; Evil Ryu'S conStantS
;================
[Data]
life = 1500  
attack = 145         
defence = 120        
fall.defence_up = 80 
liedown.time = 20    
airjuggle = 16       
Sparkno = 2        
sparkno = 40 
KO.echo = 1          

[Size]
xScale = 1           
yScale = 1           
height = 60
ground.back = 23    
ground.front = 28  
air.back = 21        
air.front = 23     
z.width = 23         
attack.width = 4,4   
attack.diSt = 160   
proj.attack.diSt = 90 

[Velocity]
walk.fwd  = 2.2     
walk.back = -1.8      
run.fwd  = 4.8, 0
run.back = -6.5,-4.5 
jump.neu = 0,-8.5    
jump.back = -3,-9   
jump.fwd = 3.5,-10.3     
runjump.back = -2.9,-10.6
runjump.fwd = 6,-11.6  

[Movement]
airjump.num = 0      
airjump.height = 35  
yaccel = .45        
Stand.friction = .85  
crouch.friction = .82 

;============
; WIN
[Statedef 180]
type = S
velSet = 0

[State 180, 0]
type = ChangeState
trigger1 = command = "hold_x"
trigger2 = command = "hold_a"
value = 181

[State 180, 0]
type = ChangeState
trigger1 = command = "hold_y"
trigger2 = command = "hold_b"
value = 182

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,90

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [0,30]
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Var(1) = [31,60]
value = 182

;---------------------------------------------------------------------------
; WIN 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velSet = 0,0,0

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

[State 181, 1]
type = playSnd
trigger1 = animelem = 8
value = 0,15

;---------------------------------------------------------------------------
; WIN 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velSet = 0,0,0

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

;---------------------------------------------------------------------------
; Intro
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1] ;If opponent is Akuma
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Akuma"
trigger2 = P4Name = "Gouki"
trigger3 = P2Name = "Ken Masters"
trigger4 = P4Name = "Ryu"
trigger5 = P2Name = "Gouki"
trigger6 = P4Name = "Sakura"
value = 192

[State 191, 2]
type = AssertSpecial
trigger1 = time = [0, 65]
flag = intro

[State 3300, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,14

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

[State 191, 4] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0,140]
flag = Intro

;---------------------------------------------------------------------------
; INTRO (VS AKUMA)
[Statedef 192]
type = S
ctrl = 0
physics = N
anim = 191
velset = 0,0,0

[State 191, begin]
type = AssertSpecial
trigger1 = time = [0, 190]
flag = intro

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

; Taunt
[Statedef 195]
type = S
movetype = I
phySicS = S
anim = 195
velSet = 0

[State 195, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; DaSh forward
L[Statedef 100]
type    = S
phySicS = S
sprpriority = 1

[State 100, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 100

[State 100, 1]
type = playSnd
trigger1 = Time = 0
value = 0,6

[State 100, 1]
type = MakeDuSt
trigger1 = command = "FF"
value = 1
poS = -10, 0

[State 100, 1]
type = MakeDuSt
trigger1 = command != "holdfwd"
value = 1
poS = 30, 0

[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
; Step backwardS
;[Statedef 105]
type = A
phySicS = A
anim = 105
ctrl = 0

[State 105, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,10
volume = -40

[State 105, 2]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = PoS Y >= 0
value = 106

[State 105, 3]
type = VelSet
trigger1 = time = 40
x = -3.8

;---------------------------------------------------------------------------
; Step backwardS (land)
[Statedef 106]
type    = S
phySicS = S
anim = 106
crtl = 0

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 106, 2]
type = PoSSet
trigger1 = Time = 0
y = 0

[State 106, 3]
type = PlaySnd
trigger1 = time = 0
value = 0,11
volume = 20

[State 106, 3]
type = MakeDuSt
trigger1 = time = 4
value = 1
poS = 10, 0

[State 106, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_X
[Statedef 200]
type    = S                      ;State-type: S-Stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
phySicS = S                      ;PhySicS: S-Stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle pointS move takeS
;Commonly-uSed controllerS:
;velSet = ?,?,?                   ;Set velocity (x,y,z) (Def: no change)
;ctrl = ?                         ;Set ctrl (Def: no change)
;anim = ?                         ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

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

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

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

[State 200, 5]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage   = 14                    ;Damage that move inflictS
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,15                 ;Power to get on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
givepower = 15,8                 ;Power to give opponent on hit, on guard
                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = M                   ;FlagS on how move iS to be guarded againSt
hitflag = MAF                    ;FlagS of conditionS that move can hit
priority = 3, Hit               ;Attack priority: 0 (leaSt) to 7 (moSt), 4 default
                                 ;Hit/MiSS/Dodge type (Def: Hit)
pauSetime = 13,10                 ;Time attacker pauSeS, time victim ShakeS
;numhitS = 1                      ;Number of hitS to count aS (Def: 1)
;Sparkno = 0                   ;Spark image group and no
Sparkxy = -10,-60                ;X-offSet for the "hit Spark" rel. to p2,
                                 ;Y-offSet for the Spark rel. to p1
hitSound = S5,1                   ;Sound to play on hit
guardSound = S6,0                 ;Sound to play on guard
; mindiSt  = 0,0,0                 ;Min diStance of p2 from p1 when hit
; maxdiSt  = 0,0,0                 ;Max diStance of p2 from p1 when hit
; Snap = 0,0,0                     ;SnapS p2 to poSition rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.Slidetime = 7             ;Time that the victim SlideS back
ground.hittime  = 13             ;Time victim iS in hit State
ground.velocity = -5             ;Velocity at which victim iS puShed
; guard.Slidetime = 5              ;ValueS for guarded attack (def: ground.Slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.Slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: Same aS ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim iS puShed,
                                 ;Y-velocity at which victim iS puShed
;air.hittime = 20                  ;Time before oppoment regainS control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cauSe opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takeS on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cauSe opponent to fall if in air (def: Same aS fall)
; down.velocity = ?,?              ;Velocity for opponentS lying down (def: Same aS air.velocity)
; down.hittime = 20                ;Time opponent iS Stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

[State 200, 6]
type = PlaySnd
trigger1 = AnimTime = 0
value = 6,6

[State 200, 7]
type = ChangeState               ;Change State
trigger1 = AnimTime = 0
value = 0                        ;to the Stand State
ctrl = 1

;---------------------------------------------------------------------------
; STAND_Y
[Statedef 210]
type    = S
movetype= A
phySicS = S
juggle  = 4
poweradd= 60
ctrl = 0
velSet = 0,0,0
anim = 201

[State 210, 4]
type = NULL ;PlaySnd
trigger1 = time = 0
value = 0, 8

[State 210, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 25
getpower  = 20
givepower = 10
guardflag = MA
pauSetime = 6,11
Sparkxy = -10,-60
hitSound   = S5,2
guardSound = S6,1
ground.type = Low
ground.Slidetime = 10
ground.hittime  = 15
ground.velocity = -3
air.velocity = -1.3,-3
guard.velocity = -5

[State 210, 6]
type = NULL ;HitDef
trigger1 = AnimElem = 3
animtype  = Medium
attr = S, NA
damage    = 30
getpower  = 20
givepower = 10
guardflag = MA
pauSetime = 9,12
Sparkxy = -5,-83
hitSound   = S5,2
guardSound = S6,1
ground.type = High
ground.Slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2
air.velocity = -1.2,3
guard.velocity = -7

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

[State 200, 6]
type = PlaySnd
trigger1 = AnimTime = 0
value = 6,7

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

; STAND_FWD_Y
[Statedef 260]
type    = S
movetype= A
phySicS = S
juggle  = 4
poweradd= 60
ctrl = 0
velSet = 0,0,0
anim = 260

[State 260, 4]
type = PlaySnd
trigger1 = time = 0
value = 2, 2

[State 260, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage    = 31
getpower  = 30
givepower = 15
guardflag = HA
pauSetime = 12,12
Sparkxy = -5,-50
hitSound   = 5,0
guardSound = S6,0
ground.type = High
ground.Slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -1.5,-4

[State 260, 6]
type = HitDef
trigger1 = AnimElem = 11
attr = S, NA
damage    = 31
getpower  = 30
givepower = 15
guardflag = HA
pauSetime = 12,12
Sparkxy = -5,-60
hitSound   = 5,0
guardSound = S6,0
ground.type = High
ground.Slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -1.5,-4

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

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

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

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

;---------------------------------------------------------------------------
; STAND_Z
[Statedef 220]
type    = S
movetype= A
phySicS = N
juggle  = 5
poweradd= 20
ctrl = 0
velSet = 0,0,0
anim = 202

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

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

[State 220, 7]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 18
getpower  = 30
givepower = 20
guardflag = MA
pauSetime = 6,12
Sparkxy = -15,-68
Sparkno = 2
hitSound   = S5,7
guardSound = 6,2
ground.type = High
ground.Slidetime = 5
ground.hittime  = 20
ground.velocity = -1
air.velocity = -1.3,-3

[State 220, 10]
type = VelSet
trigger1 = time = 40
x = 3

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

[State 220, 12]
type = VelSet
trigger1 = time = 05
x = 0

[State 220, 13]
type = PlaySnd
trigger1 = AnimTime = 0
value = 6,4

[State 220, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_A
[Statedef 230]
number = 6
type    = S
movetype= A
phySicS = S
juggle  = 1
poweradd= 8
ctrl = 0
anim = 204
velSet = 0

[State 230, 1]
type = PlaySnd
trigger1 = time = 0
value = 6, 2

[State 230, 3]
type = HitDef
trigger1 = time = 4              ;Time to activate controller
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflictS
guardflag = MA                   ;FlagS on how move iS to be guarded againSt
;hitflag = MAF                    ;FlagS of conditionS that move can hit
priority = 3                     ;Attack priority: 0 (leaSt) to 7 (moSt), 4 default
pauSetime = 10,10                ;Time attacker pauSeS, time opponent ShakeS
; Sparkno = 0                   ;Spark image group and no
Sparkxy = 0,-50                  ;X-offSet for the "hit Spark" rel. to p2,
                                 ;Y-offSet for the Spark rel. to p1
hitSound = S5,4                   ;Sound to play on hit
guardSound = S6,1                 ;Sound to play on guard
; mindiSt  = 0,0,0                 ;Min diStance of p2 from p1 when hit
; maxdiSt  = 0,0,0                 ;Max diStance of p2 from p1 when hit
; Snap = 0,0,0                     ;SnapS p2 to poSition rel to p1
ground.type = Low                ;Type (refer to teStp.h)
ground.Slidetime = 5             ;Time that the victim SlideS back
ground.hittime  = 15             ;Time victim iS in hit State
ground.velocity = -4             ;Velocity at which victim iS puShed
; guard.Slidetime = 5              ;ValueS for guarded attack (def: ground.Slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.Slidetime)
; airguard.velocity = -2.6,-1.5    ;Guard velocity in air (def: (air.xvel*2, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
air.type = High                  ;Type (refer to teStp.h)
air.velocity = -1.3,-1           ;X-velocity at which victim iS puShed,
                                 ;Y-velocity at which victim iS puShed
; attack.width = 3, 3              ;Override default attack width
fall = 0                         ;1 to cauSe opponent to fall. If omitted, aSSumed 0.

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


;---------------------------------------------------------------------------
;STAND_B
[Statedef 240]
type    = S
movetype= A
phySicS = N
juggle  = 4
poweradd= 40
ctrl = 0
anim = 205
velSet = 0,0

[State 240, 1]
type = PlaySnd
trigger1 = time = 0
value = 6, 3

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
attr = S, NA
damage   = 57
animtype = Med
guardflag = MA
pauSetime = 10,10
Sparkxy =  0,-84
hitSound   = S5,5
guardSound = 6,2
ground.type = High
ground.Slidetime = 13
ground.hittime  = 17
ground.velocity = -2.5
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5,-2.5

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

;---------------------------------------------------------------------------
;STAND_C
[Statedef 250]
type    = S
movetype= A
phySicS = S
juggle  = 4
poweradd= 50
ctrl = 0
anim = 206
velSet = 0,0

[State 250, 1]
type = PlaySnd
trigger1 = time = 0
value = 6,4

[State 250, 1]
type = PlaySnd
trigger1 = time = 2
value = 2,3

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 82
animtype = Hard
;priority = 5
guardflag = MA
pauSetime = 12,12
Sparkxy =  -10,-90
hitSound   = S5,6
guardSound = 6,3
ground.type = High
ground.Slidetime = 20
ground.hittime  = 23
ground.velocity = -7.5
air.velocity = -3,-5
airguard.velocity = -3.5,-3

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

;---------------------------------------------------------------------------
;STAND_FWD_B
[Statedef 310]
type    = A
movetype= A
phySicS = N
juggle  = 6
poweradd= 80

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

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

[State 310, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 208

[State 310, 4]
type = PlaySnd
trigger1 = time = 2
value = 2, 3

[State 310, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 18
getpower  = 30
givepower = 15
guardflag = MA
pauSetime = 9,9
Sparkxy = -4,-65
hitSound   = S5,7
guardSound = S6,1
ground.type = High
ground.Slidetime = 10
ground.hittime  = 13
ground.velocity = -6
air.velocity = -1.3,-3

[State 310, 6]
type = HitDef
trigger1 = AnimElem = 11
trigger1 = MoveContact = 0 ; Only if miSSed
attr = S, NA
damage    = 18
getpower  = 30
givepower = 10
guardflag = MA
pauSetime = 12,12
Sparkxy = 3,-100
hitSound   = S5,6
guardSound = S6,0
ground.type = High
ground.Slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -1.5,-4

[State 310, 7]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage    = 24
getpower  = 30
givepower = 15
guardflag = HA
pauSetime = 12,12
Sparkxy = -5,-75
hitSound   = S5,1
guardSound = S6,0
ground.type = High
ground.Slidetime = 10
ground.hittime  = 15
ground.velocity = -5
air.velocity = -1.5,-4

[State 310, 8]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage    = 24
getpower  = 30
givepower = 15
guardflag = HA
pauSetime = 12,12
Sparkxy = -5,-56
hitSound   = 5,2
guardSound = S6,0
ground.type = High
ground.Slidetime = 15
ground.hittime  = 21
ground.velocity = -6.5
air.velocity = -1.5,-4

[State 310, 9]
type = VelSet
trigger1 = time = 42
y = 3.2

[State 310, 10]
type = VelSet
trigger1 = time = 04
x = 0
y = 0 

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

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

[State 310, 13]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;CROUCH_A
[Statedef 400]
type    = C
movetype= A
phySicS = C
juggle  = 6
poweradd= 15
ctrl = 0
anim = 403

[State 220, 13]
type = PlaySnd
trigger1 = AnimTime = 0
value = 6,2

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 18
AnimType  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pauSetime = 10,12
Sparkxy = -2,-5
hitSound   = S5,1
guardSound = S6,0
ground.type = Low
ground.Slidetime = 4
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -4.5,-3

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

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

;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 410]
type    = C
movetype= A
phySicS = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 405

[State 410, 2]
type = PlaySnd
trigger1 = time = 0
value = 6, 4

[State 410, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 66
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pauSetime = 9,12
Sparkxy = -5,-5
hitSound   = S5,3
guardSound = S6,0
ground.type = Trip
ground.Slidetime = 18
ground.hittime  = 23
ground.velocity = -2,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

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

;---------------------------------------------------------------------------
;CROUCH_B
[Statedef 500]
type    = C
movetype= A
phySicS = C
juggle  = 6
poweradd= 60
ctrl = 0
anim = 404

[State 500, 2]
type = PlaySnd
trigger1 = time = 0
value = 6, 3

[State 500, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 36
getpower  = 40
givepower = 25
hitflag = MAFD
guardflag = L
pauSetime = 9,9
Sparkxy = -3,-6
hitSound   = S5,2
guardSound = S6,0
ground.type = Low
ground.Slidetime = 15
ground.hittime  = 18
ground.velocity = -5.3
air.velocity = -4.3,-3
guard.velocity = -5

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

;---------------------------------------------------------------------------
; CROUCH_X
[Statedef 430]
number = 6
type    = S
movetype= A
phySicS = S
juggle  = 1
poweradd= 12
ctrl = 0
anim = 400

[State 430, 1]
type = PlaySnd
trigger1 = time = 0
value = 6,6

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 16
guardflag = MA
pauSetime = 9,12
Sparkxy = -5,-45
hitSound   = S5,2
guardSound = S6,0
ground.type = Low
ground.Slidetime = 9
ground.hittime  = 9
ground.velocity = -5.3
air.type = High
air.velocity = -4.3,-3
guard.velocity = -5

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

;---------------------------------------------------------------------------
; CROUCH_Y
[Statedef 440]
type    = S
movetype= A
phySicS = S
juggle  = 1
poweradd= 30
ctrl = 0
anim = 401

[State 440, 1]
type = PlaySnd
trigger1 = time = 0
value = 6,7

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = C, NA
damage    = 43
guardflag = MA
pauSetime = 11,16
Sparkxy = -5,-40
hitSound   = S5,1
guardSound = S6,0
ground.type = High
ground.Slidetime = 10
ground.hittime  = 10
ground.velocity = -5.3, -3
air.type = High
air.velocity = -.3,-9
guard.velocity = -5

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

;---------------------------------------------------------------------------
; CROUCH_Z
[Statedef 450]
type    = S
movetype= A
phySicS = C
juggle  = 5
poweradd= 65
ctrl = 0
anim = 402

[State 450, 1]
type = PlaySnd
trigger1 = time = 0
value = 6,4

[State 450, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage   = 50
animtype = Hard
guardflag = MA
pauSetime = 10,13
Sparkxy = -12,-80
hitSound   = S5,4
guardSound = S6,0
ground.type = Low
ground.Slidetime = 90
ground.hittime  = 20
ground.velocity = -1.4, -7
air.type = Low
air.animtype = Back
air.velocity = -4.6,-1.5;-1.4,-7
airguard.velocity = -2.5, -3.3

[State 450, 3]
type = NULL ;Width
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 6, < 0
value = 15

[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 9
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pauSetime = 7,8
Sparkxy = -10,-58
hitSound   = S5,1
guardSound = S6,0
ground.type = High
ground.Slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = NULL ;CtrlSet
trigger1 = time = 4
value = 1

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

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 610]
type    = A
movetype= A
phySicS = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 601

[State 610, 2]
type = NULL ;PlaySnd
trigger1 = time = 0
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 54
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pauSetime = 8,14
Sparkxy = -10,-51
hitSound   = S5,2
guardSound = S6,0
ground.type = High
ground.Slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 4]
type = CtrlSet
trigger1 = time = 07
value = 1

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

;---------------------------------------------------------------------------
;JUMP_C
[Statedef 620]
type    = A
movetype= A
phySicS = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 605

[State 620, 2]
type = NULL ;PlaySnd
trigger1 = time = 0
value = 0, 1

[State 620, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 60
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pauSetime = 9,15
Sparkxy = -10,-51
hitSound   = S5,3
guardSound = S6,0
ground.type = High
ground.Slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 620, 4]
type = CtrlSet
trigger1 = time = 07
value = 1

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

;Jump_c (not moving)
[Statedef 630]
number = 10
type    = A
movetype= A
phySicS = A
juggle  = 6
poweradd= 70
ctrl = 0
anim = 607

[State 630, 1]
type = NULL ;PlaySnd
trigger1 = time = 4
value = 0,2

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 55
guardflag = HA
pauSetime = 10,15
Sparkxy = -15,-65
hitSound   = S5,3
guardSound = S6,0
ground.type = High
ground.Slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8


;---------------------------------------------------------------------------
;JUMP_B
[Statedef 800]
type    = A
movetype= A
phySicS = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 606

[State 800, 2]
type = NULL ;PlaySnd
trigger1 = time = 0
value = 0, 2

[State 800, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 24
getpower  = 20
givepower = 10
guardflag = HA
priority = 3
pauSetime = 7,10
Sparkxy = -13,-70
hitSound   = S5,2
guardSound = S6,0
ground.type = High
ground.Slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3

[State 800, 4]
type = HitDef
trigger1 = Time =7
attr = A, NA
damage    = 24
getpower  = 20
givepower = 10
guardflag = HA
priority = 3
pauSetime = 9,12
Sparkxy = -13,-83
hitSound   = S5,2
guardSound = S6,0
ground.type = High
ground.Slidetime = 10
ground.hittime  = 13
ground.velocity = -4
air.velocity = -1.3,-3

[State 800, 5]
type = CtrlSet
trigger1 = time = 06
value = 1

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

;Jump_B (not moving)
[Statedef 660]
type    = A
movetype= A
phySicS = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 606

[State 660, 1]
type = NULL ;PlaySnd
trigger1 = time = 4
value = 0,1

[State 660, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 35
guardflag = HA
priority = 3
pauSetime = 9,11
Sparkxy =  -5,-60
hitSound   = S5,1
guardSound = S6,0
ground.type = High
ground.Slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

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


;---------------------------------------------------------------------------
;JUMP_A
[Statedef 640]
type    = A
movetype= A
phySicS = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 603

[State 640, 1]
type = NULL ;PlaySnd
trigger1 = time = 4
value = 0,0

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 23
guardflag = HA
priority = 3
pauSetime = 9,9
Sparkxy =  -5,-65
hitSound   = S5,1
guardSound = S6,0
ground.type = High
ground.Slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3,-2.5

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

;---------------------------------------------------------------------------
;JUMP_A 
[Statedef 810]
type    = A
movetype= A
phySicS = A
juggle  = 3
poweradd= 18
ctrl = 0
anim = 603

[State 810, 1]
type = NULL ;PlaySnd
trigger1 = time = 4
value = 0,0

[State 810, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 23
guardflag = HA
priority = 3
pauSetime = 9,9
Sparkxy =  -5,-65
hitSound   = S5,1
guardSound = S6,0
ground.type = High
ground.Slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3,-2.5


;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 650]
type    = A
movetype= A
phySicS = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 602

[State 650, 1]
type = NULL ;PlaySnd
trigger1 = time = 4
value = 0,2

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 62
guardflag = HA
pauSetime = 12,12
Sparkxy =  -5,-60
hitSound   = S5,3
guardSound = S6,0
ground.type = High
ground.Slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

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

;---------------------------------------------------------------------------
;Ha-Do-Ken 
[Statedef 1000]
type    = S
movetype= A
phySicS = S
ctrl = 0
poweradd = 70
anim = 1000
juggle = 8

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 4,3

[State 1030, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projhitanim = 1004
offSet = 55, -55
projShadow = 68,68,68
velocity = 3
attr = S, SP
damage   = 15,4
animtype = Hard
guardflag = MA
pauSetime = 0,9
;Sparkno = 0
Sparkxy = 10, 0
hitSound = S5,7             
guardSound = S6,0
ground.type = Low
ground.Slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 607, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Ha-Do-Ken 2
[Statedef 1001]
type    = S
movetype= A
phySicS = S
ctrl = 0
poweradd = 70
anim = 1000
juggle = 8

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 4,3

[State 1030, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
offSet = 73, -55
projShadow = 68,68,68
velocity = 6
attr = S, SP
damage   = 30,4
animtype = Hard
guardflag = MA
pauSetime = 0,9
;Sparkno = 0
Sparkxy = 10, 0
hitSound = S5,7             
guardSound = S6,1           
ground.type = Low
ground.Slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 607, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Ha-Do-Ken 3
[Statedef 1003]
type    = S
movetype= A
phySicS = S
ctrl = 0
poweradd = 70
anim = 1000
juggle = 8

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 4,2

[State 1030, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1005
projhitanim = 1006
offSet = -10, -55
projShadow = 68,68,68
velocity = 8
attr = S, SP
damage   = 50,4
animtype = Hard
guardflag = MA
pauSetime = 0,9
;Sparkno = 0
;Sparkxy = 50, 0
hitSound = S5,8             
guardSound = S6,1           
ground.type = Low
ground.Slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 607, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Fire Ha-Do-Ken
[Statedef 1004]
type    = S
movetype= A
phySicS = S
ctrl = 0
poweradd = 70
anim = 1000
juggle = 8

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 4,2

[State 1030, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1009
projhitanim = 1010
projid = 1010
offSet = 40, -55
projShadow = 68,68,68
velocity = 8
attr = S, SP
damage   = 100,4
animtype = Hard
guardflag = MA
pauSetime = 0,9
;Sparkno = 0
Sparkxy = 10, 0
hitSound = S5,8             
guardSound = S6,1           
ground.type = Low
ground.Slidetime = 14
ground.hittime  = 16
ground.velocity = -6, -7.2
fall = 1
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 20
palfx.mul = 240,100,0
palfx.add = 240,224,32

[State 1203, 2] ;flame_effect
type = explod
trigger1 = projcontact(1010) = 1
anim = 2400
poStype = p2
poS = -25,-75
bindtime = 1
Sprpriority = 1

[State 607, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Air Ha-Do-Ken 
[Statedef 1005]
type    = A
movetype= A
phySicS = A
ctrl = 0
poweradd = 70
anim = 1008
juggle = 8

[State 1211, 1]
type = velSet
trigger1 = time >= 0
trigger1 = time <= 50
x = 0
y = 0

[State 1004, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .25

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 4,3

[State 1030, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projhitanim = 1004
offSet = 55, -55
projShadow = 68,68,68
velocity = 3
attr = S, SP
damage   = 15,4
animtype = Hard
guardflag = MA
pauSetime = 0,9
;Sparkno = 0
Sparkxy = 10, 0
hitSound = S5,7             
guardSound = S6,0           
ground.type = Low
ground.Slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 607, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Air Ha-Do-Ken 2
[Statedef 1006]
type    = A
movetype= A
phySicS = A
ctrl = 0
poweradd = 70
anim = 1008
juggle = 8

[State 1211, 1]
type = velSet
trigger1 = time >= 0
trigger1 = time <= 50
x = 0
y = 0

[State 1004, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .25

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 4,3

[State 1030, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1003
projhitanim = 1004
offSet = 30, -55
projShadow = 68,68,68
velocity = 6
attr = S, SP
damage   = 30,4
animtype = Hard
guardflag = MA
pauSetime = 0,9
;Sparkno = 0
Sparkxy = 10, 0
hitSound = S5,7             
guardSound = S6,0           
ground.type = Low
ground.Slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 607, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Air Ha-Do-Ken 3
[Statedef 1007]
type    = A
movetype= A
phySicS = A
ctrl = 0
poweradd = 70
anim = 1008
juggle = 8

[State 1211, 1]
type = velSet
trigger1 = time >= 0
trigger1 = time <= 50
x = 0
y = 0

[State 1004, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .25

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 4,2

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 1030, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1005
projhitanim = 1006
offSet = -10, -55
projShadow = 68,68,68
velocity = 8
attr = S, SP
damage   = 50,4
animtype = Hard
guardflag = MA
pauSetime = 0,9
;Sparkno = 0
;Sparkxy = 50, 0
hitSound = S5,8             
guardSound = S6,1           
ground.type = Low
ground.Slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 607, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Air Fire Ha-Do-Ken 
[Statedef 1009]
type    = A
movetype= A
phySicS = A
ctrl = 0
poweradd = 70
anim = 1008
juggle = 8

[State 1211, 1]
type = velSet
trigger1 = time >= 0
trigger1 = time <= 50
x = 0
y = 0

[State 1004, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .25

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 4,2

[State 1030, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1009
projhitanim = 1010
projid = 1009
offSet = 60, -55
projShadow = 68,68,68
velocity = 8
attr = S, SP
damage   = 100,4
animtype = Hard
guardflag = MA
pauSetime = 0,9
;Sparkno = 0
;Sparkxy = 50, 0
hitSound = S5,8             
guardSound = S6,1           
ground.type = Low
ground.Slidetime = 14
ground.hittime  = 16
ground.velocity = -16, -5.2
fall = 1
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
palfx.time = 20
palfx.mul = 240,100,0
palfx.add = 240,224,32

[State 1203, 2] ;flame_effect
type = explod
trigger1 = projcontact(1009) = 1
anim = 2400
poStype = p2
poS = -25,-75
bindtime = 150
Sprpriority = 1

[State 607, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Hurricane kickS Light
[Statedef 1100]
type = A
phySicS = A
movetype = A
ctrl = 0
poweradd = 60
anim = 1100
juggle = 5

[State 1110, 1]
type = velSet
trigger1 = time >=0
x = 1.5

[State 1110, 1]
type = velSet
trigger1 = time >=0
trigger1 = time <=3
y = -6

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,3

[State 1110, 1]
type = velSet
trigger1 = time >= 4
trigger1 = time <= 28
y = 0

[State 1110, 1]
type = velSet
trigger1 = time >=29
trigger1 = time <=33
y = 3

[State 1110, 1]
type = poSSet
trigger1 = time =33
y = 0

[State 1105, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
value = 7,4

[State 1110, 3]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
attr = S, SA
animtype = medium
damage = 8,5
givepower  = 15,20
guardflag = MA
pauSetime = 8,8
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,7
guardSound = S6,1
ground.type = high
ground.Slidetime = 12
ground.hittime = 12
ground.velocity = -6, -5
air.velocity = -5.7,-5.7
airguard.velocity = -0.5,-0.5
fall = 1

[State 1110, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Hurricane kickS Medium
[Statedef 1101]
type = A
phySicS = A
movetype = A
ctrl = 0
poweradd = 60
anim = 1101
juggle = 5

[State 1110, 1]
type = velSet
trigger1 = time >=0
x = 3

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,3

[State 1110, 1]
type = velSet
trigger1 = time >=0
trigger1 = time <=3
y = -6

[State 1110, 1]
type = velSet
trigger1 = time >= 4
trigger1 = time <= 28
y = 0

[State 1110, 1]
type = velSet
trigger1 = time >=29
trigger1 = time <=33
y = 3

[State 1110, 1]
type = poSSet
trigger1 = time =33
y = 0

[State 1105, 1]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8 = AnimElem = 18
trigger9 = AnimElem = 20
trigger10 = AnimElem = 22
trigger11 = AnimElem = 24
trigger12 = AnimElem = 26
value = 7,4

[State 1110, 3]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
trigger9 = AnimElem = 21
trigger10 = AnimElem = 23
trigger11 = AnimElem = 25
trigger12 = AnimElem = 27
attr = S, SA
animtype = medium
damage = 15,5
givepower  = 15,20
guardflag = MA
pauSetime = 8,8
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,7
guardSound = S6,0
ground.type = high
ground.Slidetime = 12
ground.hittime = 12
ground.velocity = -6, -5
air.velocity = -5.7,-5.7
airguard.velocity = -0.5,-0.5
fall = 1

[State 1110, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Hurricane kickS Heavy
[Statedef 1102]
type = A
phySicS = A
movetype = A
ctrl = 0
poweradd = 60
anim = 1102
juggle = 5

[State 1110, 1]
type = velSet
trigger1 = time >=0
x = 4

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,3

[State 1110, 1]
type = velSet
trigger1 = time >=0
trigger1 = time <=3
y = -6

[State 1110, 1]
type = velSet
trigger1 = time >= 4
trigger1 = time <= 28
y = 0

[State 1110, 1]
type = velSet
trigger1 = time >=29
trigger1 = time <=33
y = 3

[State 1110, 1]
type = poSSet
trigger1 = time =33
y = 0

[State 1120, 1]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8 = AnimElem = 18
trigger9 = AnimElem = 20
trigger10 = AnimElem = 22
trigger11 = AnimElem = 24
trigger12 = AnimElem = 25
trigger13 = AnimElem = 27
trigger14 = AnimElem = 29
trigger15 = AnimElem = 31
trigger16 = AnimElem = 35
trigger17 = AnimElem = 37
value = 7,4

[State 1110, 3]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
trigger9 = AnimElem = 21
trigger10 = AnimElem = 23
trigger11 = AnimElem = 25
trigger12 = AnimElem = 27
trigger13 = AnimElem = 29
trigger14 = AnimElem = 31
trigger15 = AnimElem = 33
trigger16 = AnimElem = 37
trigger17 = AnimElem = 39
attr = S, SA
animtype = medium
damage = 30,5
givepower  = 15,20
guardflag = MA
pauSetime = 8,8
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,7
guardSound = S6,0
ground.type = high
ground.Slidetime = 12
ground.hittime = 12
ground.velocity = -6, -5
air.velocity = -5.7,-5.7
airguard.velocity = -0.5,-0.5
fall = 1

[State 1110, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Air Hurricane kickS Light
[Statedef 1103]
type = A
phySicS = A
movetype = A
ctrl = 0
poweradd = 60
anim = 1100
juggle = 5

[State 1110, 1]
type = velSet
trigger1 = time >=0
x = .5

[State 1110, 1]
type = velSet
trigger1 = time =0
y = -6

[State 1120, 1]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
value = 7,4

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,3

[State 1110, 3]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
attr = S, SA
animtype = medium
damage = 8,5
givepower  = 15,20
guardflag = MA
pauSetime = 8,8
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,7
guardSound = S6,0
ground.type = high
ground.Slidetime = 12
ground.hittime = 12
ground.velocity = -6, -5
air.velocity = -5.7,-5.7
airguard.velocity = -0.5,-0.5
fall = 1

[State 1110, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Air Hurricane kickS Medium
[Statedef 1104]
type = A
phySicS = A
movetype = A
ctrl = 0
poweradd = 60
anim = 1101
juggle = 5

[State 1110, 1]
type = velSet
trigger1 = time >=0
x = 3

[State 1110, 1]
type = velSet
trigger1 = time =0
y = -6

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,3

[State 1120, 1]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
trigger6 = AnimElem = 16
trigger7 = AnimElem = 18
trigger8 = AnimElem = 20
trigger9 = AnimElem = 22
trigger10 = AnimElem = 24
trigger11 = AnimElem = 25
value = 7,4

[State 1110, 3]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
trigger9 = AnimElem = 21
trigger10 = AnimElem = 23
trigger11 = AnimElem = 25
trigger12 = AnimElem = 27
attr = S, SA
animtype = medium
damage = 15,5
givepower  = 15,20
guardflag = MA
pauSetime = 8,8
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,7
guardSound = S6,0
ground.type = high
ground.Slidetime = 12
ground.hittime = 12
ground.velocity = -6, -5
air.velocity = -5.7,-5.7
airguard.velocity = -0.5,-0.5
fall = 1

[State 1110, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Air Hurricane kickS Heavy
[Statedef 1105]
type = A
phySicS = A
movetype = A
ctrl = 0
poweradd = 60
anim = 1102
juggle = 5

[State 3520, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,3

[State 1110, 1]
type = velSet
trigger1 = time >=0
x = 4

[State 1110, 1]
type = velSet
trigger1 = time =0
y = -6

[State 1120, 1]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
trigger5 = AnimElem = 12
trigger6 = AnimElem = 14
trigger7 = AnimElem = 16
trigger8 = AnimElem = 18
trigger9 = AnimElem = 20
trigger10 = AnimElem = 22
trigger11 = AnimElem = 24
trigger12 = AnimElem = 25
trigger13 = AnimElem = 27
trigger14 = AnimElem = 29
trigger15 = AnimElem = 31
trigger16 = AnimElem = 35
trigger17 = AnimElem = 37
value = 7,4

[State 1110, 3]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
trigger9 = AnimElem = 21
trigger10 = AnimElem = 23
trigger11 = AnimElem = 25
trigger12 = AnimElem = 27
trigger13 = AnimElem = 29
trigger14 = AnimElem = 31
trigger15 = AnimElem = 33
trigger16 = AnimElem = 37
trigger17 = AnimElem = 39
attr = S, SA
animtype = medium
damage = 30,5
givepower  = 15,20
guardflag = MA
pauSetime = 8,8
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,7
guardSound = S6,0
ground.type = high
ground.Slidetime = 12
ground.hittime = 12
ground.velocity = -6, -5
air.velocity = -5.7,-5.7
airguard.velocity = -0.5,-0.5
fall = 1

[State 1110, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; SHORYUKEN X (Start)
[Statedef 1200]
type    = S
movetype= A
phySicS = S
juggle  = 0
poweradd= 150
ctrl = 0
anim = 1200
velSet = 0,0,0

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

[State 3520, 1]
type = playSnd
trigger1 = animelem = 2
value = 1,4

[State 3520, 1]
type = playSnd
trigger1 = animelem = 2
value = 0,13

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 30,10
guardflag = M
hitflag = MAF
pauSetime = 12,15
Sparkxy = -20,-60
priority = 7, Hit
hitSound = S5,7
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

;---------------------------------------------------------------------------
; SHORYUKEN X (riSing)
[Statedef 1201]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1201

[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 = S5,7
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = VelSet
trigger1 = time = 0
y = -5.8
x = 3.5

[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 = AnimTime = 0
value = 1202

;---------------------------------------------------------------------------
; SHORYUKEN X (falling)
[Statedef 1202]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

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

[State 210, 4]
type = VelAdd
trigger1 = AnimElem = 2
y = 1.5

[State 210, 3]
type = ChangeState
trigger1 = Animtime = 0
value = 1203

;---------------------------------------------------------------------------
; SHORYUKEN X (landing)
[Statedef 1203]
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 = 1303

[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

;---------------------------------------------------------------------------
; SHORYUKEN Y (Start)
[Statedef 1210]
type    = S
movetype= A
phySicS = S
juggle  = 0
poweradd= 150
ctrl = 0
anim = 1200
velSet = 0,0,0

[State 1310, 5]
type = PlaySnd
trigger1 = animelem = 2
value = 0,13

[State 3520, 1]
type = playSnd
trigger1 = animelem = 2
value = 1,4

[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  = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
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 = S5,8
priority = 7, Hit
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211

;---------------------------------------------------------------------------
; SHORYUKEN Y (riSing)
[Statedef 1211]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1201

[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  = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
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 = AnimTime = 0
value = 1212

;---------------------------------------------------------------------------
; SHORYUKEN Y (falling)
[Statedef 1212]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

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

[State 210, 3]
type = ChangeState
trigger1 = Animtime = 0
value = 1213

;---------------------------------------------------------------------------
; SHORYUKEN Y (landing)
[Statedef 1213]
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 = 1203

[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

;---------------------------------------------------------------------------
; SHORYUKEN Z (Start)
[Statedef 1220]
type    = S
movetype= A
phySicS = S
juggle  = 0
poweradd= 150
ctrl = 0
anim = 1200
velSet = 0,0,0

[State 1420, 5]
type = PlaySnd
trigger1 = animelem = 2
value = 0,13

[State 1420, 5]
type = PlaySnd
trigger1 = animelem = 2
value = 1,4

[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  = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
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  = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1221

;---------------------------------------------------------------------------
; SHORYUKEN Z (riSing)
[Statedef 1221]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1201

[State 210, 3]
type = VelSet
trigger1 = time = 0
y = -9.5
x = 7

[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  = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
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 = 24
value = 1222

;---------------------------------------------------------------------------
; SHORYUKEN Z (falling)
[Statedef 1222]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

[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 = 1223

;---------------------------------------------------------------------------
; SHORYUKEN Z (landing)
[Statedef 1223]
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 = 1303

[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 520]
type = S
phySicS = S
movetype = A
ctrl = 0
poweradd = -500
anim = 520
juggle = 15
velSet = 0,0

[State 520, 1]
type = SuperPauSe
trigger1 = time = 0
anim = -1
time = 16
movetime = 16

[State 520, 1]
type = PlaySnd
trigger1 = Time = 0
value = F20,0

[State 520, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 521
ctrl = 1

; Zero counter 
[Statedef 521]
type    = S
movetype= A
phySicS = S
juggle  = 0
poweradd= 150
ctrl = 0
anim = 1200
velSet = 0,0,0

[State 1420, 5]
type = PlaySnd
trigger1 = animelem = 2
value = 0,13

[State 1420, 5]
type = PlaySnd
trigger1 = animelem = 2
value = 1,4

[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
guardSound = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
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
guardSound = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 522

;---------------------------------------------------------------------------
; SHORYUKEN Z (riSing)
[Statedef 522]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1201

[State 210, 3]
type = VelSet
trigger1 = time = 0
y = -9.5
x = 7

[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
guardSound = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1

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

[State 1203, 2] ;roll effect
type = explod
trigger1 = MOVEhit = 1
trigger1 = AnimTime = 0
anim = 930
poStype = p2
poS = -35,-95
bindtime = 75
Sprpriority = 1

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

[State 210, 3]
type = ChangeState
trigger1 = Time = 24
value = 523

;---------------------------------------------------------------------------
; SHORYUKEN Z (falling)
[Statedef 523]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

[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 = 524

;---------------------------------------------------------------------------
; SHORYUKEN Z (landing)
[Statedef 524]
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 = 1303

[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

; Shinku Hadoken level 1
[Statedef 3000]
type = S
phySicS = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 3000
velSet = 0,0

[State 3120, 1]
type = width
trigger1 = time >= 62
trigger1 = time <= 64
value = 20,0

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = 4, 1

[State 3120, 1]
type = width
trigger1 = time >= 65
trigger1 = time <= 94
value = 40,0

[State 3000] 
type = explod
trigger1 = projcontact(3010) = 1
anim = 3004
pos = 30,-30
postype = p2
sprpriority = 3
bindtime = 150

[State 3004, 5]
type = Explod
trigger1 = time = 2
anim = 2510
poS = -10,0
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1

[State 3004, 6]
type = SuperPauSe
trigger1 = time = 0
time = 30
anim = -1
movetime = 4

[State 3120, 1]
type = afterimage 
trigger1 = time = 0
time = 70

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,1

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,6

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4
projanim = 3001
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4, 88
projanim = 3003
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9
projanim = 3002
projShadow = 68,68,68
projremovetime = 12
projid = 3010
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 3
projhitS = 3
numhitS = 1
attr = S, SA
damage   = 10,3
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 12
projanim = 3002
projShadow = 68,68,68
projremovetime = 75
projid = 3010
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 25
projhitS = 25
numhitS = 1
attr = S, SA
damage   = 8,2
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 87
projanim = 3002
projShadow = 68,68,68
projremovetime = 1
projid = 3010
offSet = 8, -55
velocity = 0,0
projmiSStime = 2
projpriority = 5
projhitS = 1
numhitS = 1
attr = S, SA
damage   = 50,10
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = trip
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -3,-7
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Shinku Hadoken level 2
[Statedef 3001]
type = S
phySicS = S
movetype = A
ctrl = 0
poweradd = -2000
anim = 3000
velSet = 0,0

[State 3120, 1]
type = width
trigger1 = time >= 62
trigger1 = time <= 64
value = 20,0

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,6

[State 3120, 1]
type = width
trigger1 = time >= 65
trigger1 = time <= 94
value = 40,0

[State 3004, 5]
type = Explod
trigger1 = time = 2
anim = 2510
poS = -10,0
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1

[State 3000] 
type = explod
trigger1 = projcontact(3011) = 1
anim = 3004
pos = 30,-30
postype = p2
sprpriority = 3
bindtime = 150

[State 3004, 6]
type = SuperPauSe
trigger1 = time = 0
time = 30
anim = -1
movetime = 4

[State 3120, 1]
type = afterimage 
trigger1 = time = 0
Time = 70

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = 4,1

[State 3120, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3120, 1]
type = playSnd
trigger1 = time = 0
trigger2 = Time = 5
value = 1,5

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4
projanim = 3001
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4, 88
projanim = 3003
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9
projanim = 3002
projShadow = 68,68,68
projremovetime = 12
projid = 3011
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 3
projhitS = 3
numhitS = 1
attr = S, SA
damage   = 20,3
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 12
projanim = 3002
projShadow = 68,68,68
projremovetime = 75
projid = 3011
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 25
projhitS = 25
numhitS = 1
attr = S, SA
damage   = 16,2
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 87
projanim = 3002
projShadow = 68,68,68
projremovetime = 1
projid = 3011
offSet = 8, -55
velocity = 0,0
projmiSStime = 2
projpriority = 5
projhitS = 1
numhitS = 1
attr = S, SA
damage   = 75,10
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = trip
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -3,-7
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Shinku Hadoken level 3
[Statedef 3002]
type = S
phySicS = S
movetype = A
ctrl = 0
poweradd = -3000
anim = 3000
velSet = 0,0

[State 3120, 1]
type = width
trigger1 = time >= 62
trigger1 = time <= 64
value = 20,0

[State 3004, 5]
type = Explod
trigger1 = time = 2
anim = 2510
poS = -10,0
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1

[State 3004, 6]
type = SuperPauSe
trigger1 = time = 0
time = 30
anim = -1
movetime = 4

[State 3120, 1]
type = width
trigger1 = time >= 65
trigger1 = time <= 94
value = 40,0

[State 3120, 1]
type = afterimage 
trigger1 = time = 0
Time = 70

[State 3120, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = 4,1

[State 3000] 
type = explod
trigger1 = projcontact(3012) = 1
anim = 3004
pos = 30,-30
postype = p2
sprpriority = 3
bindtime = 150

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,6

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4
projanim = 3001
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4, 88
projanim = 3003
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9
projanim = 3002
projShadow = 68,68,68
projremovetime = 12
projid = 3012
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 3
projhitS = 3
numhitS = 1
attr = S, SA
damage   = 30,3
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 12
projanim = 3002
projShadow = 68,68,68
projremovetime = 75
projid = 3012
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 25
projhitS = 25
numhitS = 1
attr = S, SA
damage   = 24,2
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 87
projanim = 3002
projShadow = 68,68,68
projremovetime = 1
projid = 3012
offSet = 8, -55
velocity = 0,0
projmiSStime = 2
projpriority = 5
projhitS = 1
numhitS = 1
attr = S, SA
damage   = 100,10
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = trip
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -3,-7
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Air Shinku Hadoken level 1
[Statedef 3003]
type = A
phySicS = A
movetype = A
ctrl = 0
poweradd = -1000
anim = 3005
velSet = 0,0

[State 3131, 1]
type = velSet 
trigger1 = time >= 0
trigger1 = time <= 130
x = 0
y = 0

[State 3120, 1]
type = width
trigger1 = time >= 62
trigger1 = time <= 64
value = 20,0

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
trigger2 = Time = 5
value = 4,1

[State 3000] 
type = explod
trigger1 = projcontact(3013) = 1
anim = 3004
pos = 30,-30
postype = p2
sprpriority = 3
bindtime = 150

[State 3120, 1]
type = width
trigger1 = time >= 65
trigger1 = time <= 94
value = 40,0

[State 3120, 1]
type = afterimage 
trigger1 = time = 0
Time = 70

[State 3004, 5]
type = Explod
trigger1 = time = 2
anim = 2510
poS = -10,0
poStype = p1, back
Sprpriority = 2
Supermove = 1
bindtime = 1

[State 3004, 6]
type = SuperPauSe
trigger1 = time = 0
time = 30
anim = -1
movetime = 4

[State 3120, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 4,1

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,6

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4
projanim = 3001
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4, 88
projanim = 3003
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9
projanim = 3002
projShadow = 68,68,68
projremovetime = 12
projid = 3013
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 3
projhitS = 3
numhitS = 1
attr = S, SA
damage   = 10,3
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 12
projanim = 3002
projShadow = 68,68,68
projremovetime = 75
projid = 3013
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 25
projhitS = 25
numhitS = 1
attr = S, SA
damage   = 8,2
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 87
projShadow = 68,68,68
projremovetime = 1
projid = 3013
offSet = 8, -55
velocity = 0,0
projmiSStime = 2
projpriority = 5
projhitS = 1
numhitS = 1
attr = S, SA
damage   = 50,10
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = trip
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -3,-7
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 4]
type = ChangeState
trigger1 = poS y >= 0
trigger1 = vel y > 0
value = 47
ctrl = 1

;Air Shinku Hadoken level 2
[Statedef 3004]
type = A
phySicS = A
movetype = A
ctrl = 0
poweradd = -2000
anim = 3005
velSet = 0,0

[State 3131, 1]
type = velSet 
trigger1 = time >= 0
trigger1 = time <= 100
x = 0
y = 0

[State 3120, 1]
type = width
trigger1 = time >= 62
trigger1 = time <= 64
value = 20,0

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,6

[State 3004, 5]
type = Explod
trigger1 = time = 2
anim = 2510
poS = -10,0
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1

[State 3004, 6]
type = SuperPauSe
trigger1 = time = 0
time = 30
anim = -1
movetime = 4

[State 3120, 1]
type = width
trigger1 = time >= 65
trigger1 = time <= 94
value = 40,0

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = 4,1

[State 3120, 1]
type = afterimage 
trigger1 = time = 0
time = 70

[State 3120, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = 4,1

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3000] 
type = explod
trigger1 = projcontact(3014) = 1
anim = 3004
pos = 30,-30
postype = p2
sprpriority = 3
bindtime = 150

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4
projanim = 3001
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4, 88
projanim = 3003
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9
projanim = 3002
projShadow = 68,68,68
projremovetime = 12
projid = 3014
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 3
projhitS = 3
numhitS = 1
attr = S, SA
damage   = 20,3
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 12
projanim = 3002
projShadow = 68,68,68
projremovetime = 75
projid = 3014
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 25
projhitS = 25
numhitS = 1
attr = S, SA
damage   = 16,2
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 87
projanim = 3002
projShadow = 68,68,68
projremovetime = 1
projid = 3014
offSet = 8, -55
velocity = 0,0
projmiSStime = 2
projpriority = 5
projhitS = 1
numhitS = 1
attr = S, SA
damage   = 75,10
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = trip
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -3,-7
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 4]
type = ChangeState
trigger1 = poS y >= 0
trigger1 = vel y > 0
value = 47
ctrl = 1

;Air Shinku Hadoken level 3
[Statedef 3005]
type = A
phySicS = A
movetype = A
ctrl = 0
poweradd = -3000
anim = 3005
velSet = 0,0

[State 3131, 1]
type = velSet 
trigger1 = time >= 0
trigger1 = time <= 130
x = 0
y = 0

[State 3120, 1]
type = width
trigger1 = time >= 62
trigger1 = time <= 64
value = 20,0

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,6

[State 3120, 1]
type = width
trigger1 = time >= 65
trigger1 = time <= 94
value = 40,0

[State 3004, 5]
type = Explod
trigger1 = time = 2
anim = 2510
poS = -10,0
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1

[State 3004, 6]
type = SuperPauSe
trigger1 = time = 0
time = 30
anim = -1
movetime = 4

[State 3000] 
type = explod
trigger1 = projcontact(3015) = 1
anim = 3004
pos = 30,-30
postype = p2
sprpriority = 3
bindtime = 150

[State 3120, 1]
type = afterimage 
trigger1 = time = 0
Time = 70

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = 4,1

[State 3120, 1]
type = playSnd
trigger1 = animelem = 4
value = 1,1

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4
projanim = 3001
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 4, 88
projanim = 3003
projShadow = 68,68,68
projremovetime = 12
offSet = 73, -55
velocity = 0,0

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9
projanim = 3002
projShadow = 68,68,68
projremovetime = 12
projid = 3015
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 3
projhitS = 3
numhitS = 1
attr = S, SA
damage   = 30,3
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 12
projanim = 3002
projShadow = 68,68,68
projremovetime = 75
projid = 3015
offSet = 73, -55
velocity = 0,0
projmiSStime = 3
projpriority = 25
projhitS = 25
numhitS = 1
attr = S, SA
damage   = 24,2
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = low
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -7
air.animtype = back
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 2]
type = Projectile
trigger1 = animelem = 9, 87
projanim = 3002
projShadow = 68,68,68
projremovetime = 1
projid = 3015
offSet = 8, -55
velocity = 0,0
projmiSStime = 2
projpriority = 5
projhitS = 1
numhitS = 1
attr = S, SA
damage   = 100,10
guardflag = MA
animtype = hard
pauSetime = 0,9
Sparkno = -1
hitSound = S5,8
guardSound = S6,0
ground.type = trip
ground.Slidetime = 14
ground.hittime  = 15
guard.velocity = -7
ground.velocity = -3,-7
air.velocity = -3,-4
airguard.velocity = -1.5,-0.4

[State 3120, 4]
type = ChangeState
trigger1 = poS y >= 0
trigger1 = vel y > 0
value = 47
ctrl = 1

; Hurricane kickS level 1
[Statedef 3100]
type = A
phySicS = S
movetype = A
ctrl = 0
poweradd = -1000
anim = 3100
juggle = 5

[State 3020, 1]
type = afterimage 
trigger1 = time = 4
time = 40

[State 3020, 1]
type = SuperPauSe
trigger1 = time = 0
anim = -1
poS = 8, -82
time = 60
movetime = 1

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,3

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = 4,1

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3020, 1]
type = gamemakeanim
trigger1 = time = 0
value = 30
poS = -25, -75

[State 191, 3]
type = Projectile
trigger1 = time = 4
projanim = 4510
projremanim = -1
projhitanim = -1
projheightbound = -240, 100
projedgebound = 100
projScreenbound = 100
poStype = p1
offSet = 0,0
velocity = 0.0001, 0.0001
accel = 0, 0
projremovetime = 36

[State 4110, 6]
type = VelSet
trigger1 = time != 1
x = 0

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

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 8
trigger5 = AnimElem = 12
value = 7,4

[State 3020, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
attr = S, SA
animtype = light
damage = 35,8
guardflag = M
Sparkno = 2
Sparkxy = -22,-60
hitSound = S0,22
guardSound = S6,0
ground.type = high
ground.Slidetime = 3
ground.hittime = 3
guard.velocity = 12
ground.velocity = 6.7
air.velocity = 6.7,-.1
maxdiSt = 3

[State 3020, 3]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
attr = S, SA
animtype = light
damage = 35,8
guardflag = M
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,8
guardSound = S6,0
ground.type = high
ground.Slidetime = 3
ground.hittime = 3
guard.velocity = 12
ground.velocity = -6.7
air.velocity = -6.7,.1
maxdiSt = -4

[State 3020, 3]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
animtype = hard
damage = 40,8
guardflag = M
pauSetime = 0,0
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,8
guardSound = S6,0
ground.type = trip
ground.Slidetime = 12
ground.hittime = 12
guard.velocity = -12
ground.velocity = 8.7,-1.1
air.velocity = 8.7,-1.1

[State 1110, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Hurricane kickS level 2
[Statedef 3101]
type = A
phySicS = S
movetype = A
ctrl = 0
poweradd = -2000
anim = 3101
juggle = 5
velSet = 0,-3,0

[State 191, 3]
type = Projectile
trigger1 = time = 4
projanim = 4511
projremanim = -1
projhitanim = -1
projheightbound = -240, 100
projedgebound = 100
projScreenbound = 100
poStype = p1
offSet = 0,0
velocity = 0.0001, 0.0001
accel = 0, 0
projremovetime = 40

[State 3020, 1]
type = afterimage 
trigger1 = time = 4
time = 50

[State 3020, 1]
type = SuperPauSe
trigger1 = time = 0
anim = -1
poS = 8, -82
time = 60
movetime = 1

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,3

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = 4,1

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3020, 1]
type = gamemakeanim
trigger1 = time = 0
value = 30
poS = -25, -75

[State 3320, 4]
type = null;explod
trigger1 = time = 2
anim = 980
poS = -10,0
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1
vel = 0,0

[State 3320, 4]
type = NULL;explod
trigger1 = time = 4
anim = 982
poS = 100,-100
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1
vel = 0,0

[State 4110, 6]
type = VelSet
trigger1 = time != 1
x = 0

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

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 26
trigger7 = AnimElem = 8
trigger8 = AnimElem = 12
trigger9 = AnimElem = 16
trigger10= AnimElem = 20
trigger11= AnimElem = 24
value = 7,4

[State 3030, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 26
attr = S, SA
animtype = light
damage = 35,8
guardflag = M
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,8
guardSound = S6,0
ground.type = high
ground.Slidetime = 3
ground.hittime = 3
guard.velocity = 12
ground.velocity = 6.7
air.velocity = 6.7,-2
maxdiSt = 4

[State 3030, 3]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
attr = S, SA
animtype = light
damage = 35,8
guardflag = M
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,8
guardSound = S6,0
ground.type = high
ground.Slidetime = 3
ground.hittime = 3
guard.velocity =12
ground.velocity = -6.7
air.velocity = -6.7,-2
maxdiSt = -4

[State 3030, 3]
type = HitDef
trigger1 = AnimElem = 28
attr = S, SA
animtype = hard
damage = 40,8
guardflag = M
pauSetime = 0,0
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,8
guardSound = S6,0
ground.type = trip
ground.Slidetime = 3
ground.hittime = 3
guard.velocity = 20
ground.velocity = 20,-1.1
air.velocity = 18.7,-1.1

[State 1110, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

; Hurricane kickS level 3
[Statedef 3102]
type = A
phySicS = S
movetype = A
ctrl = 0
poweradd = -3000
anim = 3102
juggle = 5
velSet = 0,-4,0

[State 191, 3]
type = Projectile
trigger1 = time = 4
projanim = 4512
projremanim = -1
projhitanim = -1
projheightbound = -240, 100
projedgebound = 100
projScreenbound = 100
poStype = p1
offSet = 0,0
velocity = 0.0001, 0.0001
accel = 0, 0
projremovetime = 60

[State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = 4,1

[State 3020, 1]
type = afterimage 
trigger1 = time = 4
time = 60

[State 3020, 1]
type = SuperPauSe
trigger1 = time = 0
anim = -1
poS = 8, -82
time = 60
movetime = 1

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 4
value = 1,3

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3020, 1]
type = gamemakeanim
trigger1 = time = 0
value = 30
poS = -25, -73

[State 3320, 4]
type = explod
trigger1 = time = 2
anim = 980
poS = -10,0
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1
vel = 0,0

[State 3320, 4]
type = explod
trigger1 = time = 4
anim = 980
poS = 100,-100
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1
vel = 0,0

[State 4110, 6]
type = VelSet
trigger1 = time != 1
x = 0

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

[State 1300, 5]
type = Explod
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 38
anim = 3103
poS = 0,0
poStype = p1
bindtime = 6
Sprpriority = 2

[State 1300, 5]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
anim = 3104
poS = 0,0
poStype = p1
bindtime = 6
Sprpriority = -1

[State 3040, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
trigger6 = AnimElem = 26
trigger7 = AnimElem = 30
trigger8 = AnimElem = 34
trigger9 = AnimElem = 38
attr = S, SA
animtype = light
damage = 35,8
guardflag = M
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,8
guardSound = S6,0
ground.type = high
ground.Slidetime = 6
ground.hittime = 6
guard.velocity = -12
ground.velocity = 6.7
air.velocity = 6.7,3
maxdiSt = 4

[State 3120, 1]
type = playSnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
trigger9 = AnimElem = 16
trigger10= AnimElem = 20
trigger11= AnimElem = 24
trigger12= AnimElem = 6
trigger13= AnimElem = 10
trigger14= AnimElem = 14
trigger15= AnimElem = 18
trigger16= AnimElem = 22
trigger17= AnimElem = 26
trigger18= AnimElem = 30
trigger19= AnimElem = 34
trigger20= AnimElem = 38
value = 7,4

[State 3040, 3]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
trigger7 = AnimElem = 32
trigger8 = AnimElem = 36
attr = S, SA
animtype = light
damage = 35,8
guardflag = M
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,8
guardSound = S6,0
ground.type = high
ground.Slidetime = 6
ground.hittime = 6
guard.velocity = -12
ground.velocity = -6.7
air.velocity = -6.7,-3
maxdiSt = -4

[State 3040, 3]
type = HitDef
trigger1 = AnimElem = 40
attr = S, SA
animtype = hard
damage = 40,8
guardflag = M
pauSetime = 0,0
Sparkno = 2
Sparkxy = -22,-60
hitSound = S5,8
guardSound = S6,0
ground.type = trip
ground.Slidetime = 12
ground.hittime = 12
guard.velocity = 20
ground.velocity = 20,-1.1
air.velocity = 18.7,-1.1

[State 1110, 4]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Shinku SHORYUKEN level 1
[Statedef 3200]
type    = S
movetype= A
phySicS = S
juggle  = 0
poweradd= -1000
ctrl = 0
anim = 3200
velSet = 0,0,0

[State 3020, 1]
type = SuperPauSe
trigger1 = time = 1
anim = -1
poS = 8, -82
time = 60
movetime = 2

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 4,1

[State 3020, 1]
type = gamemakeanim
trigger1 = time = 1
value = 30
poS = 19, -49

[State 3020, 4]
type = null;explod
trigger1 = time = 1
anim = 980
poS = 80,-10
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1
vel = 0,0

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

[State 3520, 1]
type = afterimage
trigger1 = time = 2
time = 50

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 90,10
guardflag = M
hitflag = MAF
pauSetime = 5,45
Sparkxy = -20,-60
priority = 7, Hit
hitSound  = S5,7
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 1(riSing)
[Statedef 3201]
type    = A
movetype= A
phySicS = A
juggle  = 0
ctrl = 0
anim = 3201

[State 3020, 1]
type = gamemakeanim
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
value = 5
poS = 1, -123

[State 3020, 1]
type = PlaySnd
trigger1 = time = 1
value = 1,4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 90,10
guardflag = M
hitflag = MAF
pauSetime = 12,12
Sparkxy = -25,-60
priority = 7, Hit
hitSound  = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = VelSet
trigger1 = time = 0
y = -5.8
x = 3.5

[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 = AnimTime = 0
value = 3202

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 1(falling)
[Statedef 3202]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3202

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

[State 210, 4]
type = VelAdd
trigger1 = AnimElem = 2
y = 1.5

[State 210, 3]
type = ChangeState
trigger1 = Animtime = 0
value = 3203

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 1(landing)
[Statedef 3203]
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 = 1303

[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

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 2(Start)
[Statedef 3210]
type    = S
movetype= A
phySicS = S
juggle  = 0
poweradd= -2000
ctrl = 0
anim = 3200
velSet = 0,0,0

[State 3020, 1]
type = SuperPauSe
trigger1 = time = 1
anim = -1
poS = 8, -82
time = 60
movetime = 2

[State 3020, 1]
type = gamemakeanim
trigger1 = time = 1
value = 30
poS = 19, -49

[State 3020, 4]
type = NULL;explod
trigger1 = time = 1
anim = 980
poS = 80,-10
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1
vel = 0,0

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

[State 3520, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3120, 1]
type = playSnd
trigger1 = time = 0
trigger2 = time = 5
value = 4,1

[State 3520, 1]
type = afterimage
trigger1 = time = 2
time = 50

[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    = 120,10
guardflag = M
hitflag = MAF
pauSetime = 5,45
Sparkxy = -20,-60
priority = 7, Hit
hitSound  = S5,7
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 120,10
guardflag = M
hitflag = MAF
pauSetime = 12,13
Sparkxy = -25,-60
hitSound  = S5,8
priority = 7, Hit
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1
air.fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3211

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 2(riSing)
[Statedef 3211]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3201

[State 3020, 1]
type = gamemakeanim
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
trigger4 = time = 7
trigger5 = time = 9
trigger6 = time = 11
value = 5
poS = 1, -123

[State 3120, 1]
type = playSnd
trigger1 = Time = 1
value = 1,4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 120,10
guardflag = M
hitflag = MAF
pauSetime = 12,12
Sparkxy = -25,-60
priority = 7, Hit
hitSound  = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
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 = AnimTime = 0
value = 3212

;---------------------------------------------------------------------------
;Shinku SHORYUKEN Level 2(falling)
[Statedef 3212]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1202

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

[State 210, 3]
type = ChangeState
trigger1 = Animtime = 0
value = 3213

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 2(landing)
[Statedef 3213]
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 = 1203

[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

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 3(Start)
[Statedef 3220]
type    = S
movetype= A
phySicS = S
juggle  = 0
poweradd= -3000
ctrl = 0
anim = 3200
velSet = 0,0,0

[State 3020, 1]
type = SuperPauSe
trigger1 = time = 1
anim = -1
poS = 8, -82
time = 60
movetime = 2

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 4,1

[State 3120, 1]
type = playSnd
trigger1 = time = 0
value = 1,5

[State 3020, 1]
type = gamemakeanim
trigger1 = time = 1
value = 30
poS = 19, -49

[State 3020, 4]
type = explod
trigger1 = time = 1
anim = 980
poS = 80,-10
poStype = p1
Sprpriority = 2
Supermove = 1
bindtime = 1
vel = 0,0

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

[State 3520, 1]
type = afterimage
trigger1 = time = 2
time = 50

[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    = 150,10
guardflag = M
hitflag = MAF
pauSetime = 5,45
priority = 7, Hit
Sparkxy = -20,-60
hitSound  = S5,7
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
damage    = 150,10
guardflag = M
hitflag = MAF
pauSetime = 5,45
Sparkxy = -25,-60
priority = 7, Hit
hitSound  = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
fall = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3221

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 3(riSing)
[Statedef 3221]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1201

[State 210, 3]
type = VelSet
trigger1 = time = 0
y = -9.5
x = 7

[State 3020, 1]
type = gamemakeanim
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
trigger4 = time = 7
trigger5 = time = 9
trigger6 = time = 11
trigger7 = time = 13
trigger8 = time = 15
trigger9 = time = 17
value = 5
poS = 1, -123

[State 3120, 1]
type = playSnd
trigger1 = Time = 1
value = 1,4

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 150,10
guardflag = M
hitflag = MAF
pauSetime = 12,12
Sparkxy = -25,-60
priority = 7, Hit
hitSound  = S5,8
guardSound = S6,0
ground.type = Low
ground.Slidetime = 12
ground.hittime  = 15
ground.velocity = -2.5,-7
air.velocity = -2.5, -7
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 = 24
value = 3222

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 3(falling)
[Statedef 3222]
type    = A
movetype= A
phySicS = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3202

[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 = 3223

;---------------------------------------------------------------------------
;Shinku SHORYUKEN level 3(landing)
[Statedef 3223]
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 = 1303

[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

;Raging Demon
[Statedef 4000]
type    = S
movetype = A
juggle  = 4
poweradd = -3000
anim = 1180
velset = 3,0
ctrl = 0
hitflag = -M 

[State 4000, 1]
type = HitDef
Trigger1 = P2bodydist X <= 6
Trigger1 = time > 3
;trigger2 = StateType != A
attr = S, ST
getpower  = 0
givepower = 0
hitsound = S7,2
damage = 0
hitflag = M-
Guardflag =-A
priority = 2, Miss
snap = 15, 0
sparkno = -1
p2facing = 1
p1stateno = 4005
p2stateno = 4020
p2getp1state = 1
fall.recover = 0
numhits = 0

[State 4000, 2]
type = ChangeState
trigger1 = MoveHit = 1
value = 4010

[State 4000, 3]
type = ChangeState
trigger1 = Time = 50
value = 0
ctrl = 1

[State 4000, 4]
type = SuperPause
trigger1 = Time = 0
pos = 7, -89
anim = 31

 [State 4000, 5]
type = PlaySnd
trigger1 = Time = 0
value = F20, 0

[State 4000, 6]
type = VelSet
trigger1 = Time = 50
x = 0

[State 4000, 7]
type = AfterImage
trigger1 = Time = 0
time = 1

[State 4000, 8]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 4000, 9]
type = VelSet
Trigger1 = P2bodydist X <= 6
x = 0
y = 0
ctrl = 0

[State 4000, 10]
type = SuperPause
trigger1 = Time = 0
pos = 7, -89

;[State 4000, 10]
;type = ChangeState
;Trigger1 = P2bodydist X <= 6
;value = 4005
;ctrl = 0
;p2stateno = 5000

;Raging Demon Success
[Statedef 4005]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1181
Velset = 0,0

[State 4005, 2]
type = NULL; HitDef
Trigger1 = Time >= 0
trigger2 = StateType != A
attr = S, ST
getpower  = 0
givepower = 0
hitflag = -
Guardflag = - A
priority = 2, Miss
snap = 65, 0, 0, 1 
sparkno = -1
p2facing = 1
p1stateno = 4005
p2stateno = 4020
p2getp1state = 1
maxdist = 1

[State 4005, 3]
type = ChangeState
Trigger1 = Time = 15
value = 4010
ctrl = 0
 
;Raging contact
[Statedef 4010]
type    = S
movetype= A
juggle  = 4
poweradd= 0
anim = 4000
velset = 0,0
ctrl = 0

[State 4010, 1]
type = EnvColor
trigger1 = Time = 0
value = 231,231,231
time = 73

[State 4010, 2]
type = Null ;PlaySnd
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 11
trigger4 = Time = 16
trigger5 = Time = 21
trigger6 = Time = 26
trigger7 = Time = 31
trigger8 = Time = 36
trigger9 = Time = 41
trigger10 = Time = 46
trigger11 = Time = 51
trigger12 = Time = 56
trigger13 = Time = 61
trigger14 = Time = 66
trigger15 = Time = 71
value = F5, 2

[State 4010, 3]
type = Null ;PlaySnd
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 11
trigger4 = Time = 16
trigger5 = Time = 21
trigger6 = Time = 26
trigger7 = Time = 31
trigger8 = Time = 36
trigger9 = Time = 41
trigger10 = Time = 46
trigger11 = Time = 51
trigger12 = Time = 56
trigger13 = Time = 61
trigger14 = Time = 66
trigger15 = Time = 71
value = F5, 1

[State 4010, 4]
type = Null ;PlaySnd
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 11
trigger4 = Time = 16
trigger5 = Time = 21
trigger6 = Time = 26
trigger7 = Time = 31
trigger8 = Time = 36
trigger9 = Time = 41
trigger10 = Time = 46
trigger11 = Time = 51
trigger12 = Time = 56
trigger13 = Time = 61
trigger14 = Time = 66
trigger15 = Time = 71
value = F5, 3

[State 4010, 5]
type = GameMakeAnim
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 11
trigger4 = Time = 16
trigger5 = Time = 21
trigger6 = Time = 26
trigger7 = Time = 31
trigger8 = Time = 36
trigger9 = Time = 41
trigger10 = Time = 46
trigger11 = Time = 51
trigger12 = Time = 56
trigger13 = Time = 61
trigger14 = Time = 66
trigger15 = Time = 71
value = 7
pos = 10, -30
random = 140

[State 4010, 6]
type = HitAdd
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 11
trigger4 = Time = 16
trigger5 = Time = 21
trigger6 = Time = 26
trigger7 = Time = 31
trigger8 = Time = 36
trigger9 = Time = 41
trigger10 = Time = 46
trigger11 = Time = 51
trigger12 = Time = 56
trigger13 = Time = 61
trigger14 = Time = 66
trigger15 = Time = 71
value = 1

[State 4010, 7]
type = PlaySnd
trigger1 = Time = 1
trigger2 = Time = 6
trigger3 = Time = 11
trigger4 = Time = 16
trigger5 = Time = 21
trigger6 = Time = 26
trigger7 = Time = 31
trigger8 = Time = 36
trigger9 = Time = 41
trigger10 = Time = 46
trigger11 = Time = 51
trigger12 = Time = 56
trigger13 = Time = 61
trigger14 = Time = 66
trigger15 = Time = 71
value = S5, 8

[State 4010, 8]
type = ChangeState
trigger1 = Time = 165
value = 0
ctrl = 1

[State 4010, 9]
type = PosFreeze
trigger1 = Time = [1,180]
x = 1
y = 1

[State 4010, 10]
type = Null ;TargetBind
trigger1 = time = 40
trigger2 = time = 80
trigger3 = time = 120
trigger4 = time = 160
trigger1 = time = 175
p2stateno = 5110
pos = 40, 0
time = 30

[State 4010, 11]
type = Null ;TargetLifeAdd
trigger1 = time = 179
value = -850
p2stateno = 5110

[State 4010, 11]
type = NULL ;TargetLifeAdd
trigger1 = time = 175
value = -500

[Statedef 4020]
type    = A
movetype= H ;Get hit
physics = N
anim = 5005

[State 4020, 0]
type = CtrlSet
Trigger1 = Time = 0
value = 0

[State 4020, 1]
type = ChangeAnim
trigger1 = time = 00
Trigger1 = Anim != 5120
value = 5110

[State 4020, 2]
type = LifeAdd
Trigger1 = Time = 95
value = -750

[State 4020, 3]
type = ChangeAnim
Trigger1 = Time = 180
Trigger1 = Alive = 1
value = 5120

[State 4020, 4]
type = SelfState
Trigger1 = Anim = 5120
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 4020, 4]
type = ChangeState
Trigger1 = Alive = 0
value = 5150
ctrl = 1

[Statedef 1021]
type   = A
movetype = A

[State 1021, 1]
type = NULL ;PlaySnd
trigger1 = Time = 0
value = 0, 5

[State 1021, 3]
type = VelSet
trigger1 = Time = 0
x = 1.2
y = -5

[State 1021, 4]
type = PosAdd
trigger1 = Time = 0
x = -3

[State 1021, 5]
type = VelMul
trigger1 = Time >= 0
x = .73

[State 1021, 6] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 1021, 7]
type = NULL ;HitDef
trigger1 = Time = 0
trigger1 = Movehit = 0
attr = A, SA
priority = 5
damage    = 39,4
getpower  = 0
givepower = 15
guardflag = M
pausetime = 12,12
sparkxy = 5,-100
sparkno = 2
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2,-7.5
air.velocity = -1.8,-7.5
guard.velocity = -7
fall = 1

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

[State 1021, 9] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
type = ChangeState
value = 1022

;-------------------------------------------
Overriding Common.cnS
;-------------------------------------------

[Statedef -2]
; Play "heh" Sound when recovering in air or on ground
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Stateno = 5201
trigger2 = Stateno = 5210
value = 2,1

; Play Sound when jumping
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Stateno = 50
value = 1050,1

; Play Sound when landing
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = Stateno = 52
trigger2 = Stateno = 106
value = 7,1

; Play Sound when running
[State -2, 1]
type = PlaySnd
triggerall = Stateno = 100
trigger1 = AnimElem = 3
value = 1250,3

; Play "ow" Sound when hit
[State -2, 1]
type = VarRandom
trigger1 = Stateno = 5000
trigger1 = Time = 1
v = 8

; Play "ow" Sound when hit
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
triggerall = var(8) < 500
trigger1 = Stateno = 5001
trigger1 = anim != 5000 ;Not hit light
trigger1 = anim != 5010 ;Not hit light
trigger2 = Stateno = 5040
trigger2 = random < 400
trigger3 = Stateno = 5050
value = 3,1
;volume = -30

; Play "ow" Sound when hit (alternate)
[State -2, 1]
type = PlaySnd
triggerall = Time = 1
triggerall = var(8) >= 500
trigger1 = Stateno = 5001
trigger1 = anim != 5000 ;Not hit light
trigger1 = anim != 5010 ;Not hit light
trigger2 = Stateno = 5040
trigger2 = random < 400
trigger3 = Stateno = 5050
value = 3,1
;volume = -30

