]
type = Velset
trigger1 = AnimElem = 4
x = 4

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA  
damage    = 20 
animtype = Medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkxy = -35,-60
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA  
damage    = 20 
animtype = Medium
guardflag = H
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkxy = -40,-20
hitsound = S20,1
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-3

[State 1000, 2]
type = PlaySnd
trigger1 = time = 0
value = 1,1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 6
value = 1,5

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 5,-1
value = 21,3

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SENPUU KYAKU
[Statedef 550]
type    = A
movetype= A
physics = A
juggle  = 1
velset = 3,-4
ctrl = 0
anim = 550
poweradd = 60

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 5,-1
value = 1,1

;[State 1000, 2]
;type = PlaySnd
;trigger1 = AnimElem = 4
;value = 99,1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,2

[State 207, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 40
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkxy = -20,-60
hitsound = S20,4
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3.5
air.type = High
air.velocity = -4,-5
air.fall = 1
fall.animtype = Low
fall = 1

[State 207, 1]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X
[Statedef 900]
type    = S
movetype= A
physics = S
poweradd= -500
anim = 900
velset = 0,0,0
ctrl = 0

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 99,13

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 900, 1]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = PosFreeze
trigger1 = time >= 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 901

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X (start)
[Statedef 901]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 0,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,15
sparkxy = -20,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,13
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 902

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X (rising)
[Statedef 902]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,12
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -5
x = 3

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 6
value = 903

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X (falling)
[Statedef 903]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 15
value = 904

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER X (landing)
[Statedef 904]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y
[Statedef 910]
type    = S
movetype= A
physics = S
poweradd= -500
anim = 900
velset = 0,0,0
ctrl = 0

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 99,13

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 900, 1]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = PosFreeze
trigger1 = time >= 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 911

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y (start)
[Statedef 911]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 0,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1,2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,15
sparkxy = -20,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,13
sparkxy = -25,-60
hitsound = S20,2
priority = 7, Hit
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 912

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y (rising)
[Statedef 912]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0,0
hitflag = MAF
pausetime = 12,12
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -7.5
x = 4.5

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 10
value = 913

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y (falling)
[Statedef 913]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 22
value = 914

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Y (landing)
[Statedef 914]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z
[Statedef 920]
type    = S
movetype= A
physics = S
poweradd= -500
anim = 900
velset = 0,0,0
ctrl = 0

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 99,13

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 900, 1]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = PosFreeze
trigger1 = time >= 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 921

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z (start)
[Statedef 921]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1151
velset = 0,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 24,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 1,3

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0
hitflag = MAF
pausetime = 12,15
priority = 7, Hit
sparkxy = -20,-60
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0
hitflag = MAF
pausetime = 12,13
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 922

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z (rising)
[Statedef 922]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1152

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = time = 0
y = -9.5
x = 6

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 40,10
guardflag = M
getpower = 0
hitflag = MAF
pausetime = 12,12
sparkxy = -25,-60
priority = 7, Hit
hitsound = S20,2
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5   
air.velocity = -2.5, -7
fall = 1
air.fall = 1
;PalFX
palfx.time = 30
palfx.add = 50,30,130
fall.recover = 0
air.recover = 0
recover = 0

[State 210, 3]
type = VelAdd
trigger1 = time >= 0
trigger1 = vel x >= 0.3
x = -0.2

[State 210, 3]
type = VelSet
trigger1 = vel x = 0.3
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 16
value = 923

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z (falling)
[Statedef 923]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1153

[State 210, 3]
type = VelAdd
trigger1 = AnimElem = 1
trigger1 = AnimElem <= 2
x = -0.3

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 210, 3]
type = ChangeState
trigger1 = time = 24
value = 924

;---------------------------------------------------------------------------
; ZERO/ALPHA COUNTER Z (landing)
[Statedef 924]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0

[State 1531, 5]
type = PlaySnd
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
persistent = 0
value = 21,4

[State 52, 3]
type = PosSet
trigger1 = Vel Y = 0
y = 0

[State 209, 1]
type = ChangeAnim
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1103

[State 209, 1]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ZERO COUNTER
[Statedef 945]
type    = S
movetype= A
physics = S
poweradd= -500
anim = 900
velset = 0,0,0
ctrl = 0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 99,6

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 50,0

[State 900, 1]
type = EnvColor
trigger1 = Time = 0
value = 255, 255, 255
time = 1

[State 900, 2]
type = PosFreeze
trigger1 = time >= 0

[State 900,3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 900,4]
type = Projectile
trigger1 = AnimElem = 3
projanim = 901
projremanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 0,0
velocity = 0.001, 0.001
accel = 0, 0
projremovetime = 9
sprpriority = 1

[State 900,5]
type = ChangeState
trigger1 = AnimTime = 0
value = 946

;---------------------------------------------------------------------------
; ZERO COUNTER SWEEP
[Statedef 946]
type    = C     
movetype= A     
physics = N
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 940 
poweradd = 0



[State 1531, 5]
type = PlaySnd
trigger1 = Animelem = 4,-1
value = 4500,0

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA   
damage    = 80 
animtype = Heavy
guardflag = L
getpower = 0,0
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = -15,0
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -3.5   
air.velocity = -2,-5
air.type = trip
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0
fall.animtype = back
down.bounce = 1
bounce = 1
;p2stateno = 905
;PalFX
palfx.time = 40
palfx.add = 50,30,130

;[State 3000] 
;type = S
;trigger1 = movehit = 1
;anim = 906
;pos = 0,0
;postype = p2
;sprpriority = 1
;bindtime = 4

[State 900,3]
type = NotHitBy
trigger1 = Time < 7
value = SCA
time = 1

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 99,12

[State 202, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ZENPOU TENSHIN X (ROLL)
[Statedef 950]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 950
velset = 4,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 5

[State 182, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 4

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 955

;---------------------------------------------------------------------------
; ZENPOU TENSHIN Y (ROLL)
[Statedef 951]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 951
velset = 4,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 5

[State 182, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 4

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 955

;---------------------------------------------------------------------------
; ZENPOU TENSHIN Z (ROLL)
[Statedef 952]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 952
velset = 4,0,0

[State 100, 6]
type = MakeDust
trigger1 = Time >= 0
pos = -10,-2
spacing = 5

[State 182, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 6

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 4

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 955

;---------------------------------------------------------------------------
; ZENPOU TENSHIN (END)
[Statedef 955]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 955
velset = 0,0,0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD XYZ (START)
[Statedef 960]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 961

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD XYZ (MOVE)
[Statedef 961]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = 9,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X > 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD ABC (START)
[Statedef 970]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 971

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD ABC (MOVE)
[Statedef 971]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = 6.5,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X > 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD XYZ (START)
[Statedef 980]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 981

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD XYZ (MOVE)
[Statedef 981]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = -9,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X < 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD ABC (START)
[Statedef 990]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = AfterImage
trigger1 = time = 0
time = 999
TimeGap  = 1
FrameGap = 4
length = 15
PalBright   = 0,0,0
PalContrast = 255,255,255
PalMul      = .8,.8,.8

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 991

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD ABC (MOVE)
[Statedef 991]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = -6.5,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X < 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HYAKKI SHUU A
[Statedef 3500]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3500
velset = 2,-8,0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3510

;---------------------------------------------------------------------------
; HYAKKI SHUU B
[Statedef 3501]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3500
velset = 3.5,-8,0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3510

;---------------------------------------------------------------------------
; HYAKKI SHUU C
[Statedef 3502]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3500
velset = 4.8,-8,0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3510

;---------------------------------------------------------------------------
; HYAKKI GOU ZAN
[Statedef 3510]
type    = C     
movetype= A     
physics = C     
juggle  = 1     
ctrl = 0  
anim = 3510
poweradd = 30

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 99,15

[State 201, 1]
type = Playsnd
trigger1 = time = 0
value = 21,7

[State 201, 1]
type = Velset
trigger1 = time = 0
y = 0

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA  
damage    = 50 
animtype = Heavy
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkxy = -15,0
hitsound = S20,5
guardsound = S20,6
ground.type = trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -3,-4
down.velocity = 0,0
bounce = 1
down.bounce = 1

[State 100, 6]
type = MakeDust
trigger1 = time = 3
pos = -40,-5
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = time = 3
pos = 15,-2
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = time = 3
pos = 60,-5
spacing = 1

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HYAKKI GOU SHOU
[Statedef 3520]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3520

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = time <= 15
attr = A, SA   
damage    = 50 
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,6
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 1,2

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3521

;---------------------------------------------------------------------------
; HYAKKI GOU SHOU (land)
[Statedef 3521]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 3521

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HYAKKI GOU SEN
[Statedef 3530]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3530

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAFD
priority = 2, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,8
down.velocity = 0,0
down.hittime = 20
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 1,2

[State 2206, 2]
type = Playsnd
trigger1 = Pos Y >= 20
trigger1 = Vel Y > 0
value = 21,7
persistent = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 22
trigger1 = Vel Y > 0
value = 3531

;---------------------------------------------------------------------------
; HYAKKI GOU SEN (land)
[Statedef 3531]
type    = L
movetype= H
physics = S
anim = 5105

[State 201, 1]
type = Velset
trigger1 = time = 0
y = 0

[State 100, 6]
type = MakeDust
trigger1 = time = 0
pos = -20,-24
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = time = 0
pos = 15,-27
spacing = 1

[State 5110, 1]
type = PosSet
trigger1 = Time = 0
y = 0

;[State 5110, 3]
;type = PlaySnd
;trigger1 = Time = 0
;trigger1 = Var(9) = 0
;value = F7, 0 ;Hit ground

;[State 5110, 7] ;Friction
;type = VelMul
;trigger1 = Time >= 0
;x = 0.85

[State 5110, 5]
type = ChangeAnim
trigger1 = Time = 4
value = 5110

[State 5110, 5]
type = ChangeState
trigger1 = Time = 16
value = 3532

;---------------------------------------------------------------------------
; HYAKKI GOU SEN (getup)
[Statedef 3532]
type    = L
movetype= I
physics = N

[State 5120, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5120

[State 5120, 2]
type = VelSet
trigger1 = Time = 0
x = 0

[State 5120, 4]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 5]
type = HitFallSet
trigger1 = AnimTime = 0
value = 1

[State 5120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (grab)
[Statedef 3540]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3539

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = time <= 1
attr = A, ST   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = MA
priority = 1, Hit
pausetime = 0,0
snap = 8
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 3541
p2stateno = 3545

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA   
damage    = 50 
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,2
guardsound = S20,6
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,6
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 2
value = 1,2

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3521

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (grab success)
[Statedef 3541]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3540

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

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = -20,-70
time = 4

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0,-80
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 10,-60
time = 99

[State 210, 3]
type = sprpriority
trigger1 = AnimELem = 4
value = -1

[State 210, 3]
type = PosFreeze
trigger1 = time < 10

[State 210, 3]
type = Velset
trigger1 = time = 10
y = -4

[State 210, 3]
type = Velset
trigger1 = time = 10
x = 2.8

[State 210, 3]
type = VelAdd
trigger1 = time > 10
y = 0.35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3542

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (slam)
[Statedef 3542]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3541

[State 210, 3]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 1,4

[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 2,-1
persistent = 0
time = 10
ampl = -5
freq = 100
phase = 10

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = 28,-30
time = 2

[State 210, 3]
type = TargetState
trigger1 = time = 0
value = 3546

[State 210, 3]
type = sprpriority
trigger1 = AnimElem = 4
value = 0

[State 210, 3]
type = PosFreeze
trigger1 = time >= 0

[State 210, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -190

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 2
value = 1

[State 1531, 5]
type = GameMakeAnim
trigger1 = AnimElem = 2
value = 7
pos = 18, -30

[State 1531, 5]
type = GameMakeAnim
trigger1 = AnimElem = 2
value = 15
pos =  0, 5
under = 1

;[State 210, 3]
;type = TargetDrop
;trigger1 = AnimElem = 2,1

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30,-20
time = 8

[State 210, 3]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 20,2

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (grabbed)
[Statedef 3545]
type    = A
movetype= H
physics = N

;[State 210, 3]
;type = PosSet
;trigger1 = time = 0
;x = 0

[State 210, 3]
type = PosFreeze
trigger1 = time <= 10

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

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

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

[State 210, 3]
type = sprpriority
trigger1 = AnimElem = 4
value = 1

;[State 210, 3]
;type = PosSet
;trigger1 = time = 0
;y = 0           

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (slammed)
[Statedef 3546]
type    = A
movetype= H
physics = N

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

[State 210, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 3546

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

[State 210, 3]
type = PosFreeze
trigger1 = time > 2
trigger1 = time <= 12

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 3547

;---------------------------------------------------------------------------
; HYAKKI GOU SAI (falling)
[Statedef 3547]
type    = A
movetype= H
physics = N
velset = -6,-4

[State 5050, 1] ;Change anim when done with last
type = ChangeAnim
trigger1 = AnimTime = 0
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = Vel Y >= 1
trigger1 = animexist(5051)
value = 5051
persistent = 0

[State 5050, 3]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 6100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI A (grab)
[Statedef 3550]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3549

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = time <= 1
attr = A, ST   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = MA
priority = 1, Hit
pausetime = 0,0
snap = 10
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 3551
p2stateno = 3553

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAFD
priority = 2, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,8
down.velocity = 0,0
down.hittime = 20
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 2
value = 1,2

[State 2206, 2]
type = Playsnd
trigger1 = Pos Y >= 20
trigger1 = Vel Y > 0
value = 21,7
persistent = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 22
trigger1 = Vel Y > 0
value = 3531

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI A (grab success)
[Statedef 3551]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3550

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

;[State 210, 3]
;type = TargetBind
;trigger1 = AnimElem = 1
;pos = 10,0
;time = 8

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 15,-5
time = 20

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 8,-25
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0,-25
time = 99

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

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

[State 210, 3]
type = Velset
trigger1 = time = 9
y = -8

[State 210, 3]
type = Velset     
trigger1 = time = 9
x = 2

[State 210, 3]
type = VelAdd
trigger1 = time > 9
y = 0.4

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3560

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI A (grabbed)
[Statedef 3553]
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 = 3551

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

;[State 210, 3]
;type = PosSet
;trigger1 = time = 0
;y = 0           

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI B (grab)
[Statedef 3555]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 3549

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 202, 1]
type = HitDef
trigger1 = time <= 1
attr = A, ST   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = MA
priority = 1, Hit
pausetime = 0,0
snap = 10
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 3556
p2stateno = 3558

[State 202, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAFD
priority = 2, Hit
pausetime = 12,12
sparkxy = -10,-62
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5   
air.velocity = -8.5,8
down.velocity = 0,0
down.hittime = 20
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 1
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = time = 2
value = 1,2

[State 2206, 2]
type = Playsnd
trigger1 = Pos Y >= 20
trigger1 = Vel Y > 0
value = 21,7
persistent = 0

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 22
trigger1 = Vel Y > 0
value = 3531

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI B (grab success)
[Statedef 3556]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3555

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

[State 210, 3]
type = Turn
trigger1 = AnimElem = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30,-80
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -10,-90
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -10,-35
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 20,-30
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 25,-90
time = 6

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = -10,-90
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = -10,-35
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 20,-30
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 25,-90
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 11
pos = -10,-90
time = 2
       
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 12
pos = -10,-35
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 13
pos = 20,-30
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 14
pos = 25,-90
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 15
pos = -10,-90
time = 4

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 16
pos = -10,-35
time = 99

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

[State 210, 3]
type = PosFreeze
trigger1 = time <= 6

[State 210, 3]
type = Velset
trigger1 = time = 7
y = -4

[State 210, 3]
type = Velset     
trigger1 = time = 7
x = -2.5

[State 210, 3]
type = VelSet
trigger1 = time = 56
y = 0

[State 210, 3]
type = VelSet
trigger1 = time = 56
x = 0

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 16
x = 0

[State 210, 3]
type = VelSet
trigger1 = AnimElem = 16
y = 10

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 8
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 11
value = 21,3

[State 182, 2]
type = Playsnd
trigger1 = AnimELem = 16
value = 99,14

;[State 210, 3]
;type = VelAdd
;trigger1 = AnimElem >= 16
;y = 0.35

[State 210, 3]
type = VelAdd
trigger1 = time < 56
trigger1 = time > 6
y = 0.08

;[State 210, 3]
;type = VelAdd
;trigger1 = time < 56
;trigger1 = time > 15
;x = 0.07

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 3561

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI B (grabbed)
[Statedef 3558]
type    = A
movetype= H
physics = N

[State 210, 3]
type = Turn
trigger1 = time = 6

[State 210, 3]
type = PosFreeze
trigger1 = time <= 6

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

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 3558

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

;[State 210, 3]
;type = PosSet
;trigger1 = time = 0
;y = 0           

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI A (slam)
[Statedef 3560]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3560

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Heavy
damage    = 10
guardflag = 
hitflag = FD
pausetime = 5,5
sparkxy = 0,0
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
down.hittime = 15
ground.velocity = -5   
air.velocity = -5,-5
down.velocity = 0,0
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0

[State 200, 7]
type = Playsnd
trigger1 = time = 0
value = 1,2

[State 191, 4]
type = EnvShake
Trigger1 = time = 0
persistent = 0
time = 12
ampl = -5
freq = 100
phase = 10

[State 1531, 5]
type = HitAdd
trigger1 = time = 0
value = 1

[State 210, 3]
type = Playsnd
trigger1 = time = 0
value = 20,5

[State 210, 3]
type = TargetBind
trigger1 = time = 0
pos = 0,-5
time = 12

[State 210, 3]
type = Posfreeze
trigger1 = time < 12

[State 210, 3]
type = TargetState
trigger1 = time = 0
value = 3565

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

[State 210, 3]
type = TargetLifeAdd
trigger1 = time = 0
value = -195

[State 1531, 5]
type = GameMakeAnim
trigger1 = time = 0
value = 7
pos = 0, 0

[State 1531, 5]
type = GameMakeAnim
trigger1 = time = 0
value = 15
pos =  0, 5
under = 1

[State 210, 3]
type = TargetDrop
trigger1 = time = 12

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3562

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI B (slam)
[Statedef 3561]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 3560

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, SA
animtype  = Heavy
damage    = 10
guardflag = 
hitflag = FD
pausetime = 5,5
sparkxy = 0,0
hitsound = S20,5
guardsound = S20,6
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5   
air.velocity = -5,-5
down.hittime = 15
down.velocity = 0,0
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
recover = 0

[State 191, 4]
type = EnvShake
Trigger1 = time = 0
persistent = 0
time = 12
ampl = -5
freq = 100
phase = 10

[State 1531, 5]
type = HitAdd
trigger1 = time = 0
value = 1

[State 210, 3]
type = Playsnd
trigger1 = time = 0
value = 0,0

[State 210, 3]
type = TargetBind
trigger1 = time = 0
pos = 0,-5
time = 12

[State 210, 3]
type = Posfreeze
trigger1 = time < 12

[State 210, 3]
type = TargetState
trigger1 = time = 0
value = 3565

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

[State 210, 3]
type = TargetLifeAdd
trigger1 = time = 0
value = -200

[State 1531, 5]
type = GameMakeAnim
trigger1 = time = 0
value = 7
pos = 0, 0

[State 1531, 5]
type = GameMakeAnim
trigger1 = time = 0
value = 15
pos =  0, 5
under = 1

[State 210, 3]
type = TargetDrop
trigger1 = time = 12

[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3562

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI (end)
[Statedef 3562]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
velset = 3,-7
ctrl = 0
anim = 3561

[State 5050, 3]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35

[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI (slammed)
[Statedef 3565]
type    = A
movetype= H
physics = N

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

[State 210, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 3565

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

[State 210, 3]
type = PosFreeze
trigger1 = time >= 0

[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 3566

;---------------------------------------------------------------------------
; HYAKKI GOU TSUI (falling)
[Statedef 3566]
type    = A
movetype= H
physics = N
velset = 4,-6.5

[State 5050, 1]
type = ChangeAnim2
trigger1 = AnimTime = 0
trigger2 = Time = 0
value = 3566

[State 5050, 3]
type = VelAdd;Gravity
trigger1 = Time >= 0
y = .35

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 6100 ;HIT_BOUNCE

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; PUNCH THROW FORWARD (grab)
[Statedef 4000]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[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 = S21,5
guardsound = S20,6
p1stateno = 4001
p2stateno = 4002

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

;---------------------------------------------------------------------------
; PUNCH THROW FORWARD (throwing)
[Statedef 4001]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4001

[State 4000, 2]
type = turn
trigger1 = time = 0

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

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 12

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 50,-100
time = 5

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 20,-85
time = 8

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -20,-75
time = 4

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 5
value = 4003

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 4
value = 1,4

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 5
value = -120

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 5,1

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

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

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

;---------------------------------------------------------------------------
; PUNCH THROW FORWARD (grabbed)
[Statedef 4002]
type    = A
movetype= H
physics = N

[State 4000, 2]
type = turn
trigger1 = time = 0

[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 = 4003

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

;---------------------------------------------------------------------------
; PUNCH THROW FORWARD (thrown)
[Statedef 4003]
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 = 6100

;---------------------------------------------------------------------------
; PUNCH THROW BACKWARD (grab)
[Statedef 4005]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[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 = S21,5
guardsound = S20,6
p1stateno = 4006
p2stateno = 4007

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

;---------------------------------------------------------------------------
; PUNCH THROW BACKWARD (throwing)
[Statedef 4006]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4001

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

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 40,0
time = 12

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 2
pos = 50,-100
time = 5

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 3
pos = 20,-85
time = 8

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 4
pos = -20,-75
time = 4

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 4
value = 1,4

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 5
value = 4008

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 5
value = -120

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 5,1

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

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

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

;---------------------------------------------------------------------------
; PUNCH THROW BACKWARD (grabbed)
[Statedef 4007]
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 = 4003

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

;---------------------------------------------------------------------------
; PUNCH THROW BACKWARD (thrown)
[Statedef 4008]
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 = 6100

;---------------------------------------------------------------------------
; KICK THROW FORWARD (grab)
[Statedef 4010]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[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 = S21,5
guardsound = S20,6
p1stateno = 4011
p2stateno = 4012

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

;---------------------------------------------------------------------------
; KICK THROW FORWARD (throwing)
[Statedef 4011]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4002

[State 4000, 2]
type = turn
trigger1 = time = 0

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

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

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

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 4
value = 4013

[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 FORWARD (grabbed)
[Statedef 4012]
type    = A
movetype= H
physics = N

[State 4000, 2]
type = turn
trigger1 = time = 0

[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 = 4004

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

;---------------------------------------------------------------------------
; KICK THROW FORWARD (thrown)
[Statedef 4013]
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 = 6100

;---------------------------------------------------------------------------
; KICK THROW BACKWARD (grab)
[Statedef 4015]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4000

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[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 = S21,5
guardsound = S20,6
p1stateno = 4016
p2stateno = 4017

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

;---------------------------------------------------------------------------
; KICK THROW BACKWARD (throwing)
[Statedef 4016]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0,0
anim = 4002

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

[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 = 4018

[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 4017]
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 = 4004

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

;---------------------------------------------------------------------------
; KICK THROW BACKWARD (thrown)
[Statedef 4018]
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 = 6100

;---------------------------------------------------------------------------
; AIR THROW (grab)
[Statedef 4030]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4030

[State 2206, 2]
type = Playsnd
trigger1 = AnimElem = 2
value = 4000,0

[State 4000, 1]
type = HitDef
trigger1 = time < 1
attr = A, NT   
p2facing = 1
damage = 0
numhits = 0
animtype = Heavy
guardflag = 
hitflag = A
priority = 1, Hit
pausetime = 0,0
snap = 20
sparkno = -1
hitsound = S21,5
guardsound = S20,6
p1stateno = 4031
p2stateno = 4032

;---------------------------------------------------------------------------
; AIR THROW (throwing)
[Statedef 4031]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4031

[State 2206, 2]
type = Playsnd
trigger1 = time = 0
value = 1,1

[State 4000, 2]
type = turn
trigger1 = time = 0
trigger1 = Vel X > 0

[State 4000, 2]
type = VelAdd
trigger1 = Time >= 0
trigger1 = Pos Y < 0
y = 0.35

[State 2206, 2]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0
x = -5

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

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 20,0
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -15,-60
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -15,-5
time = 5
       
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 5,-10
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 15,-70
time = 5

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = -15,-60
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = -15,-5
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 5,-10
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 15,-70
time = 3

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 11
pos = -15,-60
time = 2
       
[State 210, 3]
type = TargetBind       
trigger1 = AnimElem = 12
pos = -15,-5
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 13
pos = 5,-10
time = 2

[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 14
pos = 15,-70
time = 2

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

[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 16
pos = -50,-50
time = 2

[State 4000, 2]
type = posset
trigger1 = AnimElem = 15
y = 0

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 21,3

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

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 11
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 15
value = 21,3

[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 15
value = 99,14

[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 16
value = 4033

[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 16
value = -130

[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 16,1

[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 16
value = 1

[State 2206, 2]
type = Velset
trigger1 = AnimElem = 16
x = 0

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

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

;---------------------------------------------------------------------------
; AIR THROW (grabbed)
[Statedef 4032]
type    = A
movetype= H
physics = N

[State 4000, 2]
type = turn
trigger1 = time = 0
trigger1 = Vel X < 0

[State 2206, 2]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 4032

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

;---------------------------------------------------------------------------
; AIR THROW (thrown)
[Statedef 4033]
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 = 18
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 = 6100

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN A (Charge)
[Statedef 4500]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 4500
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 4
persistent = 0
value = 23,4

[State 4110, 6]
type = AfterImage
trigger1 = AnimElem = 6
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 4120, 1]
type = SuperPause
trigger1 = AnimElem = 6
movetime = 30
time = 30
pos = -41, -72
anim = 30

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 22,2

[State 610, 4]
type = ChangeState
trigger1 = time = 36
value = 4501

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN A (Hop)
[Statedef 4501]
type    = S
movetype= A
physics = N
poweradd= -1000
ctrl = 0
anim = 4501
velset = 0,-2,0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 62,20
guardflag = M
hitflag = MAF
getpower = 0,0
pausetime = 15,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1     
air.velocity = -1, -4.5
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 5
persistent = 0
value = 4500,1

[State 1531, 5]
type = Sprpriority
trigger1 = AnimElem = 5
value = -1

[state 4502,6]
type = changestate
trigger1 = animtime = 0
value = 4502

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN A (spinning)
[Statedef 4502]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4502
velset = 0,-2,0

[State 191, 3]
type = Projectile
trigger1 = time = 0
projanim = 4510
projremanim = -1
projhitanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
postype = p1
offset = 0,20
velocity = 0.0001, 0.0001
accel = 0, 0
projremovetime = 36

;[State 1531, 5]
;type = Posadd
;trigger1 = time = 0
;y = -10

[State 1531, 5]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = VelMul
trigger1 = time >= 0
y = .9

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 25,10
guardflag = MA
getpower = 0,0
p2facing = -1
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
snap = 40
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
p2facing = 1
getpower = 0,0
animtype  = Heavy
damage    = 25,10
guardflag = MA
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype  = Heavy
damage    = 25,10
guardflag = MA
getpower = 0,0
p2facing = -1
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
p2facing = 1
getpower = 0,0
p2turn = 1
animtype  = Heavy
damage    = 25,10
guardflag = MA
p2facing = 1
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
animtype  = Heavy
damage    = 25,10
guardflag = MA
p2facing = -1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 25,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = A, HA
animtype  = Heavy
damage    = 25,10
guardflag = MA
p2facing = -1
snap = 40
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 6   
air.velocity = 6,-7
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0



[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 6
trigger3 = time = 12
trigger4 = time = 18
value = 4500,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 12
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = Time = 20
value = 4503

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN A (landing)
[Statedef 4503]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4503

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 21,3

[State 1531, 5]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 1000, 1]
type = VelMul
trigger1 = Time >= 0
trigger1 = Time < 24
y = 0.1

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = VelAdd
trigger1 = time >= 24
y = 0.35

[State 2002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN B (Charge)
[Statedef 4510]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 4500
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 4
persistent = 0
value = 23,4

[State 4110, 6]
type = AfterImage
trigger1 = AnimElem = 6
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 4120, 1]
type = SuperPause
trigger1 = AnimElem = 6
movetime = 30
time = 30
pos = -41, -72
anim = 30

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 22,2

[State 610, 4]
type = ChangeState
trigger1 = time = 36
value = 4511

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN B (Hop)
[Statedef 4511]
type    = S
movetype= A
physics = N
poweradd= -2000
ctrl = 0
anim = 4501
velset = 0,-3,0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 65,20
guardflag = M
hitflag = MAF
getpower = 0,0
pausetime = 15,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1   
air.velocity = -1, -5
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 5
persistent = 0
value = 4500,1

[State 1531, 5]
type = Sprpriority
trigger1 = AnimElem = 5
value = -1

[state 4502,6]
type = changestate
trigger1 = animtime = 0
value = 4512

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN B (spinning)
[Statedef 4512]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4502
velset = 0,-3,0

[State 191, 3]
type = Projectile
trigger1 = time = 0
projanim = 4511
projremanim = -1
projhitanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
postype = p1
offset = 0,29
velocity = 0.0001, 0.0001
accel = 0, 0
projremovetime = 48

;[State 1531, 5]
;type = Posadd
;trigger1 = time = 0
;y = -10

[State 1531, 5]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = VelMul
trigger1 = time >= 0
y = .9

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 27,10
guardflag = MA
p2facing = -1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
snap = 40
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1.25
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
p2facing = 1
getpower = 0,0
p2turn = 1
animtype  = Heavy
damage    = 27,10
guardflag = MA
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1.25
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype  = Heavy
damage    = 27,10
guardflag = MA
getpower = 0,0
p2facing = -1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1.25
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
p2facing = 1
getpower = 0,0
p2turn = 1
animtype  = Heavy
damage    = 27,10
guardflag = MA
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1.25
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
animtype  = Heavy
damage    = 27,10
guardflag = MA
p2facing = -1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1.25
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 27,10
guardflag = MA
getpower = 0,0
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1.25
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = A, HA
p2facing = -1
p2turn = 1
animtype  = Heavy
damage    = 27,10
guardflag = MA
getpower = 0,0
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
snap = 40
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1.25
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 15
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 27,10
guardflag = MA
getpower = 0,0
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1.25
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 17
attr = A, HA
p2facing = -1
animtype  = Heavy
damage    = 27,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1.25
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 19
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 27,10
guardflag = MA
getpower = 0,0
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1.25
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 21
attr = A, HA
animtype  = Heavy
damage    = 27,10
guardflag = MA
p2facing = -1
snap = 40
getpower = 0,0
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 6   
air.velocity = 6,-7
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0


[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 6
trigger3 = time = 12
trigger4 = time = 18
trigger5 = time = 24
trigger6 = time = 30
trigger7 = time = 36
trigger8 = time = 42
value = 4500,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 12
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 16
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 20
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = Time = 32
value = 4513

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN B (landing)
[Statedef 4513]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4503

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 21,3

[State 1531, 5]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 1000, 1]
type = VelMul
trigger1 = Time >= 0
trigger1 = Time < 24
y = 0.1

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = VelAdd
trigger1 = time >= 24
y = 0.35

[State 2002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN C (Charge)
[Statedef 4520]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 4500
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 4
persistent = 0
value = 23,4

[State 4110, 6]
type = AfterImage
trigger1 = AnimElem = 6
time = 999
TimeGap  = 1
FrameGap = 4
length = 15

[State 4120, 1]
type = SuperPause
trigger1 = AnimElem = 6
movetime = 30
time = 30
pos = -41, -72
anim = 31

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 22,1

[State 610, 4]
type = ChangeState
trigger1 = time = 36
value = 4521

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN C (Hop)
[Statedef 4521]
type    = S
movetype= A
physics = N
poweradd= -3000
ctrl = 0
anim = 4501
velset = 0,-4,0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 70,20
guardflag = M
hitflag = MAF
getpower = 0,0
pausetime = 15,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = High
air.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1     
air.velocity = -1, -5.8
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 21,3

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 5
persistent = 0
value = 4500,1

[State 1531, 5]
type = Sprpriority
trigger1 = AnimElem = 5
value = -1

[state 4502,6]
type = changestate
trigger1 = animtime = 0
value = 4522

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN C (spinning)
[Statedef 4522]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4502
velset = 0,-4,0

[State 191, 3]
type = Projectile
trigger1 = time = 0
projanim = 4512
projremanim = -1
projhitanim = -1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
postype = p1
offset = 0,38
velocity = 0.0001, 0.0001
accel = 0, 0
projremovetime = 60

;[State 1531, 5]
;type = Posadd
;trigger1 = time = 0
;y = -10

[State 1531, 5]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = VelMul
trigger1 = time >= 0
y = .9

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = -1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
snap = 40
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
p2facing = 1
getpower = 0,0
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
animtype  = Heavy
damage    = 29,10
guardflag = MA
getpower = 0,0
p2facing = -1
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
p2facing = 1
getpower = 0,0
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = -1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = A, HA
p2facing = -1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
snap = 40,-15
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 15
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 17
attr = A, HA
p2facing = -1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 19
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 21
attr = A, HA
p2facing = -1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 23
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 25
attr = A, HA
p2facing = -1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
snap = 40,-15
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 22   
air.velocity = 22,-1
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 27
attr = A, HA
p2facing = 1
p2turn = 1
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = 1
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22   
air.velocity = -22,-1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 29
attr = A, HA
animtype  = Heavy
damage    = 29,10
guardflag = MA
p2facing = -1
snap = 40,-15
getpower = 0,0
p2turn = 1
hitflag = MAF
pausetime = 2,0
sparkxy = -20,-60
priority = 5, Hit
hitsound = S20,5
guardsound = S20,6
ground.type = Low
air.type = Low
fall.animtype = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 6   
air.velocity = 6,-7
sprpriority = -1
fall = 1
air.fall = 1
;PalFX
palfx.time = 50
palfx.add = 50,30,130
recover = 0
fall.recover = 0
air.recover = 0


[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 6
trigger3 = time = 12
trigger4 = time = 18
trigger5 = time = 24
trigger6 = time = 30
trigger7 = time = 36
trigger8 = time = 42
trigger9 = time = 48
trigger10 = time = 54
trigger11 = time = 60
trigger12 = time = 66
value = 4500,0

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 12
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 16
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 20
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 24
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 28
value = 21,3

[State 210, 3]
type = ChangeState
trigger1 = Time = 44
value = 4523

;---------------------------------------------------------------------------
; MESSATSU GOU RASSEN C (landing)
[Statedef 4523]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 4503

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 21,3

[State 1531, 5]
type = PlaySnd
trigger1 = AnimElem = 8
value = 21,3

[State 1531, 5]
type = Playerpush
trigger1 = time >= 0
value = 0

[State 1000, 1]
type = VelMul
trigger1 = Time >= 0
trigger1 = Time < 24
y = 0.1

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = VelAdd
trigger1 = time >= 24
y = 0.35

[State 2002, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52

;---------------------------------------------------------------------------
; RECOVERY ROLL X (fall change)
[Statedef 930]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 931

;---------------------------------------------------------------------------
; RECOVERY ROLL X (roll)
[Statedef 931]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 930
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL Y (fall change)
[Statedef 932]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 933

;---------------------------------------------------------------------------
; RECOVERY ROLL Y (roll)
[Statedef 933]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 930
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 8

[State 210, 3]
type = ChangeState
trigger1 = Time = 14
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL Z (fall change)
[Statedef 934]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 935

;---------------------------------------------------------------------------
; RECOVERY ROLL Z (roll)
[Statedef 935]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 930
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 8

[State 210, 3]
type = ChangeState
trigger1 = Time = 26
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL A (fall change)
[Statedef 936]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 937

;---------------------------------------------------------------------------
; RECOVERY ROLL A (roll)
[Statedef 937]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 931
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 8
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL B (fall change)
[Statedef 938]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 939

;---------------------------------------------------------------------------
; RECOVERY ROLL B (roll)
[Statedef 939]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 931
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = -8

[State 210, 3]
type = ChangeState
trigger1 = Time = 14
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; RECOVERY ROLL C (fall change)
[Statedef 940]
type    = A
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0

[State 210, 3]
type = Veladd
trigger1 = time >= 0
y = 0.35

[State 210, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 941

;---------------------------------------------------------------------------
; RECOVERY ROLL C (roll)
[Statedef 941]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 931
velset = 0,0,0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 4110, 6]
type = Velset
trigger1 = time != 1
x = -8

[State 210, 3]
type = ChangeState
trigger1 = Time = 26
value = 12
ctrl = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
anim = 100
ctrl = 0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

;[State 4110, 6]
;type = AfterImage
;trigger1 = time = 0
;time = 35
;TimeGap  = 1.5
;FrameGap = 4.5
;length = 15
;PalBright   = 0,0,0
;PalContrast = 255,255,255
;PalMul      = .8,.8,.8

;[State 201, 1]
;type = Playsnd
;trigger1 = time = 0
;value = 21,7

;[State 191, 3]
;type = S
;trigger1 = time = 0
;anim = 101
;postype = p1
;pos = -20,0
;bindtime = 42
;sprpriority = 2

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = 2000

[State 100, 3]
type = VelAdd
trigger1 = time >= 8
trigger1 = Vel X >= 1
x = -.15

;[State 210, 1]
;type = AfterImageTime
;trigger1 = time = 35
;Time = 0

[State 100, 5]
type = ChangeState
trigger1 = time = 35
value = 52

;[State 100, 6]
;type = MakeDust
;trigger1 = Time = 1
;pos = -25,-2
;spacing = 1

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = N
anim = 100
ctrl = 0

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

;[State 201, 1]
;type = Playsnd
;trigger1 = time = 0
;value = 21,7

;[State 4110, 6]
;type = AfterImage
;trigger1 = time = 0
;time = 35
;TimeGap  = 1.5
;FrameGap = 4.5
;length = 15
;PalBright   = 0,0,0
;PalContrast = 255,255,255
;PalMul      = .8,.8,.8

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = -1000

[State 100, 3]
type = VelAdd
trigger1 = time >= 8
trigger1 = Vel X <= -1
x = .15

;[State 210, 1]
;type = AfterImageTime
;trigger1 = time = 35
;Time = 0

[State 100, 5]
type = ChangeState
trigger1 = time = 35
value = 52

[State 100, 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

;---------------------------------------------------------------------------
; JUMP_LAND
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0

[State 210, 2]
type = PlaySnd
trigger1 = time = 0
value = 21,4

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stuff to do
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, 1]
type = AfterImageTime
trigger1 = stateno = 5000
trigger2 = stateno = 5001
trigger3 = stateno = 5002
trigger4 = stateno = 5010
trigger5 = stateno = 5011
trigger6 = stateno = 5012
trigger7 = stateno = 5020
trigger8 = stateno = 5021
trigger9 = stateno = 5022
trigger10 = stateno = 5070
trigger11 = stateno = 5110
trigger12 = stateno = 5120
Time = 0

[State -2, 3]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5000
value = 12,0

[State -2, 4]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5001
value = 12,3

[State -2, 5]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5002
value = 12,0

[State -2, 6]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5010
value = 12,1

[State -2, 7]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5011
value = 12,4
           
[State -2, 8]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5000
trigger1 = anim = 5012
value = 12,1

[State -2, 9]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5020
value = 12,2

[State -2, 10]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5021
value = 12,5

[State -2, 11]
type = PlaySnd
triggerall = random < 500
triggerall = time = 1
triggerall = stateno = 5010
trigger1 = anim = 5022
value = 12,2

[State -2, 11]
type = PlaySnd
triggerall = random < 500
triggerall = stateno = 5035
trigger1 = anim = 5035
trigger1 = time = 0
value = 12,6

[State -2, 11]
type = PlaySnd
triggerall = random < 500
triggerall = stateno = 5070
trigger1 = time = 0
value = 12,6

[State -2, 12]
type = posset
trigger1 = stateno = 0
trigger1 = anim = 0
trigger2 = stateno = 11
trigger2 = anim = 11
trigger3 = stateno = 12
trigger3 = anim = 12
y = 0

;---------------------------------------------------------------------------
; HIT BY whatever
;---------------------------------------------------------------------------

;-----------------
; Hit by MESSATSU GOU RASSEN (shaking)
[Statedef 4550]
type = A
movetype = H
physics = N

[State 1280, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1280, 2]
type = ChangeAnim2
Trigger1 = Time >= 0
value = 4550

[State 1280, 3]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 4551

; Hit by MESSATSU GOU RASSEN (spinning)
[Statedef 4551]
type = A
movetype = H
physics = N
velset = 6,-7

[State 1281, 1]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1281, 3]
type = SelfState
trigger1 = time = 16
value = 5050

;;---------------------------------------------------------------------------
;; HIT BY ZERO COUNTER
;[Statedef 905]
;type    = A
;movetype= H
;physics = N

;[State 325, 0]
;type = PosAdd
;trigger1 = time = 0
;y = -40

;[State 325, 0]
;type = changeanim2
;trigger1 = time = 0
;value = 905

;[State 325, 0]
;type = velset
;trigger1 = hitshakeover = 1
;x = -3.5
;y = -5

;[State 325, 0]
;type = Veladd
;trigger1 = hitshakeover = 1
;trigger1 = time >= 0
;y = 0.35

;[State 2206, 2]
;type = ChangeState
;trigger1 = Pos Y >= 0
;trigger1 = Vel Y > 0
;value = 6100

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 6100]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 5100

[State 5100, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 3] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 1

[State 5100, 5]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 5]
type = PlaySnd
trigger1 = Time = 1
value = F7, 0 ;Hit ground

[State 5100, 6]
type = PosFreeze
trigger1 = Time >= 0

[State 5100, 7]
type = SelfState
trigger1 = Time = 3
value = 5101

[State 5100, 8]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 255,-3,-.2,.005
time = 20

