;Supers
;--------------------
;SHINKUUHADOKEN
[Statedef 1700]
type    = S
movetype= A
physics = S
juggle = 0
poweradd= -1000
ctrl = 0
anim = 13001
velset = 0,0,0

[State 5700, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

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

[State 3571, Superspark] 
type = Explod
trigger1 = Time = 0
anim = 17029
pos = -65,-125
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2075,Super Pause BG]
type = Explod
trigger1 = time = 5
anim = 17021
postype = left
ID = 17021
pos = 0,0
supermovetime = 9999
removetime = 33
bindtime = 9999
sprpriority = -4

[State 2075, BG Black]
type = EnvColor
trigger1 = time = 5
value = 0,0,0
under = 1
;supermovetime = 9999
time = 33

[State 1700, 0]
type = HitDef
trigger1 = Time = 0
attr = S, HA

[State 1700, 1]
type = SuperPause
trigger1 = AnimElem = 3
;time = 20
pos = -999,-999
darken = 1

[State 3571, Super Ryu] 
type = Explod
trigger1 = Time = 0
anim = 17020
pos = -20,0
postype = back
sprpriority = -2
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000, Super G] ; Supers BG 
type = Explod
trigger1 = NumExplod(16001) = 0
trigger1 = Time > 8
trigger1 = Time < 70
anim = 16000
id = 16001
bindtime = 600
removetime = 600 
postype = left
pos = 0, 0
sprpriority = -8

[State 1700, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3, 1 ; Play fight sound of super

[State 1700, 3]
type = PlaySnd
trigger1 = Time = 0
value = 0, 6 

[State 1700, 4]
type = AfterImage
trigger1 = AnimElem >= 1
time = 1
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 1700, 5]
type = AfterImageTime
trigger1 = Time >= 0
;PalBright   =   0,  0,  0
PalContrast =  55, 25,255
;PalAdd      =   0,  0,  0
;PalMul      = .75,.75,.75
time = 5

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3 

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4,0

[State 191, Button Jam]
type = Projectile
triggerall = Time = [32,78]  
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
projanim = 17030
projremanim = -1
projremovetime = 2
projhits = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 120,-57
velocity = 0.001, 0.001
accel = 0, 0
sprpriority = 1
attr = S, HP
damage   = 5,1
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0
hitsound = S4,1
guardsound = S8,0
sparkno = -1
sparkxy = 500,500
guardsound = S1,7
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,0
fall = 0
air.animtype = Back
air.velocity = -3,0
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
PalFX
palfx.time = 23
palfx.add = 10,30,130

[State 191, 3]
type = Explod
trigger1 = AnimElem = 6
anim = 11010
ID = 11005
removetime = 78
removeongethit = 1
shadow = -1
pos = 10,-2
postype = p1
vel = 0.001,0.001
sprpriority = 5

[State 184, 2]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Shinkuu Hadoken"
ID = 11000
pos = 98,-58
postype = p1
stateno = 45000
sprpriority = 4

[State 3000] 
type = Explod
;trigger1 = projcontact(2000) = 1
trigger1 = movecontact = 1
anim = 11002
pos = 0,-40
postype = p2
sprpriority = 7
bindtime = 1

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

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

;--------------------
;Shinkuu Hadohelper
[Statedef 45000]
type    = S
movetype= A
physics = N
anim = 11000

[State 45000, 0]
type = SprPriority
trigger1 = Time >= 0
value = 4

[State 45000, 1]
type = Hitdef
trigger1 = Time > 8 && TimeMod = 3,0 && Time < 75
attr = A, HP
damage   = 14,4
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,0
hitsound = S4,1
guardsound = S8,0
sparkno = -1
guard.sparkno = S17043  
sparkxy = 500,500
guardsound = S1,7
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,0;-10,-6
fall = 0
air.animtype = Back
air.velocity = -3,0;-10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
PalFX
palfx.time = 23
palfx.add = 10,30,130

[State 45000, 2]
type = Hitdef
trigger1 = Time = 75
attr = A, HP
damage   = 14,4
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,0
hitsound = S4,1
guardsound = S8,0
sparkno = -1
sparkxy = 500,500
guardsound = S1,7
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-3;-10,-6
fall = 1
air.animtype = Back
air.velocity = -3,-3;-10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
PalFX
palfx.time = 23
palfx.add = 10,30,130

[State 3000] 
type = Explod
;trigger1 = projcontact(2000) = 1
trigger1 = movecontact = 1
anim = 11002
pos = 0,-40
postype = p2
sprpriority = 7
bindtime = 1

[state 45000, 1 ]
Type = destroyself
trigger1 = parent, stateno != 1700
trigger1 = parent, stateno != 12000

;[State 45000, 2 ]
;type = ChangeState
;trigger1 = Time = 78
;value = 45001

[State 45000, 2]
type = ChangeAnim
trigger1 = Time = 78
value = 11001

[State 45001, 1]
type = destroyself
trigger1 = Anim = 11001
trigger1 = Animtime = 0

;--------------------
;AIR SHINKUUHADOKEN
[Statedef 12000]
type    = A
movetype= A
physics = S
juggle = 0
poweradd= -1000
ctrl = 0
anim = 13000
velset = 0,0,0
sprpriority = 0

[State 5700, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3571, Superspark] 
type = Explod
trigger1 = Time = 0
anim = 17029
pos = -65,-115
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2075,Super Pause BG]
type = Explod
trigger1 = AnimElem = 2
anim = 17021
postype = left
ID = 17021
pos = 0,0
supermovetime = 9999
removetime = 33
bindtime = 9999
sprpriority = -4

[State 2075, BG Black]
type = EnvColor
trigger1 = AnimElem = 2
value = 0,0,0
under = 1
;supermovetime = 9999
time = 33

[State 1700, 1]
type = SuperPause
trigger1 = AnimElem = 2
;time = 20
pos = -999, -999
darken = 1

[State 3571, Super Ryu] 
type = Explod
trigger1 = Time = 0
anim = 17020
pos = -20,0
postype = back
sprpriority = -2
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000, Super G] ; Supers BG 
type = Explod
trigger1 = NumExplod(16002) = 0
trigger1 = Time > 8
trigger1 = Time < 70
anim = 16000
id = 16002
bindtime = 600
removetime = 600
postype = left
pos = 0, 0
sprpriority = -8

[State 1700, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3, 1 ; Play fight sound of super

[State 1700, 3]
type = PlaySnd
trigger1 = Time = 0
value = 0, 6 

[State 1700, 4]
type = AfterImage
trigger1 = AnimElem >= 1
time = 1
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 1700, 5]
type = AfterImageTime
trigger1 = Time >= 0
;PalBright   =   0,  0,  0
PalContrast =  55, 25,255
;PalAdd      =   0,  0,  0
;PalMul      = .75,.75,.75
time = 5

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3 

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

[State 191, 3]
type = Explod
trigger1 = AnimElem = 4
anim = 11005
ID = 11006
removetime = 77
removeongethit = 1
shadow = -1
ontop = 1
pos = -17,2
postype = p1
vel = 0.001,0.001

[State 184, 2]
type = Helper
trigger1 = AnimElem = 6
helpertype = normal
name = "Shinkuu Hadoken"
ID = 11000
pos = 67,-53
postype = p1
stateno = 45000
sprpriority = 4

[State 191, Button Jam]
type = Projectile
triggerall = Time = [27,76] 
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
projanim = 17030
projremanim = -1
projremovetime = 2
projhits = 1
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
offset = 67,-53
velocity = 0.001, 0.001
accel = 0, 0
sprpriority = -5
attr = S, HP
damage   = 5,1
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0
hitsound = S4,1
guardsound = S8,0
sparkno = -1
sparkxy = 500,500
guardsound = S1,7
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,0
fall = 0
air.animtype = Back
air.velocity = -3,0
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
PalFX
palfx.time = 23
palfx.add = 10,30,130

[State 3000] 
type = Explod
;trigger1 = projcontact(2000) = 1
trigger1 = movehit = 1
anim = 11002
pos = 0,-40
postype = p2
sprpriority = 5
bindtime = 1

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

[State 1000, 1]
type = VelAdd
trigger1 = Time >= 117
y = .4

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

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

;---------------------------------------------------------------------------
;Super Hurricane kick
[Statedef 1800]
type    = A
movetype= A
physics = S
juggle  = 0
poweradd= -1000
ctrl = 0
velset = 0,0,0
anim = 1800

[State 2075, 1]
type = RemoveExplod
trigger1 = time = 0

[State 2075,Super Pause BG]
type = Explod
trigger1 = time = 0
anim = 17021
postype = left
ID = 17021
pos = 0,0
supermovetime = 9999
removetime = 33
bindtime = 9999
sprpriority = -4

[State 2075, BG Black]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
;supermovetime = 9999
time = 33

[State 3571, Super Ryu] 
type = Explod
trigger1 = Time = 0
anim = 17020
pos = -20,0
postype = back
sprpriority = -2
supermove = 1
bindtime = 1
shadow = -1,0,0

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

[State 1800, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
attr = S, HA
animtype  = High
damage    = 20, 2
guardflag = M
pausetime = 1,1
sparkxy = 0,0
sparkno = S17040
guard.sparkno = S17043  
hitsound   = S7,3
getpower = 0
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 15
air.velocity = 15

[State 1040, 3]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
value = 11, 3

[State 1040, 3]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
value = 11, 3

[State 1800, 2]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
attr = S, HA
animtype  = High
damage    = 20, 2
guardflag = M
pausetime = 1,1
sparkxy = 0,0
sparkno = S17040
guard.sparkno = S17043  
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -15
air.velocity = -15
getpower = 0

[State 1800, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

[State 1800, 4]
type = SuperPause
trigger1 = Time = 0
pos = -999,-999

[State 1800, 5]
type = PlaySnd
trigger1 = Time = 0
value = 0,6

[State 3571, Superspark] 
type = Explod
trigger1 = Time = 0
anim = 17029
pos = -75,-135
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000, Super G] ; Supers BG 
type = Explod
trigger1 = NumExplod(16003) = 0
trigger1 = Time > 2
trigger1 = Time < 70
anim = 16000
id = 16003
bindtime = 600
removetime = 110
postype = left
pos = 0, 0
sprpriority = -8

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

[State 1800, 7]
type = AfterImage
trigger1 = Time = 0
time = 1
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 1800, 8]
type = AfterImageTime
trigger1 = Time >= 0
time = 5
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 191, 3]
type = Explod
trigger1 = Time = 1
anim = 16003
ID = 16006
postype = p1
offset = 0,10
Vel = 0.0001, 0.0001
accel = 0, 0
removetime = 98
sprpriority = -3

[State 1800, 9]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,5

[State 1800, 10]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1800, 11]
type = HitDef
trigger1 = AnimElem = 34
attr = S, HA
animtype  = High
damage    = 40, 2
guardflag = M
pausetime = 1,1
sparkxy = -10,-60
sparkno = -1
guard.sparkno = S17043  
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -25, -7  
air.velocity = 7,-1
getpower = 0
fall = 1

[State 1800, 12]
type = VelSet
trigger1 = AnimElem = 1
y = -3.3

[State 1800, 13]
type = VelSet
trigger1 = AnimElem = 4
y = 0

[State 1800, 14]
type = VelSet
trigger1 = AnimElem = 35
y = 3.3

[State 1800, 15]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52


;---------------------------------------------------------------------------
;shin_shoryuken (on the ground)
[Statedef 1500]
type    = S
movetype= A
juggle  = 0
poweradd= -1000
ctrl = 0
anim = 1500
velset = 0,0

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

[State 1500, 0]
type = SuperPause
trigger1 = AnimElem = 2
;time = 20
pos = -999,-999
anim = 31

[State 3571, Superspark] 
type = Explod
trigger1 = Time = 0
anim = 17029
pos = -25,-125
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2075,Super Pause BG]
type = Explod
trigger1 = AnimElem = 2
anim = 17021
postype = left
ID = 17021
pos = 0,0
supermovetime = 9999
removetime = 33
bindtime = 9999
sprpriority = -4

[State 2075, BG Black]
type = EnvColor
trigger1 = AnimElem = 2
value = 0,0,0
under = 1
;supermovetime = 9999
time = 33

[State 3571, Super Ryu] 
type = Explod
trigger1 = Time = 0
anim = 17020
pos = -20,0
postype = back
sprpriority = -2
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000, Super G] ; Supers BG 
type = Explod
trigger1 = NumExplod(16004) = 0
trigger1 = Time > 5
trigger1 = Time < 70
trigger1 = Movehit = 1
anim = 16000
id = 16004
bindtime = 600
removetime = 120
postype = left
pos = 0, 0
sprpriority = -8

[State 1500, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 1 ;Play fight sound of super

[State 1500, 0]
type = AfterImage
trigger1 = AnimElem = 4
time = 55
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 1500, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 10
volume = 1

[State 1500, 4]
type = PosAdd
trigger1 = AnimElem = 8
x = 12

[State 1500, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage    = 146,4
animtype  = Hard
getpower  = 0
givepower = 100
priority = 8
hitflag = MA
guardflag = M
pausetime = 30,40
sparkxy = 0,0
sparkno = S17042
guard.sparkno = S17043  
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0  
air.velocity = 0,0
mindist = 35,-20,0
maxdist = 35,0,0
kill = 0
;PalFX
palfx.time = 60
palfx.add = 10,30,130

[State 1500, 6]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage    = 131,4
animtype  = Medium
getpower  = 0
givepower = 100
hitflag = MAF
guardflag = M
pausetime = 25,40
sparkxy = -5,-5
sparkno = S17042
guard.sparkno = S17043  
hitsound   = S6,2
guardsound = S8,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 40
air.hittime = 40
ground.velocity = -0.5
air.velocity = -0.5
mindist = 40,-20,0
;maxdist = 40,0,0
kill = 0
;PalFX
palfx.time = 70
palfx.add = 10,30,130

[State 3000, Hitspark]
type = Explod
trigger1 = NumExplod(17050) = 0
trigger1 = Movehit = 1
anim = 17028
ID = 17050
bindtime = 600
removetime = 150
postype = p2
pos = 0,-30
sprpriority = 5

[State 1500, 7]
type = NotHitBy
trigger1 = Time = 2
value = SCA
time = 10

[State 1500, 8]
type = ChangeState
trigger1 = AnimElem = 5, -3
trigger1 = MoveHit = 0
value = 1505 ;shin_shoryuken miss

[State 1500, 8]
type = ChangeState
trigger1 = AnimElem = 10
value = 1501

;---------------------------------------------------------------------------
;shin_shoryuken2 (going up)
[Statedef 1501]
xscale = 1.2
yscale = 1.2
type   = A
movetype = A

[State 1501, 0]
type = AfterImageTime
trigger1 = Time = 0
time = 52

[State 1501, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 11
volume = 1

[State 1501, 3]
type = VelSet
trigger1 = Time = 0
x = 1
y = -10.5

[State 1501, 4]
type = PosAdd
trigger1 = Time = 0
x = 5

[State 1501, 5]
type = VelMul
trigger1 = Time >= 0
x = .93

[State 1501, 6] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 1501, 7]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = Movehit = 1
trigger2 = Hitcount < 2
attr = S, HA
damage    = 62,4
animtype  = Back
getpower  = 0
givepower = 100
guardflag = MF
pausetime = 15,15
sparkxy = 0,0
sparkno = S17042
guard.sparkno = S17043  
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.4    
air.velocity = -1.4,-11
guard.velocity = -7
;mindist = 35,-50,0
;maxdist = 35,50,0
fall = 1
palfx.time = 70
palfx.add = 10,30,130

[State 1501, 8] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -1
value = 17000
persistent = 0

[State 1501, 9] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
type = ChangeState
value = 1502

;---------------------------------------------------------------------------
;shin_shoryuken3 (land on ground)
[Statedef 1502]
type    = S
movetype= A
physics = S
xscale = 1.2
yscale = 1.2

[State 1502, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 17001

[State 1502, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1502, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1502, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 1502, 5]
type = ChangeState
trigger1 = Time = 3
value = 0

;---------------------------------------------------------------------------
;shin_shoryuken Miss (land on ground)
[Statedef 17000]
type    = S
movetype= A
physics = S
xscale = 1.2
yscale = 1.2

[State 1502, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1022

[State 1502, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1502, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1502, 4]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 1502, 5]
type = ChangeState
trigger1 = Time = 3
value = 0

;---------------------------------------------------------------------------
;shin_shoryuken2 (going up -- miss)
[Statedef 1505]
type   = A
movetype = A
anim = 1505

[State 1505, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0, 4

[State 1505, 1]
type = PosAdd
trigger1 = Time = 0
x = 10

[State 1505, 1]
type = PlayerPush
trigger1 = Time >= 0
trigger1 = Vel Y < 1
value = 0

[State 1505, 3]
type = VelSet
trigger1 = Time = 0
x = 1
y = -9.5

[State 1505, 4]
type = PosAdd
trigger1 = Time = 0
x = 5

[State 1505, 5]
type = VelMul
trigger1 = Time >= 0
x = .93

[State 1505, 6] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 1505, 7]
type = HitDef
trigger1 = Time = 0
trigger2 = Movehit = 1
trigger2 = hitcount < 7
;persistent = 2
attr = A, HA
damage    = 20,7
getpower  = 0
givepower = 30
priority  = 6, Hit
hitflag = A
guardflag = M
pausetime = 6,6
sparkxy = 0,-20
sparkno = S17040
guard.sparkno = S17043  
hitsound   = S6,2
guardsound = S8,0
ground.type        = HITG_UP
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.4     
air.velocity = -1.4,-7.5
guard.velocity = -7
fall = 0

[State 1505, 7]
type = HitDef
trigger1 = MoveHit = 1
trigger1 = HitCount = 7
persistent = 2
attr = A, HA
damage    = 20,7
getpower  = 0
givepower = 30
priority  = 6, Hit
hitflag = A
guardflag = M
pausetime = 6,6
sparkxy = 0,-20
sparkno = S17040
hitsound   = S6,2
guardsound = S8,0
ground.type        = HITG_UP
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.4     
air.velocity = -1.4,-7.5
guard.velocity = -7
fall = 1


[State 1505, 8] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -1
value = 1021
persistent = 0

[State 1505, 9] ;Hit ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 17000

;---------------------------------------------------------------------------
;Alpha Counter
[Statedef 1100]
type    = S
movetype= A
juggle  = 4
poweradd= -1000
anim = 1175
velset = 0,0
ctrl = 0

[State 1100, 1]
type = PlaySnd
trigger1 = Time = 0
value = S6,2

[State 1100, 2]
type = NULL ;HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 0 
animtype  = Med
getpower  = 0
givepower = 15
priority = 7
hitflag = MAF
guardflag = 
pausetime = 11,9
sparkxy = -5,-50
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2
air.velocity = -1.2,-4

[State 1100, 3]
type = NULL ;VelSet
trigger1 = AnimElem >= 3
x = 20
y = -15

[State 1100, 4]
type = ChangeState
trigger1 = Time = 3
value = 1110

[State 1100, 5]
type = SuperPause
trigger1 = Time = 0
anim = S17042
time = 15

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

[State 2075,Super Pause BG]
type = Explod
trigger1 = time = 0
anim = 17021
postype = left
ID = 17021
pos = 0,0
supermovetime = 9999
removetime = 15
bindtime = 9999
sprpriority = -4

[State 2075, BG Black]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
;supermovetime = 9999
time = 15

[State 1100, 6]
type = AfterImage
trigger1 = Time = 1
time = 50
length = 20
PalBright   =   0,  0,  0
PalContrast = 120,120,220
PalAdd      =  0,0,0 ;29, 29, 29
PalMul      = .77,.77,.77
TimeGap  = 1
FrameGap = 4

;---------------------------------------------------------------------------
;ALPHA_COUNTER_UPPERCUT
[Statedef 1110]
type    = A
movetype= A
juggle  = 5
poweradd= 150
;<-- physics defaults to "none"

[State 1110, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1110, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1110, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 1030

[State 1110, 3]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 1110, 4]
type = PosAdd
trigger1 = Time = 0
x = 15

[State 1110, 5]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = HitCount < 4
attr = S, SA
priority = 5
damage    = 50,3
animtype  = Med
getpower  = 0
givepower = 30
hitflag = MAF;D
pausetime = 6,6
sparkxy = 0,-20
sparkno = S17040
guard.sparkno = S17043  
hitsound   = S6,2
guardsound = S8,0
ground.type = High
ground.slidetime = 10
hitonce = 1
ground.hittime  = 15
ground.velocity = -1.4,-7.5   
guard.velocity = -7
air.velocity = -1.4,-7.5
fall.envshake.time = 30
fall.envshake.freq = 180
fall.envshake.ampl = 3
fall.envshake.phase = 90
fall = 1
fall.recover = 0

[State 1110, 6]
type = NotHitBy
trigger1 = Time = 2
value = , N, S
time = 7

[State 1110, 7]
type = VelSet 
trigger1 = Time = 10
x = 3.8
y = -9.8

[State 1110, 8]
type = PosAdd
trigger1 = Time = 10
x = 10

[State 1110, 9]
type = VelMul
trigger1 = Time >= 19
x = .45

[State 1110, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .45

[State 1110, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 10
value = 1021
persistent = 0

[State 1110, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 10
type = ChangeState
value = 1028

;---------------------------------------------------------------------------
;Let's actually attempt a Denjin Hadoken here *groan*
;Var(10) is the Denjin Hadoken Variable
[Statedef 25000]
type    = S
movetype= A
physics = S
poweradd = -1000
ctrl = 0
anim = 17031

[State 25000, 0]
type = RemoveExplod
trigger1 = Time = 0

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

[State 1700, 2]
type = PlaySnd
trigger1 = Time = 0
value = 3, 1 ; Play fight sound of super

[State 1700, 2]
type = PlaySnd
trigger1 = Time = 0
value = 13, 1 ; Ryu's Chi is workin' OVERTIME!

[State 1700, 1]
type = SuperPause
trigger1 = Time = 0
;time = 20
pos = -999,-999
darken = 1

[State 3571, Superspark] 
type = Explod
trigger1 = Time = 0
anim = 17029
pos = -65,-125
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2075,Super Pause BG]
type = Explod
trigger1 = time = 0
anim = 17021
postype = left
ID = 17021
pos = 0,0
supermovetime = 9999
removetime = 33
bindtime = 9999
sprpriority = -4

[State 2075, BG Black]
type = EnvColor
trigger1 = time = 0
value = 0,0,0
under = 1
;supermovetime = 9999
time = 33

[State 3571, Super Ryu] 
type = Explod
trigger1 = Time = 0
anim = 17020
pos = -20,0
postype = back
sprpriority = -2
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2500, 11]
type = VarSet
trigger1 = Time = 0
v = 10
value = 0

[State 2500, 12]
type = VarSet
trigger1 = Time = 34
v = 10
value = 1

[State 2500, 14]
type = VarSet
trigger1 = Time = 77
v = 10
value = 2

[State 2500, 16]
type = VarSet
trigger1 = Time = 85
v = 10
value = 3

[State 2500, 18]
type = VarSet
trigger1 = Time = 94
v = 10
value = 4

[State 1700, 2]
type = PlaySnd
trigger1 = Time = 94
value = 13, 0

[State 2501, 25]
type = PalFX
trigger1 = time = 94
time = 20
add = 232,72,0
mul = 300,192,192
sinadd = 32,5,5,8

[State 2500, 26]
type = ChangeState
trigger1 = command != "hold_y"
trigger1 = command != "hold_x"
trigger1 = command != "hold_z"
trigger1 = Time > 32
trigger2 = Time > 140
value = 25001
ctrl = 0

;---------------------------------------------------------------------------
;The Actual Attack
[Statedef 25001]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 17032
velset = 0

[State 3000, Hitspark]
type = Explod
trigger1 = NumExplod(17050) = 0
trigger1 = ProjContact = 1
anim = 17028
ID = 17050
bindtime = 600
removetime = 30
postype = p2
pos = 0,-30
sprpriority = 5

[State 3000, Super G] ; Supers BG 
type = Explod
trigger1 = NumExplod(16020) = 0
trigger1 = Time = 0
anim = 16000
id = 16020
bindtime = 600
removetime = 600 
postype = left
pos = 0, 0
sprpriority = -8

[State 1700, 2]
type = PlaySnd
trigger1 = Time = 0
value = 13, 2

[State 1700, 2]
type = PlaySnd
trigger1 = Time = 10
value = 13, 3

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger1 = Var(10) = 0
projanim = 17003
projid = 17003
projhits = 2
projmisstime = 0
projhitanim = 17033
projshadow = -1
projpriority = 30
projremovetime = -1
velocity = 6
offset = 70,-50
attr = S, HP
damage   = 30,80
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound = S4,1
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 50,30
guardsound = S1,7
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10
fall = 0
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 = 10,30,130

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger1 = Var(10) = 1
projanim = 17003
projid = 17003
projhits = 4
projmisstime = 0
projshadow = -1
projpriority = 30
projhitanim = 17033
projremovetime = -1
velocity = 6
offset = 70,-50
attr = S, HP
damage   = 25,70
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound = S4,1
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 50,30
guardsound = S1,7
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10
fall = 0
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 = 10,30,130

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger1 = Var(10) = 2
projanim = 17003
projid = 17003
projhits = 6
projmisstime = 0
projshadow = -1
projhitanim = 17033
projpriority = 30
projremovetime = -1
velocity = 6
offset = 70,-50
attr = S, HP
damage   = 20,60
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound = S4,1
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 50,30
guardsound = S1,7
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10
fall = 0
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 = 10,30,130

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger1 = Var(10) = 3
projanim = 17003
projid = 17003
projhits = 8
projmisstime = 0
projshadow = -1
projpriority = 30
projremovetime = -1
projhitanim = 17033
velocity = 6
offset = 70,-50
attr = S, HP
damage   = 15,50
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound = S4,1
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 50,30
guardsound = S1,7
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10
fall = 0
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 = 10,30,130

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 6
trigger1 = Var(10) = 4
projanim = 17003
projid = 17003
projhits = 10
projmisstime = 0
projshadow = -1
projpriority = 30
projremovetime = -1
projhitanim = 17033
velocity = 6
offset = 70,-50
attr = S, HP
damage   = 10,40
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound = S4,1
guardsound = S8,0
sparkno = S17040
guard.sparkno = S17043  
sparkxy = 50,30
guardsound = S1,7
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -10
fall = 0
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 = 10,30,130

[State 2510, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

