;--------------------------------------------------------------
; Ken & Gang CNS Version 2.1 by Tenshin - fairpear@hotmail.com
;    downloaded from OpenMugen @ "http://kickme.to/openmugen/"
;--------------------------------------------------------------
; var(1)	used for altenating his striker call voices
;			and win poses
; var(2)	used for s.forward -> guardcrusher
; var(3)	used for counting time for kneeing grab
; var(4)	used to count hits for Jab DP
; var(5)	used to keep track of time after lose for postmatch
;
; var(7)	used to signal Ryu
; var(8)	used to signal Dan
; var(9)	used to signal Sakura
;--------------------------------------------------------------

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 40
airjuggle = 15
sparkno = 0
guard.sparkno = 40
KO.echo = 1
volume = 0

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 17
air.back = 13
air.front = 13
z.width = 3
height = 60
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -14, -87
mid.pos = -5, -60

[Velocity]
walk.fwd  = 2.3
walk.back = -2
run.fwd  = 4.6, 0
run.back = -4.5,-3.8
jump.neu = 0,-8.5
jump.back = -3.4
jump.fwd = 3.4
runjump.back = -2.55,-8.1
runjump.fwd = 4,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55,-8.1
airjump.fwd = 2.5,-8.1

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

;======================================================================================================
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

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

[State 180, 1]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,120

[State 180, 5] ; Hair Flick
type = VarSet
trigger1 = Command = "hold_z"
v = 1
value = 10

[State 180, 6] ; Choose V Pose
type = VarSet
trigger1 = Command = "hold_y"
v = 1
value = 30

[State 180, 7] ; Choose Fist Raised
type = VarSet
trigger1 = Command = "hold_x"
v = 1
value = 110

[State 180, Camera] ; Choose Camera Pose
type = VarSet
trigger1 = command = "hold_c"
v = 1
value = 50

[State 180, SakuraGrabKen] ; Choose SakuraGrab
type = VarSet
trigger1 = command = "hold_b"
v = 1
value = 70

[State 180, Noogie] ; Choose Noogie
type = VarSet
trigger1 = Command = "hold_a"
v = 1
value = 90

[State 180, HairFlick]
type = ChangeState
trigger1 = Var(1) <= 20
value = 181

[State 180, V Winpose]
type = ChangeState
trigger1 = Var(1) = [21,39]
value = 183

[STate 180, CameraPose]
type = ChangeState
trigger1 = Var(1) = [40,59]
;value = 185
value = 181

[State 180, SakuraGrabKen]
type = ChangeState
trigger1 = Var(1) = [60, 79]
;value = 187
value = 182

[State 180, Noogie]
type = ChangeState
trigger1 = Var(1) = [80,99]
;value = 188
value = 182

[State 180, Fist Raised]
type = ChangeState
trigger1 = Var(1) >= 100
value = 182

;---------------------------------------------------------------------------
; WIN 1 Hair Flick and Thumb's Up!
[Statedef 181]
type = S
movetype = I
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, begin]
type = AssertSpecial
trigger1 = time = [0, 250]
flag = roundnotover

[State 181, Sound]
type = PlaySnd
trigger1 = animelem = 6
value = 1,5 ; yatate!
volume = 100

;---------------------------------------------------------------------------
; WIN 2	Fist Raised!
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, begin]
type = AssertSpecial
trigger1 = time = [0, 250]
flag = roundnotover

[State 182, 1]
type = PlaySnd
trigger1 = time = 7
value = 1,1 ; yeah!
volume = 75

;----------------------------------------------------------------------
; Win 3 V Win Pose
[Statedef 183]
type = S
movetype = I
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, begin]
type = AssertSpecial
trigger1 = time = [0, 250]
flag = roundnotover

[State 183, 1]
type = PlaySnd
trigger1 = time = 15
value = 1,7 ; yeah2!

;-------------------------------------------------------------
; Win 4 (Everyone Pose Start)
[Statedef 185]
type = S
ctrl = 0
velset = 0,0,0

[State 185, begin]
type = AssertSpecial
trigger1 = time = [0, 500]
flag = roundnotover

[State 185, I] ;Invisible helper to hold camera
type = Helper
trigger1 = Time = 0
helpertype = normal
postype = p1
pos = 0,0
stateno = 9187
keyctrl = 0

[State 185, 1]
type = ChangeANim
trigger1 = time = 0
value = 40

[State 185, 2]
type = ChangeANim
trigger1 = time = 2
value = 41

[State 185, 3]
type = VelSet
trigger1 = time = 2
y = -15

[State 185, 4]
type = PosSet
trigger1 = time = 30
x = 0
y = -300

[State 185, 5]
type = VelSet
trigger1 = time = 30
y = 12

[State 185, 6]
type = ChangeAnim
trigger1 = time = 30
value = 44

[State 185, 7]
type = VelSet
trigger1 = time > 30
trigger1 = Pos Y >= 0
y = 0

[State 185, 8]
type = ChangeAnim
trigger1 = time > 30
trigger1 = Pos Y >= 0
value = 40

[STate 185, 9]
type = ChangeState
trigger1 = time = 57
value = 186

[State 185, Sakura]
type = helper
name = "Sakura"
trigger1 = time = 30
trigger1 = NumHelper(1111) < 1
stateno = 1185
id = 1111
pos = 50, 0
postype = front
helpertype = normal
keyctrl = 0
ownpal = 0

[State 185, Dan]
type = helper
trigger1 = NumHelper(2222) < 1
trigger1 = time = 30
stateno = 6300
name = "Dan"
id = 2222
pos = 35, 0
postype = front
helpertype = normal
keyctrl = 0
ownpal = 0

[State 185, Ryu]
type = Helper
trigger1 = time = 30
trigger1 = numhelper(3333) < 1
stateno = 5185
name = "Ryu"
id = 3333 ; 3333 is ryu
pos = -100, 0
postype = back
helpertype = normal
keyctrl = 0
ownpal = 0

; WIN5 (Helper -- invisible helper to hold camera)
[Statedef 9187]
anim = 9187

[State 9187, 0]
type = ScreenBound
trigger1 = Time = [0,1000]
value = 1
movecamera = 1,0

;--------------------------------------
[Statedef 186]
type = S
ctrl = 0
velset = 0,0,0
anim = 1185

[State 186, begin]
type = AssertSpecial
trigger1 = time = [0, 400]
flag = roundnotover

[State 186, KenFirst]
trigger1 = time = 90
type = ChangeAnim
value = 184

[State 186, KenSound]
trigger1 = time = 110
type = PlaySNd
value = 1, 7

[State 186, Flash]
trigger1 = time = 150
type = EnvColor
value = 250, 250, 250
time = 20

[State 186, Camera]
trigger1 = time = 150
type = PlaySnd
value = 1, 9
volume = 255

;---------------------------------------
; Sakura Grab Ken Win Pose
[Statedef 187]
type = S
movetype = I
Phsyics = S
velset = 0,0,0
anim = 1185

[State 187, begin]
type = AssertSpecial
trigger1 = time = [0, 400]
flag = roundnotover

[State 187, Sakura]
type = helper
name = "Sakura"
trigger1 = time = 10
trigger1 = NumHelper(1111) < 1
stateno = 3187
id = 1111
pos = -50, 0
postype = back
helpertype = normal
keyctrl = 0
ownpal = 0

[State 187, Surprised]
type = ChangeAnim
trigger1 = time > 10
trigger1 = helper(1111), parentdist X < 80
value = 1187

[State 187, StateChange]
type = ChangeState
trigger1 = anim = 1187
value = 2187

[Statedef 2187]
type = S
movetype = I

[State 2187, begin]
type = AssertSpecial
trigger1 = time = [0, 100]
flag = roundnotover

[State 2187, PLaySnd]
type = PLaySnd
trigger1 = time = 10
value = 1, 8
volume = 100

[State 2185, 1]
type = PlaySnd
trigger1 = time = 10
value = 3,0	; braking

[State 2187, Grabbed]
type = ChangeAnim
trigger1 = helper(1111), parentdist X < 51
;trigger1 = numhelper3187 = 0
;value = 2187
value = 9187

;----------------------------------------------------------------
; Noogie Win Pose
[Statedef 188]
type = S
movetype = I
Phsyics = S
velset = 0,0,0
anim = 1185

[State 188, begin]
type = AssertSpecial
trigger1 = time = [0, 400]
flag = roundnotover

[State 188, Ryu]
type = Helper
trigger1 = time = 10
trigger1 = numhelper(3333) < 1
stateno = 3189
name = "Ryu"
id = 3333
pos = -100, 0
postype = back
helpertype = normal
keyctrl = 0
ownpal = 0

[State 188, Turns and Grab]
type = ChangeAnim
trigger1 = time > 10
trigger1 = helper(3333), parentdist X < 80
value = 2189

[State 188, StateChange]
type = ChangeState
trigger1 = anim = 2189
value = 2189

[Statedef 2189]
type = S
movetype = I

[State 2189, begin]
type = AssertSpecial
trigger1 = time = [0, 300]
flag = roundnotover

[State 2187, Grabbed]
type = ChangeAnim
trigger1 = helper(3333), parentdist X < 60
value = 9187

;---------------------------------------------------------------------------
; PREINTRO
[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0, 100

; Original 4 People Intro
[State 190, 1]
type = ChangeState
trigger1 = var(1) <= 50
trigger1 = Time = 0
value = 191

[State 191, 2]
type = ChangeState
trigger1 = time = 0
trigger1 = var(1) > 25
trigger1 = var(1) <= 50
value = 192

; Marvel Vs Capcom Original
[State 191, 3]
type = ChangeState
trigger1 = time = 0
trigger1 = var(1) > 50
;trigger1 = var(1) <= 75
value = 193

[State 191, 4]
type = ChangeState
trigger1 = time = 0
trigger1 = var(1) > 75
value = 194

;---------------------------------------------------------------------------
; INTRO (original 4 ppl)
[Statedef 191]
type = S
ctrl = 0
velset = 0,0,0
sprpriority = 2

[State 193, ChangeANim]
type = ChangeAnim
trigger1 = roundstate = 0
value = 193

[State 191, begin]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = intro

[State 191, Ryu]
type = Helper
trigger1 = time = 0
id = 2222
name = "Ryu"
pos = -30,0
postype = p1
stateno = 4110
helpertype = normal
keyctrl = 0
ownpal = 1

[State 191, Sakura]
type = Helper
trigger1 = time = 0
id = 3333
name = "Sakura"
pos = -45,0
postype = p1
stateno = 4111
helpertype = normal
keyctrl = 0
ownpal = 1

[State 191, Dan]
type = Helper
trigger1 = time = 0
id = 4444
name = "Dan"
pos = 30,0
postype = p1
stateno = 4112
helpertype = normal
keyctrl = 0
ownpal = 1

[State 191, GetUPSound]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 11

[State 191, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,100

[State 191, 2]
type = PlaySnd
trigger1 = Var(1) < 33
trigger1 = animelem = 17
value = 1, 2	; Come on! (1)
volume = 30

[State 191, 3]
type = PlaySnd
trigger1 = Var(1) = [33,65]
trigger1 = animelem = 17
value = 1, 3	; Come on! (2)
volume = 30

[State 191, 4]
type = PlaySnd
trigger1 = Var(1) >= 66
trigger1 = animelem = 17
value = 1, 4	; Hurry up!
volume = 30

[State 191, 9]
type = changestate
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; 2nd Intro Ryu Burn away into Ken (Sux I Know)
;[Statedef 192]

;---------------------------------------
; New Marvel vs Capcom Intro
[Statedef 193]
type = S
Movetype = I
velset = 0,0,0
anim = 193

[State 193, 0]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = intro

[State 193, Ryu]
type = helper
trigger1 = time = 0
id = 2222
name = "Ryu"
pos = 20,0
postype = p1
stateno = 4130
helpertype = normal
keyctrl = 0
ownpal = 1

[State 193, Sean]
type = helper
trigger1 = time = 0
id = 1111
name = "Sean"
pos = -45,0
postype = p1
stateno = 4131
helpertype = normal
keyctrl = 0
ownpal = 1

[State 193, GetUPSound]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 11

[State 193, VarRandom]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,100

[State 193, 2]
type = PlaySnd
trigger1 = var(1) < 33 || var(1) >= 66
trigger1 = animelem = 17
value = 1,ifelse(var(1)<33,2,4)	; Come on! (1) & Hurry Up!
volume = 30

[State 193, 3]
type = PlaySnd
trigger1 = Var(1) = [33,65]
trigger1 = animelem = 17
value = 1, 3	; Come on! (2)
volume = 30

[State 193, 9]
type = changestate
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
;4th Intro with Sakura and Dan
;[Statedef 194]

;---------------------------------------------------------------------------
; Taunt (done)
[Statedef 195]
type = S
movetype = I
physics = S
anim = 195
velset = 0
ctrl = 0
poweradd = 200

[State 195, 1]
type = PlaySnd
trigger1 = Time = 8
value = 1,1

[State 195, 9]
type = SelfState
trigger1 = animelem = 9, >=25
trigger1 = command != "hold_s"
value = 196
ctrl = 1

[State 195, Dan]
type = Helper
trigger1 = NumHelper(4444) < 1
id = 4444
name = "Dan"
pos = -50,0
postype = Back
stateno = 8005
helpertype = normal
keyctrl = 0
ownpal = 0

; Taunt End
[Statedef 196]
type = S
movetype = I
physics = S
anim = 5

[State 196, 9]
type = changestate
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; Standing Short (rdone)
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
poweradd = 20
sprpriority = 2

[State 200, AnimSwitch]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(random>500,201,200)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 25
animtype = Light
getpower = 30,15
givepower = 15,8
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkno = 0
sparkxy = -10,-25
guard.sparkno = S9100
hitsound = S6,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2,-3

[State 200, 2]
type = PlaySnd
trigger1 = animelem = 1, =1
value = 0, 2

[State 200, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_X JAB (rdone)
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
poweradd = 15
sprpriority = 2

[State 200, AnimSwitch]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(random>500,206,205)

[State 205, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 20
animtype = Light
getpower = 20,10
givepower = 15,8
guardflag = HA
hitflag = HAF
priority = 5, Hit
pausetime = 8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 5,-75
hitsound = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.type = Low
air.velocity = -2,-3
air.hittime = 10

[State 205, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 205, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
; Standing Close Roundhouse Knee (rdone)
[Statedef 209]
type = S
movetype = A
physics = S
juggle = 3
poweradd = 40
ctrl = 0
velset = 0,0
anim = 209
sprpriority = 2

[State 209, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 16

[State 209, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 20

[State 209, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 24

[State 209, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
getpower = 30
givepower = 20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 12,12
sparkno = 1
sparkxy = -5,-55
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7
air.velocity = -4,-4

[State 209, AttackVoice]
type = PlaySnd
trigger1 = animelem = 2, =1
value = 4, 8
volume = 25
channel = 0

[State 209, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2, =1
value = 0, 3

[State 209, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_B Standing Forward (rdone)
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0,0
anim = 210
sprpriority = 2

[State 210, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 20

[State 210, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 23

[State 210, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 26

[State 210, var(2) reset]
type = varset
trigger1 = time = 0
v = 2
value = 0

[State 210, var(2) add]
type = varadd
trigger1 = command = "c"
v = 2
value = 1

[State 210, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
getpower = 30,15
givepower = 15,8
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-50
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
air.velocity = -3,-3.5
air.hittime = 15

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 30
animtype = Medium
getpower = 30,15
givepower = 15,8
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-75
hitsound = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3.5
air.hittime = 15

[State 210, 4]
type = PosAdd
trigger1 = Time < 6
x = 2

[State 210, Exit to GuardCrush]
type = Changestate
trigger1 = var(2) = 1 && animelem = 9
value = 250

[State 210, 8]
type = posadd
trigger1 = animtime = 0
x = 20

[State 210, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
; STAND_Y STRONG (rdone)
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 215
poweradd = 50
sprpriority = 2

[State 215, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 50
animtype = Medium
getpower = 30,15
givepower = 15,8
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 10,-70
hitsound = S6,3
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.type = low
air.velocity = -3,-3.5
air.hittime = 15

[State 215, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3

[State 215, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_C Standing Roundhouse (rdone)
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 70
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State 220, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 20

[State 220, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 23

[State 220, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 26

[State 220, w4]
type = width
trigger1 = animelem = 4, >= 0
value = 29

[State 220, w5]
type = width
trigger1 = animelem = 5, >= 0
value = 32

[State 220, RoundHouse]
type = PlaySnd
trigger1 = animelem = 5
value = 4, 10
channel = 0

[State 220, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 4

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
getpower = 60,30
givepower = 40,20
damage    = 110
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 5,-50
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8
air.velocity = -4,-4

[State 220, 4]
type = PosAdd
trigger1 = Time < 4
x = 2

[State 220, 5]
type = PosAdd
trigger1 = animtime = 0
x = 20

[State 220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
; STAND_Z FIERCE (rdone)
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 225
poweradd = 80
sprpriority = 2

[State 225, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 100
animtype = Heavy
getpower = 40,20
givepower = 30,15
guardflag = MA
hitflag = HAF
priority = 3, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 0,-75
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -4,-4

[State 225, Fierce]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 11
channel = 0

[State 225, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4

[State 225, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
; Close Standing Fierce (rdone)
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 230
poweradd = 80
sprpriority = 2

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 90
animtype = Heavy
getpower = 60,30
givepower = 30,20
guardflag = MA
hitflag = HAF
priority = 4, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 0,-75
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6
air.type = Low
air.velocity = -4.0,-5

[State 240, Close Fierce]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 9
channel = 0

[State 240, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4

[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
; Head Butt (rdone)
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 240
poweradd = 70
sprpriority = 2

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 90
animtype = Medium
getpower = 60,30
givepower = 30,20
guardflag = MA
hitflag = HAF
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-65
hitsound = S6,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 15

[State 240, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 4

[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_C Standing Forward Roundhouse -guard crush- (rdone)
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 120
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 250, PrevCheck]
type = ChangeAnim
trigger1 = prevstateno = 210
value = 250
elem = 3
persistent = 0

[State 250, w1]
type = Width
trigger1 = time <= 5
value = 25

[State 250, w2]
type = Width
trigger1 = time = [6,10]
value = 30

[State 250, w3]
type = Width
trigger1 = time = [11,15]
value = 35

[State 250, w4]
type = Width
trigger1 = time = [15, 23]
value = 40

[State 250, Whiff]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 4

[State 250, Attack Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4, 7
channel = 0

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
getpower = 70,35
givepower = 40,20
damage    = 120, 10
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 14,14
sparkxy = 0,-55
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 30
ground.hittime  = 25
ground.velocity = -8, -2.5
air.velocity = -8,-2.5
fall = 1
fall.recover = 0
yaccel = .25

[State 250, 4]
type = PosAdd
trigger1 = time = [16,21]
x = 4

[State 250, 5]
type = PosAdd
trigger1 = animtime = 0
x = 12

[State 250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Twin KICK! Still on Ground (done)
[Statedef 270]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0,0
anim = 270
sprpriority = 2

[State 270, AttackVoice1]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 3
channel = 0

[State 270, width]
type = width
trigger1 = 1
value = 15

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 1
x = 16

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 2
x = 7

[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 271

; Twin Kick In air
[Statedef 271]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -3
sprpriority = 2

[State 271, width]
type = width
trigger1 = time >=0
value = 25

[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 3

[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.20

[State 271, AttackVoice2]
type = PlaySnd
trigger1 = animelem = 9
value = 4, 0
channel = 0

[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
getpower = 70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 5,12
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
air.velocity = -4,-4

[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 12
attr = S, NA
getpower = 70,35
givepower = 40,20
animtype = heavy
damage    = 70
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = high
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6, -6
air.velocity = -6,-5
air.type = low
fall = 1
fall.recover = 0

[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= -5
value = 272

; Twin Kick Land
[Statedef 272]
type = S
movetype = I
physics = S
velset = 2, 0
anim = 271

[State 272, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[State 272, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -15

[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_A SHORT (rdone)
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype = Light
getpower = 20,10
givepower = 15,8
guardflag = L
hitflag = MF
priority = 5, Hit
pausetime = 8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 0,-5
hitsound = S6,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4

[State 400, WhiffSound]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1

[State 400, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;--------------------------------------------------------------------------------------------
; CROUCH_X JAB (rdone)
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 2
ctrl = 0
anim = 405
poweradd = 15
sprpriority = 2

[State 405, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype = Light
getpower = 20,10
givepower = 15,8
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 0,-48
hitsound = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2,-3
air.hittime = 10

[State 405, whiffsound]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1

[State 405, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_B FORWARD (rdone)
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 3
ctrl = 0
anim = 410
poweradd = 60
sprpriority = 2

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype = Medium
getpower = 30,15
givepower = 15,8
guardflag = L
hitflag = MF
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-5
hitsound = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5

[State 410, Whiff]
type = PlaySnd
trigger1 = Time = 3
value = 0, 3

[State 410, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_Y STRONG (rdone)
[Statedef 415]
type    = C
movetype= A
physics = C
juggle  = 3
ctrl = 0
anim = 415
poweradd = 40
sprpriority = 2

[State 415, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype = Medium
getpower = 30,15
givepower = 15,8
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-50
hitsound = S6,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.velocity = -3,-3.5
air.hittime = 15

[State 415, Whiff]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 3

[State 415, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_C RoundHouse Kick (rdone)
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 90
ctrl = 0
anim = 420
sprpriority = 2

[State 420, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4

[State 420, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 85
getpower  = 40,20
givepower = 30,15
hitflag = MF
;hitflag = MFD
guardflag = L
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-10
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-4
;air.velocity = 0, -4
guard.velocity = -5
fall = 1

[State 420, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_Z FIERCE (rdone)
[Statedef 425]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 425
poweradd = 80
sprpriority = 2

[State 425, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 90
animtype = Heavy
getpower = 50,25
givepower = 30,15
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 0,-60
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6
air.type = Low
air.velocity = -3,-6

[State 425, Whiff]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4

[State 425, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A Short Non-Neutral (rdone)
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 600
sprpriority =2

[State 600, Whiff]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 15
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkno = 0	
guard.sparkno = S9100
sparkxy = 0,-40
hitsound   = S6,2
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.type = low
air.velocity = -2,-3
air.hittime = 10

;---------------------------------------------------------------------------
;JUMP_A Short Neutral (done)
[Statedef 603]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 603
sprpriority = 2

[State 603, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 603, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkxy = 0,-70
sparkno = 0
guard.sparkno = S9100
hitsound   = S6,2
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.type = low
air.velocity = -2,-4
air.hittime = 10

;---------------------------------------------------------------------------
;JUMP_X	JAB Punch (rdone)
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 605
sprpriority = 2

[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 605, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 15
getpower  = 10
givepower = 10
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkxy = 0,-50
sparkno = 0
guard.sparkno = S9100
hitsound   = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.type = low
air.velocity = -2,-3
air.hittime = 10

;---------------------------------------------------------------------------
;JUMP_B Forward/Backwards (rdone)
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 40
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-51
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = low
air.velocity = -3,-3.5
air.hittime = 15

;---------------------------------------------------------------------------
;JUMP_B Neutral (rdone)
[Statedef 613]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 40
ctrl = 0
anim = 613
sprpriority = 2

[State 613, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 613, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 70
getpower  = 50
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = Low
air.velocity = -2,-5.5

;---------------------------------------------------------------------------
;JUMP_Y Strong Punch (rdone)
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 50
ctrl = 0
anim = 615
sprpriority = 2

[State 615, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 615, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 60
getpower  = 40
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-60
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,3
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
air.type = low
air.velocity = -3,-3.5

;---------------------------------------------------------------------------
;JUMP_C RoundHouse Kick Non-Neutral (rdone)
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 90
ctrl = 0
anim = 620
sprpriority = 2

[State 620, Whiff]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 625, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 100
getpower  = 60
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-50
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.velocity = -7,3
air.type = Low
airguard.velocity = -4,-4
air.fall = 1
fall.xvelocity = -3

;---------------------------------------------------------------------------
;JUMP_C RoundHouse Kick Neutral (rdone)
[Statedef 623]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 90
ctrl = 0
anim = 623
sprpriority = 2

[State 623, Whiff]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 625, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 100
getpower  = 60
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = -10,-51
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.velocity = -10, -2
airguard.velocity = -4, -4
air.type = low
air.fall = 1
fall.xvelocity = -3

;---------------------------------------------------------------------------
;JUMP_Z Fierce Punch (rdone)
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 90
ctrl = 0
anim = 625
sprpriority = 2

[State 625, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4

[State 625, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 100
getpower  = 60
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-60
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.velocity = -7.5,5
airguard.velocity = -4,-4
air.type = low
air.fall = 1
fall.xvelocity = -5

;---------------------------------------------------------------------------
;Overhead FOrward Kick (rdone)
[Statedef 700]
type = S
movetype = A
physics = S
poweradd = 70
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2

[State 700, AttackSound]
type = PlaySnd
trigger1 = Time = 10
value = 4,0
channel = 0

[State 700, w1]
type = Width
trigger1 = time <= 15
value = 18

[State 700, w2]
type = Width
trigger1 = time > 15
trigger1 = time <= 20
value = 22

[State 700, w3]
type = Width
trigger1 = time > 20
trigger1 = time <= 25
value = 25

[State 700, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype  = Medium
getpower = 30,15
givepower = 15,8
damage    = 50
hitflag = MA
guardflag = HA
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-50
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3.5
air.hittime = 15

[State 700, 3]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage    = 30
animtype = Medium
getpower = 30,15
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-20
hitsound = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3.5
air.hittime = 15

[State 700, 4]
type = PosAdd
trigger1 = Time = [17,24]
x = 2.5

[State 700, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------------
;New Forward Kick (rdone)
[Statedef 750]
type = S
movetype = A
physics = S
poweradd = 45
ctrl = 0
anim = 750
velset = 0
sprpriority = 2

[State 750, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3

[State 750, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 60
anim = Medium
priority = 4, Hit
guardflag = MAF
hitflag = MA
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
pausetime = 10,10
getpower = 30
givepower = 15
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -4,-4
air.hittime = 15

[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; PUNCH THROW BACKWARDS (grab) (rdone)
[Statedef 900]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 900
sprpriority = 2

[State 900, 2]
type = HitDef
trigger1 = time < 1
trigger1 = P2BodyDist X <= 20
attr = S, NT   
p2facing = 1
p1facing = ifelse(command = "holdfwd",-1,1)
hitflag = M-
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 920
p2stateno = 925
p2getp1state = 1
fall = 1

[State 900, grabmiss]
type = playsnd
trigger1 = animelem = 4
value = 1, 10
persistent = 0
channel = 0

[State 900, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KICK KNEEING GRAB ATTEMPT (rdone)
[Statedef 905]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 900
sprpriority = 2

[State 905, 2]
type = HitDef
trigger1 = time < 1
trigger1 = P2BodyDist X <= 20
attr = S, NT   
p2facing = 1
p1facing = ifelse(command = "holdback",-1,1)
hitflag = M-
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 930
p2stateno = 935
p2getp1state = 1
fall = 1

[State 905, grabmiss]
type = playsnd
trigger1 = animelem = 4
value = 1, 10
persistent = 0

[State 905, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;========================================================================================================
; Ken's Rolling Throw (rdone)
[Statedef 920]
type = S
movetype = A
physics = S
anim = 920
velset = 0,0
sprpriority = 2

[State 920, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1

[State 920, CloseRH]
type = PlaySNd
trigger1 = time = 0
value = 4,8
channel = 0

[State 920, T1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 40, 0

[State 920, Edge]
type = Width
trigger1 = animelemtime(2) >= 0 && animelemtime(12) < 0
edge = 50, 40

[State 920, T2]
type = TargetBind
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 10, 0

[State 920, T3]
type = targetbind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger2 = animelemtime(7) >= 0 && animelemtime(8) < 0
pos = 0, -60

[State 920, T4]
type = targetbind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger2 = animelemtime(8) >= 0 && animelemtime(9) < 0
pos = -28, -77

[State 920, T5]
type = TargetBind
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger2 = animelemtime(9) >= 0 && animelemtime(10) < 0
pos = 10,-5

[State 920, T6]
type = TargetBind
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = animelemtime(10) >= 0 && animelemtime(11) < 0
pos = 25,0

[State 920, 3]
type = VelSet
trigger1 = AnimElem = 3
y = -2.4

[State 920, PosAdd]
type = PosAdd
trigger1 = Time = [23,64] 
x = -4

[State 920, 4]
type = VelAdd
trigger1 = time = [29,59]
y = 0.17

[State 920, 6]
type = VelSet
trigger1 = animElem = 11
x = 0
y = 0

[State 920, 7]
type = PosSet
trigger1 = animElem = 11
y = 0

[State 920, 8]
type = envshake
trigger1 = animelem = 11
time = 15
ampl = -2
freq = 120

[State 920, T11]
type = TargetBind
trigger1 = animelemtime(11) >= 00 && animelemtime(12) < 0
pos = -10,-50

[State 920, ThrowVoice]
type = PlaySnd
trigger1 = AnimElem = 11
value = 4,0
channel = 0

[State 920, TargetState]
type = TargetState
trigger1 = ANimElem = 12
value = 926

[State 920, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 12
value = -150

[State 920, Turn]
type = Turn
trigger1 = AnimTime = 0
value = 1

[State 920, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
; Throwed by Rolling Throw (done)
[Statedef 925]
type = A
movetype = H
physics = N
sprpriority = 0

[State 925, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 925, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 925

; Throwed by Rolling Grab thru air (done)
[Statedef 926]
type = A
movetype = H
physics = N
sprpriority = 1

[State 926, 1]
type = PosAdd
trigger1 = time = 0
y = -10
x = 10

[State 926, 2]
type = VelSet
trigger1 = time = 0
x = 5
y = -3

[State 926, 4]
type = SelfState
trigger1 = time = 4
value = 5050

;========================================================================================================
; Ken's Kneeing Grab Original Speed
[Statedef 930]
type = S
movetype = A
physics = S
anim = 930
velset = 0,0
sprpriority = 2

[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0 && var(3) = 0
v = 3
value = 0

[State 930, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1

[State 930, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 930, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c"
trigger1 = animelemtime(2) < 0
value = 932

[State 930, Edge]
type = Width
trigger1 = animelemtime(1) >= 0
edge = 65,0

[State 930, T1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 45, 0

[State 930, T2]
type = TargetBind
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 45, -5

[State 930, T3]
type = targetbind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 45, -10

[State 930, FierceVoice]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 11
channel = 0

[State 930, T4]
type = targetbind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 45, -15

[State 930, HitSound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,4

[State 930, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -30

[State 930, HitCountAdd]
type = HitAdd
trigger1 = animelem = 4 && var(3) > 30
value = 1

[State 930, HitSpark]
type = Explod
trigger1 = AnimElem = 4
id = 930
anim = F2
pos = 60,-55
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1

[STate 930, T5]
type = targetbind
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 50, -5

[State 930, T6]
type = TargetBind
trigger1 = animelem = 6, >= 0
pos = 45, 0

[State 930, TargetState]
type = TargetState
trigger1 = animtime = 0 && var(3) >= 160
value = 936

[State 930, 9]
type = ChangeState
trigger1 = animtime = 0 && var(3) >= 160
value = 931

;----------------------------------------------------------------------
; Ken's Kneeing Grab Faster Version
[Statedef 932]
type = S
movetype = A
physics = S
anim = 932
velset = 0,0
sprpriority = 2

[State 932, TargetStateChange]
type = Targetstate
trigger1 = time = 0
value = 937

[State 932, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1

[State 932, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 932, FlashingFX]
type = PalFx
trigger1 = timemod = 3,0
add = 48,48,48
time = 2

[State 932, Edge]
type = Width
trigger1 = animelemtime(1) >= 0
edge = 65,0

[State 932, T1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 45, 0

[State 932, T2]
type = TargetBind
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 45, -5

[State 932, T3]
type = targetbind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 45, -10

[State 932, FierceVoice]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 11
channel = 0

[State 932, T4]
type = targetbind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 45, -15

[State 932, HitSound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,4

[State 932, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -30

[State 932, HitCountAdd]
type = HitAdd
trigger1 = animelem = 4 && var(3) > 30
value = 1

[State 932, HitSpark]
type = Explod
trigger1 = AnimElem = 4
id = 930
anim = F2
pos = 60,-55
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1

[STate 932, T5]
type = targetbind
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 50, -5

[State 932, T6]
type = TargetBind
trigger1 = animelem = 6, >= 0
pos = 45, 0

[State 932, TargetState]
type = TargetState
trigger1 = animtime = 0
value = ifelse(var(3)>= 160, 936,935)

[State 932, 9]
type = ChangeState
trigger1 = animtime = 0
value = ifelse(var(3)>= 160, 931,930)

;-------------------------------------
; After Knee Grab Animation (done)
[Statedef 931]
type = S
movetype = I
physics = S
anim = 931
velset = 0,0
sprpriority = 2

[State 931, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1

[State 931, ResetVar(3)]
type = VarSet
trigger1 = time = 0
v = 3
value = 0

[State 931, HitSpark]
type = Explod
trigger1 = AnimElem = 2
id = 930
anim = F2
pos = 60,-55
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1

[State 930, HitSound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6,4

[State 931, FRoundhouse]
type = PlaySNd
trigger1 = time = 2
value = 4,7
channel = 0

[State 931, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------------------------------------
; Knee-ed by Kneeing GRab (done)
[Statedef 935]
type = A
movetype = H
physics = N

[State 935, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 935, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 935

; Knee-ed by Kneeing GRab Faster Version
[Statedef 937]
type = A
movetype = H
physics = N

[State 937, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 937, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 937

; Throwed by Kneeing Grab into air
[Statedef 936]
type = A
movetype = H
physics = N

[State 936, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 936

[State 936, 1]
type = PosAdd
trigger1 = time = 7
y = -60
x = -20

[State 936, 2]
type = VelSet
trigger1 = time = 6
x = -1
y = -5

[State 936, 5]
type = PosAdd
trigger1 = time = 12
y = 30

[State 936, 6]
type = SelfState
trigger1 = time = 12
value = 5050

;---------------------------------------------------------------------------
; AIR PUNCH THROW BACKWARDS (grab)
[Statedef 950]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 950

[State 950, 2]
type = HitDef
trigger1 = time < 1
trigger1 = P2BodyDist X <= 20
trigger1 = P2BodyDist Y <= 10
attr = A, NT   
p2facing = 1
hitflag = AF
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 955
p2stateno = 960
p2getp1state = 1
fall = 1

[State 950, grabmiss]
type = playsnd
trigger1 = animelem = 3
value = 1, 10
persistent = 0

[State 950, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------
; Ken's Air Rolling Throw
[Statedef 955]
type = A
movetype = A
physics = N
anim = 955
velset = 0

[State 955, CloseRH]
type = PlaySNd
trigger1 = time = 0
value = 4,8

[State 955, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 94

[State 955, T1]
type = TargetBind
trigger1 = AnimElem = 1
time = 10
pos = 25, 0

[State 955, T2]
type = targetbind
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
pos = 0, -60
time = 5

[State 955, T3]
type = targetbind
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
pos = -28, -77
time = 5

[State 955, T4]
type = TargetBind
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
time = 5
pos = 10,0

[State 955, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
y = -10

[State 955, T5]
type = TargetBind
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
time = 5
pos = 25,0

[State 955, PosAdd2]
type = PosAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
y = 10

[State 955, 4]
type = veladd
trigger1 = animelem = 2, >= 0
trigger1 = vel y <= 0
y = 0.43

[State 955, 4]
type = velset
trigger1 = animelem = 2
x = -3

[State 955, 45]
type = VelSet
trigger1 = animelem = 2, >= 0
trigger1 = vel y > -1
y = 4.3

[State 955, 3]
type = VelSet
trigger1 = pos y >= -5
trigger1 = time < 40 
x = -4
y = 0

[State 955, 6]
type = VelMul
trigger1 = pos y >= -5
x = 0.9
y = 0

[State 955, 7]
type = PosSet
trigger1 = AnimElem = 10
y = 0

[State 955, T10]
type = TargetBind
trigger1 = AnimElem = 10
time = 4
pos = -10,-50

[State 955, 8]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,0

[State 955, TargetState]
type = TargetState
trigger1 = ANimElem = 11
value = 926

[State 955, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 11
value = -150

[State 955, Turn]
type = turn
trigger1 = animtime = 0
value = 1

[State 955, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
; Throwed by Rolling Throw (done)
[Statedef 960]
type = A
movetype = H
physics = N

[State 960, 0]
type = sprpriority
trigger1 = time = 0
value = -1

[State 960, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 960

;=========================================================================================
;FIREBALL KEN's Jab
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2

[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 1
channel = 0
volume = -25

[State 1000, 5]
type = Projectile
trigger1 = animelem = 4
ProjAnim = 1010 
ProjHitAnim = 1011
ProjRemAnim = 1011
ProjStageBound = 80
ProjEdgeBound = 80
ProjID = 3
offset = 85, -53
velocity = 2.2, 0
; HitDef part of projectile info
attr = S, SP
damage    = 70,10
animtype  = Hard
guardflag = MA
pausetime = 0,10
sparkno = 2
sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-4
forcestand = 1

[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50

[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
;FIREBALL KEN's STRONG (done)
[Statedef 1001]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2

[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 1
channel = 0
volume = -25

[State 1001, 5]
type = Projectile
trigger1 = animelem = 4
ProjAnim = 1010 
ProjHitAnim = 1011
ProjRemAnim = 1011
ProjStageBound = 80
ProjEdgeBound = 80
ProjID = 3 
offset = 85, -53
velocity = 2.8, 0
; HitDef part of projectile info
attr = S, SP
damage    = 75,5
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 10,0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8
air.type = Low
air.velocity = -4,-4
air.juggle = 1
forcestand = 1

[State 1001, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50

[State 1001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------
;FIREBALL KEN's Fierce
[Statedef 1002]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2

[State 1002, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 1
channel = 0
volume = -25

[State 1002, 5]
type = Projectile
trigger1 = animelem = 4
ProjAnim = 1010 
ProjHitAnim = 1011
ProjRemAnim = 1011
ProjStageBound = 80
ProjEdgeBound = 80
ProjID = 3
offset = 80, -53
velocity = 3.7, 0
attr = S, SP
damage    = 75,5
animtype  = Medium
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 2
guard.sparkno = S9200
sparkxy = 10, 0
hitsound   = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8
air.type = Low
air.velocity = -4,-4
air.juggle = 1
forcestand = 1

[State 1002, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50

[State 1002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KEN's EX FIREBALL (done)
[Statedef 1020]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1001
velset = 0
poweradd = -550
sprpriority = 2

[State 1020, Hadoken!]
type = PlaySnd
trigger1 = Time = 0
value = 4, 6

[State 1020, EXSound]
type = PlaySnd
trigger1 = Time = 2
value = 4, 1

[State 1020, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020, Afterimage]
type = AfterImageTime
trigger1 = (Time >= 0) && (AnimElemTime(12) < 0)
time = 2

[State 1020, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 40
add = 32,16,0
sinadd = 64,32,5,3

[State 1020, 5]
type = Projectile
trigger1 = animelem = 4
ProjAnim = 1015
ProjHitAnim = 1011
ProjRemAnim = 1011
ProjID = 3
ProjStageBound = 80
ProjEdgeBound = 80
offset = 83, -53
velocity = 3.5, 0
; HitDef part of projectile info
attr = A, SP
damage    = 50,4
animtype  = Hard
getpower  = 50
givepower = 30
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
projhits = 2
projmisstime = 5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4, -6
air.type = Low
air.velocity = -4,-5.5
air.juggle = 3
forcestand = 1
fall = 1

[State 1020, 5]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50

[State 1020, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Finger Taunt (done)
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 196
velset = 0
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,100

[State 1050, 2]
type = PlaySnd
trigger1 = var(1) < 33
trigger1 = Time = 0
value = 1, 2	; Come on! (1)

[State 1050, 3]
type = PlaySnd
trigger1 = var(1) = [33,65]
trigger1 = Time = 0
value = 1, 3	; Come on! (2)

[State 1050, 4]
type = PlaySnd
trigger1 = var(1) >= 66
trigger1 = Time = 0
value = 1, 4	; Hurry up!

[State 1050, 5]
type = HitDef
trigger1 = AnimElem = 2 || animelem = 5
attr = S, NA
damage    = 1
animtype = Light
givepower = -100,-50
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 7,8
sparkno = 0
sparkxy = 0,-85
guard.sparkno = S9100
hitsound = S6,1
guardsound = S0,100
ground.type = High
guard.dist = 1
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
airguard.ctrltime = 7
air.type = low
air.velocity = -1,-5
air.fall = 1

[State 1050, PowerAdd]
type = PowerAdd
trigger1 = timemod = 10,0
value = 10

[State 1050, 9]
type = ChangeState
trigger1 = time >= 23 && command != "hold_s"
value = 1051

; Finger Taunt End
[Statedef 1051]
type = S
movetype = I
physics = S
anim = 197

[State 1051, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;==============================================================================================
;Jab QCB Roll (done)
[Statedef 1200]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0

[State 1200, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1200, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1200, 9]
type = changestate
trigger1 = animtime = 0
value = 1201

[Statedef 1201]
type = C
movetype = I
physics = N
anim = 1201
velset = 4,0

[State 1201, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1201, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SA
time = 1

[State 1201, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5

[State 1201, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0

; roll end
[Statedef 1202]
type = C
movetype = I
physics = C
ctrl = 0
anim = 11

[State 1202, 8]
type = turn
trigger1 = time = 5
trigger1 = p2dist X < -5

[State 1202, 9]
type = changestate
trigger1 = time = 5
value = 11
ctrl = 1 

;------------------------------------------------------------------------------------------
;Strong Roll (done)
[Statedef 1210]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0

[State 1210, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1210, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1210, 9]
type = changestate
trigger1 = animtime = 0
value = 1211

[Statedef 1211]
type = C
movetype = I
physics = N
anim = 1211
velset = 4,0

[State 1211, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1211, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1211, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SA
time = 1

[State 1211, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5

[State 1211, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0

;---------------------------------------------------------------------------------------
;Fierce Roll (done)
[Statedef 1220]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0

[State 1220, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1220, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1220, 9]
type = changestate
trigger1 = animtime = 0
value = 1221

[Statedef 1221]
type = C
movetype = I
physics = N
anim = 1221
velset = 4,0

[State 1221, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1221, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1221, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SA
time = 1

[State 1221, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5

[State 1221, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0

;-----------------------------------------------------------------------------------------
; Fake Roll (Start) (done)
[Statedef 1250]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0

[State 1250, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1250, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1250, 9]
type = changestate
trigger1 = animtime = 0
value = 1251

; Ground Roll (done)
[Statedef 1251]
type = C
movetype = I
physics = N
anim = 1250

[State 1250, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1250, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1250, 9]
type = changestate
trigger1 = animelem = 2
value = 1252

; Liedown (done)
[Statedef 1252]
type = L
movetype = I
physics = C

[State 1252, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1252, 1]
type = playsnd
trigger1 = time = 0
value = F7, 0

[State 1252, 9]
type = changestate
trigger1 = animtime = 0
value = 1253

; Getup on Ground (done)
[Statedef 1253]
type = A
movetype = I
physics = S
anim = 1253

[State 1253, 0]
type = posset
trigger1 = time = 0
y = 0

[State 1253, 9]
type = ChangeState
trigger1 = animelem = 4
value = 1254

; Recoverying in Air (done)
[Statedef 1254]
type = A
movetype = I
physics = A
velset = -3.5, -2.5

[State 1253, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;=========================================================================================
; Jab Dragon Punch (Starting) (done)
[Statedef 1500]
type = S
movetype = A
physics = S
juggle = 4
poweradd = 100
anim = 1500
velset = 0,0
ctrl = 0

[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0

[State 1500, 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1

[State 1500, Shoryuken]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 2
channel = 0
volume = -25

[State 1500, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 100, 10
animtype = Hard
getpower = 25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 13
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.5, -8
air.velocity = -1.5, -8
fall.animtype = Hard
fall = 1

[State 1500, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 1510

;----------------------------------------------------------
; Jab Dragon Punch (going up)
[Statedef 1510]
type = A
movetype = A

[State 1510, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1

[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 4
y = -6

[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88

[State 1510, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .40

[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0

[State 1510, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0

[State 1510, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520

;----------------------------------------------------------
;All Dragon Punch (land on ground) (done)
[Statedef 1520]
type = S
movetype = I
physics = S
anim = 1520
velset = 0,0

[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0

[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1

;--------------------------------------------------------------------------------------------
; Strong Dragon Punch (Starting) (done)
[Statedef 1600]
type = S
movetype = A
juggle = 5
poweradd = 110
anim = 1500
velset = 0,0
ctrl = 0

[State 1600, 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1

[State 1600, Shoryuken]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 2
channel = 0
volume = -25

[State 1600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 130, 10
animtype = Hard
getpower = 25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 13
sparkxy = -0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3.5, -8
air.velocity = -3.5, -8
fall.animtype = Hard
fall = 1

[State 1600, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 1610

;----------------------------------------------------------
; Strong Dragon Punch (going up) (done)
[Statedef 1610]
type = A
movetype = A

[State 1610, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1

[State 1610, 1]
type = VelSet
trigger1 = Time = 0
x = 13
y = -8.5

[State 1610, 2]
type = VelMul
trigger1 = Time >= 0
x = .85

[State 1610, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .44

[State 1610, 9]
type = null;HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 70, 10
animtype = Hard
getpower = 25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 13
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3, -9
air.velocity = -3, -9
fall = 1

[State 1610, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0

[State 1610, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0

[State 1610, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520

;---------------------------------------------------------------------------
; Fierce Dragon Punch (Ground)
[Statedef 1700]
type = S
movetype = A
juggle = 6
poweradd = 120
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1700, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1

[State 1700, Fist Fire Frame 1 & 2]
type = explod
trigger1 = animelem = 1 || animelem = 2
anim = ifelse(animelemtime(1)=0,2600,2601)
id = ifelse(animelemtime(1)=0,2600,2601)
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1700, Remove Fist Fire 1 & 2]
type = RemoveExplod
triggerall = anim = 1500
trigger1 = animelem = 2 || animelem = 3
id = ifelse(animelemtime(2)=0,2600,2601)

[State 1700, Fire Fire 3 & 4]
type = explod
trigger1 = animelem = 3 || animelem = 4
anim = ifelse(animelemtime(3)=0,2602,2603)
id = ifelse(animelemtime(3)=0,2602,2603)
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 3
ownpal = 1
scale = ifelse(animelemtime(3)=0,1,0.8), 1
removeongethit = 1

[State 1700, Remove Fist Fire 3]
type = RemoveExplod
trigger1 = animelem = 4 && anim = 1500
id = 2602

[State 1700, Shoryuken]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 2
channel = 0
volume = -25

[State 1700, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 50, 10
animtype = Medium
getpower = 30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -45
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.5
air.velocity = -2.5, -6
fall.animtype = Hard
palfx.time = 7
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 1700, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 50, 10
animtype = medium
getpower = 30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -2.5
air.velocity = -2.5, -7
palfx.time = 7
palfx.add = 32,0,0
palfx.mul = 300,192,192

[State 1700, FireB] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1700, FireA] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 9

[State 1700, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 1710

;----------------------------------------------------------
; Fierce Dragon Punch (going up) (done)
[Statedef 1710]
type = A
movetype = A
velset = 14, -11
sprpriority = 2

[State 1710, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1

[State 1710, 2]
type = VelMul
trigger1 = Time >= 0
x = .90

[State 1710, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .46

[State 1710, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 50, 10
animtype = Hard
getpower = 30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -9
air.velocity = -5.5, -8
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall = 1
fall.recover = 0

[State 1710, FireB] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1710, FireA] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0

[State 1710, Remove Fist Fire 4]
type = RemoveExplod
triggerall = anim = 1510
trigger1 = animelem = 1
id = 2603

[State 1710, Fist Fire Frame 5]
type = explod
triggerall = anim = 1510
trigger1 = animelem = 1
anim = 2604
id = 2604
pos = 0,-10
;pos = 0,-20
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
vel = 0,-0.1
accel = 0, -0.1
removeongethit = 1

[State 1710, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0

[State 1710, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520

;======================================================================================
; Hurricane Kick Ground Short Kick (Start) (done)
[Statedef 1800]
type = S
movetype = A
juggle = 4
poweradd = 110
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1800, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 4
channel = 0
volume = -25

[State 1800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower = 30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10, 10
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2.0
air.velocity = -3, -3

[State 1800, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1801

;----------------------------------------------------------
; Hurricane Kick GROUND SHROT (Rising) (done)
[Statedef 1801]
type = A
movetype = A
velset = 2, -2.8
sprpriority = 2

[State 1801, 0]
type = posadd
trigger1 = animelem = 3
y = -7

[State 1801, 9]
type = ChangeState
trigger1 = time = 8
value = 1802

;----------------------------------------------------------
; Hurricane Kick GROUND SHORT (horizontol) (done)
[Statedef 1802]
type = A
movetype = A
anim = 1810
velset = 2.8, 0
sprpriority = 2

[State 1802, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
value = 0,4

[State 1802, 2]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 3
attr = A, SA
damage = 45, 10
animtype = Hard
getpower = 30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 12, 12
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6
air.velocity = -5, -4
air.fall = 1

[State 1802, 9]
type = ChangeState
trigger1 = time = 16
value = 1803

;----------------------------------------------------------
; All Hurricane Kick GROUND SHORT (Coming Down)
[Statedef 1803]
type = A
movetype = A
physics = A

[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 1820

;======================================================================================
; Hurricane Kick Ground Forward Kick (Start) (done)
[Statedef 1810]
type = S
movetype = A
juggle = 4
poweradd = 115
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1810, TATSUMAKI]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 4
channel = 0
volume = -25

[State 1810, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower = 30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10, 10
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2.0
air.velocity = -3, -3
air.fall = 1

[State 1810, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1811

;----------------------------------------------------------
; Hurricane Kick GROUND FORWARD (Rising) (done)
[Statedef 1811]
type = A
movetype = A
velset = 2, -2.8
sprpriority = 2

[State 1811, 0]
type = posadd
trigger1 = animelem = 3
y = -7

[State 1811, 9]
type = ChangeState
trigger1 = time = 8
value = 1812

;----------------------------------------------------------
; Hurricane Kick GROUND FORWARD (horizontol) (done)
[Statedef 1812]
type = A
movetype = A
anim = 1810
velset = 2.8, 0
sprpriority = 2

[State 1812, Sound]
type = playsnd
trigger1 = animelem = 1 && animelem = 3
value = 0,4

[State 1812, 9]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 3
attr = A, SA
damage = 40, 10
animtype = Hard
getpower = 30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 12, 12
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6
air.velocity = -5, -4
air.fall = 1

[State 1812, 5]
type = ChangeState
trigger1 = time = 24
value = 1803

;---------------------------------------------------------------------------------
; Hurricane Kick Ground Roundhouse Kick (Start) (done)
[Statedef 1820]
type = S
movetype = A
juggle = 4
poweradd = 120
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1820, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 4, 4
channel = 0
volume = -25

[State 1820, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower = 30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10, 10
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2.0
air.velocity = -3, -3

[State 1820, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1821

;----------------------------------------------------------
; Hurricane Kick GROUND ROUNDHOUSE (Rising) (done)
[Statedef 1821]
type = A
movetype = A
velset = 2, -2.8
sprpriority = 2

[State 1811, 0]
type = posadd
trigger1 = animelem = 3
y = -7

[State 1821, 5]
type = ChangeState
trigger1 = time = 8
value = 1822

;----------------------------------------------------------
; Hurricane Kick GROUND ROUNDHOUSE (horizontol) (done)
[Statedef 1822]
type = A
movetype = A
anim = 1810
velset = 2.8, 0
sprpriority = 2

[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
value = 0,4

[State 1822, 9]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 3
attr = A, SA
damage = 40, 10
animtype = medium
getpower = 30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 12, 12
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6
air.velocity = -5, -4
air.fall = 1

[State 1822, 5]
type = ChangeState
trigger1 = time = 32
value = 1803

;======================================================================================
; Air Hurricane Kick (Short) (done)
[Statedef 1850]
type = A
movetype = A
juggle = 2
anim = 1850
ctrl = 0
poweradd = 100
sprpriority = 2

[State 1850, TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,4
channel = 0
volume = -25

[State 1850, Wind Sound]
type = playsnd
trigger1 = animelem = 3 || animelem = 5
value = 0,4

[State 1851, 6] ; Gravity
type = VelAdd
trigger1 = 1
y = .30

[State 1850,3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = Time = 0
x = 1

[State 1850,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = 1
y = -1.2

[State 1850, 7]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower = 30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 12, 12
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, -4
air.fall = 1

[State 1850, 9]
type = ChangeState
trigger1 = time = 16
trigger2 = pos y >= -5
value = 1803

;======================================================================================
; Air Hurricane Kick (Forward) (done)
[Statedef 1851]
type = A
movetype = A
juggle = 2
anim = 1850
poweradd = 115
ctrl = 0
sprpriority = 2

[State 1851, TATSUMAKI]
type = PlaySnd ; hurricane kick
trigger1 = AnimElem = 1
value = 4,4
channel = 0
volume = -25

[State 1851, wind sound]
type = playsnd
trigger1 = animelem = 3 || animelem = 5
value = 0,4

[State 1851, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .30

[State 1851,3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = Time = 0
x = 1.1

[State 1851,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0.5)
y = -1.3

[State 1851, 7]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower = 30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 12, 12
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, -4
air.fall = 1

[State 1851, 8]
type = ChangeState
trigger1 = time = 24
trigger2 = pos y >= -5
value = 1803

;======================================================================================
; Air Hurricane Kick (RoundHouse) (done)
[Statedef 1852]
type = A
movetype = A
juggle = 2
poweradd = 120
anim = 1850
ctrl = 0
sprpriority = 2

[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,4
channel = 0
volume = -25

[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3 || animelem = 5
value = 0,4

[State 1852, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .30

[State 1852,3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = Time = 0
x = 1.2

[State 1852,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0)
y = -1.4

[State 1852, 7]
type = HitDef
trigger1 = AnimElem = 3 || AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = medium
getpower = 30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 12, 12
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, -4
air.fall = 1

[State 1852, 8]
type = ChangeState
trigger1 = time = 32
trigger2 = pos y >= -5
value = 1803

;===============================================================================================================
; Gut Punch (rdone)
[Statedef 1900]
type = S
movetype = A
physics = C
juggle = 4
poweradd = 100
anim = 1900
velset = 0,0
ctrl = 0

[State 1900, Attack Sound]
type = PlaySnd
trigger1 = AnimElem = 3
;value = 4, 3
value = 4, 12
volume = -50
channel = 0

[State 1900, 2]
type = Velset
trigger1 = time = 0
x = 6

[State 1900, 1]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5

[State 1900, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 80
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 20, 30
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,7
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1.2, -8
air.velocity = -4, -4
fall = 1

[State 1900, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Gut Punch 2nd Impact (rdone)
[Statedef 1910]
type = S
movetype = A
juggle = 4
poweradd = 100
anim = 230
velset = 0,0
ctrl = 0

[State 1910, 1]
type = PlaySnd
trigger1 = Time = 0
value = 4, 0
channel = 0

[State 1910, 2]
type = PosAdd
trigger1 = time < 7
x = 4

[State 1910, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 80
animtype = Up
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 20, 25
sparkxy = -5, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1.2, -8
air.velocity = -1.2, -10

[State 1910, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; EX Gut Punch (rdone)
[Statedef 1950]
type = S
movetype = A
juggle = 1
poweradd = 140
anim = 1900
velset = 0,0
ctrl = 0

[State 1950, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 5

[State 1950, EXSound]
type = PlaySnd
trigger1 = Time = 0
value = 4, 6

[State 1950, Attack Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 3
channel = 0

[State 1950, 2]
type = PosAdd
trigger1 = time < 9
x = 6

[State 1950, 1]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5

[State 1950, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1950, Afterimage]
type = AfterImageTime
trigger1 = (Time >= 0) && (AnimElemTime(8) < 0)
time = 2

[State 1950, Blink Yellow]
type = PalFX
trigger1 = Time = 0
time = 20
add = 32,16,0
sinadd = 64,32,5,3

[State 1950, PowerMinus]
type = PowerAdd
trigger1 = time = 2
value = -800

[State 1950, Ground]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 80
animtype = Hard
getpower = 25
givepower = 15
priority = 5, Hit
hitflag = M
guardflag = MA
pausetime = 20, 15
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,7
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1.2
p2getp1state = 1
p2stateno = 1955
p2facing = 1

[State 1950, Air]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = P2Dist Y != 0
attr = S, SA
damage = 80
animtype = Hard
getpower = 25
givepower = 15
priority = 5
hitflag = AF
guardflag = MA
pausetime = 20, 25
sparkxy = -5, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
air.velocity = -1.2, -8
fall = 1

; Stop Dizzy Sound
[State 1950, StopDizzySound]
type = StopSnd
trigger1 = p2stateno = 1955
trigger1 = animtime = -10
channel = 1
persistent = 0

; Dizzy Sound for Dizzy People
[State 1950, DizzySound]
type = PlaySnd
trigger1 = p2stateno = 1955
trigger1 = animtime = -10
value = 6,10
volume = 100
persistent = 0
channel = 1

[State 1950, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
; Hit by EX Gut Punch
[Statedef 1955]
type = S
movetype = H
velset = -7,0

[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time < 10

[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 1955
ignorehitpause = 1

[State 1955, Friction]
type = VelMul
trigger1 = time >= 0
x = 0.9

[State 1955, Shi-NE!]
type = SelfState
trigger1 = alive = 0 && time = 10
value = 5070

[State 1955, Change to Custom Dizzy Anim]
type = ChangeAnim2
trigger1 = alive = 1 && time = 30 && !selfanimexist(5300)
value = 5301

[State 1955, Change to Dizzy Anim]
type = ChangeAnim
trigger1 = alive = 1 && time = 30 && selfanimexist(5300)
value = 5300

[State 1955, 9]
type = SelfState
trigger1 = time = 200
value = 0
ctrl = 1

;=======================================================================================================
; Punch Roll Recovery X
[Statedef 2001]
type = C
movetype = I
physics = C
anim = 2001
velset = 0,0

[State 2001, 1]
type = Posset
trigger1 = time = 0
y = 0

[State 2001, 2]
type = PlayerPush
trigger1 = 1
value = 0

[State 2001, 8]
type = turn
trigger1 = p2bodydist x < -5
trigger1 = animtime = 0
persistent = 0

[State 2001, 9]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1

; Punch Roll Recovery Y
[Statedef 2002]
type = C
movetype = I
physics = C
anim = 2001
velset = 0,0

[State 2002, 1]
type = Posset
trigger1 = time = 0
y = 0

[State 2002, 2]
type = velset
trigger1 = 1
x = 5

[State 2002, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 2002, 8]
type = turn
trigger1 = p2bodydist x < -5
trigger1 = time = 20
persistexnt = 0

[State 2002, 9]
type = ChangeState
trigger1 = time = 20
value = 11
ctrl = 1

; Punch Roll Recovery Z
[Statedef 2003]
type = C
movetype = I
physics = C
anim = 2001
velset = 0,0

[State 2003, 1]
type = Posset
trigger1 = time = 0
y = 0

[State 2003, 2]
type = velset
trigger1 = 1
x = 6

[State 2003, 3]
type = PlayerPush
trigger1 = 1
value = 0

[State 2003, 8]
type = turn
trigger1 = p2bodydist x < -5
trigger1 = time = 24
persistexnt = 0

[State 2003, 9]
type = ChangeState
trigger1 = time = 24
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Kick recovery
[Statedef 2010]
type    = S
movetype= I
physics = N
anim = 5121
velset = 0,0 
ctrl = 0

[State 2010, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2010, 1]
type = PLaySnd
trigger1 = time = 0
value = 4,8

[State 2010, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5

[State 2010, 3] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128

[State 2010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2010, 9]
type = ChangeState
trigger1 = animelem = 4
value = 2011

[Statedef 2011]
type = A
movetype = I
physics = A
velset = -4, -3.5

[State 2011, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Alpha Counter Punch
[Statedef 2100]
type = S
movetype = I
physics = S
juggle = 0
poweradd = -1000
ctrl = 0
anim = 2100
velset = 0,0
sprpriority = 1

[State 2100, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 2100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 2100, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20

[State 2100, CounterSound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,9
volume = 255

[State 2100, 4]
type = explod
trigger1 = animelem = 3, =2
anim = 9400
id = 9400
postype = p1
pos = 43, -76
sprpriority = 0
ownpal = 1
pausemovetime = -1

[State 2100, 9]
type = ChangeState
trigger1 = animelem =3, =9
value = 2150

; Alpha Counter Punch DP
[Statedef 2150]
type = S
movetype = A
physics = S
juggle = 0
anim = 2150
sprpriority = 2

[State 2150, 1]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1

[State 2150, Shoryuken]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 2
channel = 0

[State 2150, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 100, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
p2stateno = 2155
p2getp1state = 1
fall = 1
fall.recover = 0

[State 2155, 0]
type = Explod
trigger1 = movehit = 1
anim = 9401
id = 9401
postype = p2
pos = 0, -50
bindtime = -1
ownpal = 1
sprpriority = 4
persistent = 0
ignorehitpause = 1

[State 2150, 5]
type = ChangeState
trigger1 = AnimElem = 5
value = 2151

; Alpha Counter DP Going Up
[Statedef 2151]
type = A
movetype = A
physics = N
sprpriority = 2

[State 2151, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1

[State 2151, 1]
type = VelSet
trigger1 = Time = 0
x = 8.45
y = -8.5

[State 2151, 2]
type = VelMul
trigger1 = Time >= 0
x = .88

[State 2151, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .44

[State 2151, Remove Rolling Effect]
type = RemoveExplod
triggerall = time >= 0 && numexplod(9401) > 0
trigger1 = p2stateno != 2155
id = 9401

[State 2151, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0

[State 2151, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0

[State 2151, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520

; ******* Hit By Alpha Counter DP *****
[Statedef 2155]
type = A
movetype = H
physics = N
velset = 0,0

[State 2155, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2155

[State 2155, 2]
type = posfreeze
trigger1 = hitshakeover = 0

[State 2155, 3]
type = velset
trigger1 = hitshakeover = 1
x = -3.8
y = -7
persistent =  0

[State 2155, 4]
type = veladd
trigger1 = hitshakeover = 1
y = 0.43

[State 2155, 9]
type = selfstate
trigger1 = pos y >= 35 && vel y > 0
value = 5100

;---------------------------------------------------------------------------
; Alpha Counter Kick
[Statedef 2200]
type = S
movetype = I
physics = S
juggle = 0 
poweradd = -1000
ctrl = 0
anim = 2100
velset = 0,0
sprpriority = 1

[State 2200, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 2200, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20

[State 2200, CounterSound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,9
volume = 255

[State 2200, 4]
type = explod
trigger1 = animelem = 3, =2
anim = 9400
id = 9400
postype = p1
pos = 43, -76
sprpriority = 0
ownpal = 1
pausemovetime = -1

[State 2200, 9]
type = ChangeState
trigger1 = animelem =3, =12
value = 220

;===========================================================================
; JAB SHORYUREPPA!
[Statedef 3400]
type = S
movetype = A
physics = S
juggle = 3
poweradd = -1000
anim = 3400
ctrl = 0
sprpriority = 2

[State 3400, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,15]
value = SCA
time = 1

[State 3400, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 1,0
volume = 255
channel = 0

[State 3400, SuperPause]
type = SuperPause
trigger1 = AnimELem = 1
anim = S4960
time = 53
pos = 28, -27
sprpriority = 3

[State 3400, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4900
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1

[State 3400, Super Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7, 4
volume = 255

[State 3400, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 32
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3400, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 9

[State 3400, Shoryureppa]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7, 2
volume = 255
channel = 0

[State 3400, HitDefa]
type = HitDef
trigger1 = AnimELem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage = 60, 10
animtype = hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 25
ground.velocity = 0
air.velocity = -2, -6
fall.animtype = Hard
ground.cornerpush.veloff = 0
air.fall = 1

[State 3400, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 60, 10
animtype = Hard
getpower = 25
givepower = 15
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -70
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 27
ground.velocity = -2
air.velocity = -2, -6
fall.animtype = Hard
ground.cornerpush.veloff = 0
air.fall = 1

[State 3400, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 3405

;--------------------------------------------
; Jab Shoryureppa 2nd Part
[Statedef 3405]
type = S
movetype = A
physics = S
anim = 3410
velset = 0,0
sprpriority = 2

[State 3405, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,15]
value = SCA
time = 1

[State 3405, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 50
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3405, Velset]
type = Velset
trigger1 = animelem = 2
x = 9.5

[State 3405, HitDef]
type = HitDef
trigger1 = AnimELem = 3
attr = S, HA
damage = 60, 10
animtype = hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -2
air.velocity = -2, -6
ground.cornerpush.veloff = 0
air.fall = 1
fall.animtype = Hard
forcestand = 1

[State 3405, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 3410

;---------------------------------------------------
; Jab Shoryureppa (3rd Part) (going up) (done)
[Statedef 3410]
type = A
movetype = A
physics = N
velset = 0, -8.7

[State 3410, Push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 3410, 9]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 70, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -70
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -2.0, -7
air.velocity = -2.0, -8
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 3410, 4]
type = VelAdd
trigger1 = Time >= 0
y = .46

[State 3410, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0

[State 3410, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0

[State 3410, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520

;---------------------------------------------------------------------------
; STRONG SHORYUREPPA! (done)
[Statedef 3430]
type = S
movetype = A
physics = S
juggle = 3
poweradd = -2000
anim = 3400
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3430, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,15]
value = SCA
time = 1

[State 3430, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 1,0
volume = 255
channel = 0

[State 3430, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 31
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3430, SuperPause]
type = SuperPause
trigger1 = AnimELem = 1
anim = S4960
time = 53
pos = 28, -27
sprpriority = 3

[State 3430, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4901
pos = 25, -27
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
sprpriority = 4

[State 3430, V-Ism]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7, 6
volume = 200

[State 3430, VelSet]
type = Velset
trigger1 = animelem = 2
x = 10

[State 3430, Shoryureppa]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7, 2
volume = 255
channel = 0

[State 3430, HitDefa]
type = HitDef
trigger1 = AnimELem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage = 80, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 6, 7
sparkxy = 0, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = 0
air.velocity = -3, -6
fall.animtype = Hard
ground.cornerpush.veloff = 0
air.fall = 1

[State 3430, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = A, HA
damage = 80, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 6, 7
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime = 27
ground.velocity = -2
air.velocity = -3, -6
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1

[State 3430, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 3435

;--------------------------------------------
; STRONG Shoryureppa 2nd Part (done)
[Statedef 3435]
type = S
movetype = A
physics = N
anim = 3410
velset = 0,0
sprpriority = 2

[State 3435, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,15]
value = SCA
time = 1

[State 3435, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 50
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3435, VelSet]
type = Velset
trigger1 = animelem = 2
x = 10

[State 3435, 3]
type = VelMul
trigger1 = 1
x = .95

[State 3435, HitDef]
type = HitDef
trigger1 = AnimELem = 2 || AnimElem = 3
attr = S, HA
damage = 80, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 4, 5
sparkxy = 0, -60
sparkno = 2
hitsound = S6,5
guard.sparkno = S9300
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
ground.velocity = -1
air.velocity = -2, -6
ground.cornerpush.veloff = 0
air.fall = 1
fall.animtype = Hard
forcestand = 1

[State 3435, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 3440

;---------------------------------------------------
; STRONG Shoryureppa (3rd Part - rising) (done)
[Statedef 3440]
type = A
movetype = A
sprpriority = 2

[State 3435, velset]
type = velset
trigger1 = time = 0
y = -9.3

[State 3440, 9]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 70, 10
animtype = hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2.0, -7
air.velocity = -2.0, -8
fall.animtype = Hard
fall = 1
fall.recover = 0

[State 3440, 3]
type = VelMul
trigger1 = 1
x = .90

[State 3440, 4]
type = VelAdd
trigger1 = Time >= 0
y = .43

[State 3440, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0

[State 3440, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0

[State 3440, 9] ;Hit Ground
trigger1 = vel y > 0 && pos y >= 0
type = ChangeState
value = 1520

;---------------------------------------------------------------------------
; FIERCE SHORYUREPPA!
[Statedef 3450]
type = S
movetype = A
physics = S
juggle = 3
poweradd = -3000
anim = 3400
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3450, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1

[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 1,0
volume = 255
channel = 0

[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 3450, SuperPause]
type = SuperPause
trigger1 = AnimELem = 1
anim = S4960
pos = 28, -27
time = 53
sprpriority = 3

[State 3450, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4902
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1

[State 3450, X-Ism]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7, 3
volume = 200

[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3450, VelSet]
type = Velset
trigger1 = animelem = 2
x = 10.5

[State 3450, Shoryureppa]
type = PlaySnd
trigger1 = AnimElem = 2
value = 7, 2
volume = 255
channel = 0

[State 3450, HitDefa]
type = HitDef
trigger1 = AnimELem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage = 60, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 6, 7
sparkxy = 0, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -1
air.velocity = -4, -6
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1

[State 3450, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 80, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -75
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -2
air.velocity = -3.5, -4
air.type = Low
fall.animtype = Hard
air.fall = 1

[State 3450, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 3455

;-----------------------------------------------
; Fierce SHORYUREPPA 2nd Part
[Statedef 3455]
type = S
movetype = A
physics = S
anim = 3400
velset = 0,0
sprpriority = 2

[State 3455, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1

[State 3455, VelSet]
type = Velset
trigger1 = animelem = 2
x = 10.5

[State 3455, Push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 3455, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3455, HitDefa]
type = HitDef
trigger1 = AnimELem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage = 60, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2
air.velocity = -2.5, -6
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1

[State 3455, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 70, 10
animtype = hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -75
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 28
ground.velocity = -2
air.velocity = -2, -4
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1

[State 3455, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 3460

;-----------------------------------------------
; FIERCE SHORYUREPPA 3rd PART
[Statedef 3460]
type = S
movetype = A
physics = N
anim = 3410
velset = 0,0
sprpriority = 2

[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1

[State 3455, FloorFire]
type = Explod
trigger1 = time = 0
id = 2650
anim = 2650
postype = p1
pos = -40,-2
sprpriority = 3
ownpal = 1

[State 3460, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 11

[State 3460, VelMul]
type = VelMul
trigger1 = 1
x = 0.95

[State 3460, Fist Fire Frame 1 & 2]
type = explod
trigger1 = animelem = 1 || animelem = 2
anim = ifelse(animelemtime(1)=0,2600,2601)
id = ifelse(animelemtime(1)=0,2600,2601)
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 3460, Remove Fist Fire 1 & 2]
type = RemoveExplod
trigger1 = animelem = 2 || animelem = 3
id = ifelse(animelemtime(2)=0,2600,2601)

[State 3460, Fire Fire 3 & 4]
type = explod
trigger1 = animelem = 3 || animelem = 4
anim = ifelse(animelemtime(3)=0,2602,2603)
id = ifelse(animelemtime(3)=0,2602,2603)
pos = ifelse(animelemtime(3)=0,0,-3),ifelse(animelemtime(3)=0,0,-6)
postype = p1
bindtime = -1
removetime = -1
sprpriority = 3
scale = ifelse(animelemtime(3)=0,1,0.8), 1
ownpal = 1
removeongethit = 1

[State 3460, Remove Fist Fire 3]
type = RemoveExplod
trigger1 = animelem = 4
id = 2602

[State 3460, Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 9

[State 3460, HitDef]
type = HitDef
trigger1 = AnimELem = 2
attr = S, HA
damage = 90, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -55
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2
air.velocity = -2.5, -6
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192
air.fall = 1
fall.animtype = Hard
forcestand = 1

[State 3460, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 90, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 6
sparkxy = 0, -55
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2
air.velocity = -2.5, -6
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192
fall.animtype = Hard
air.fall = 1
forcestand = 1

[State 3460, FireB] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 3
ownpal = 1

[State 3460, FireA] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 3
ownpal = 1

[State 3460, 9]
type = ChangeState
trigger1 = AnimElem = 4,1
value = 3470

;---------------------------------------------------
; FIERCE Shoryureppa (4th Part)
[Statedef 3470]
type = A
movetype = A
physics = N
velset = 6, -10.5
sprpriority = 2

[State 3470, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3470, 9]
type = HitDef
;trigger1 = AnimElem = 4
trigger1 = time < 1
attr = A, HA
damage = 90, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 5
sparkxy = 8, -80
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3, -9
air.velocity = -4, -7.5
fall = 1
fall.recover = 0
fall.animtype = Hard
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192

[State 3470, FireB] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3470, FireA] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3470, 3]
type = VelMul
trigger1 = time > 0
x = .93

[State 3470, 4]
type = VelAdd
trigger1 = Time >= 0
y = .43

[State 3470, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0

[State 3470, RemoveFF_4]
type = RemoveExplod
trigger1 = animelem = 1
trigger1 = anim = 1510
id = 2603

[State 3470, Fire Fist 5]
type = explod
trigger1 = animelem = 1 && anim = 1510
anim = 2604
id = 2604
pos = 0,-20
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 3470, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0

[State 3470, 9] ;Hit Ground
trigger1 = vel y > 0 && pos y >= 0
type = ChangeState
value = 1520

;---------------------------------------------------------------------------
; JAB SHINRYUKEN! (Starting) (done)
[Statedef 3500]
type = S
movetype = A
juggle = 3
anim = 3500
poweradd = -1000
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3500, Kurai]
type = PlaySnd
trigger1 = time = 0
value = 7,0
channel = 0

[State 3500, Push]
type = playerpush
trigger1 = time >= 0
value = 0

[State 3500, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3500, SuperPause]
type = SuperPause
trigger1 = AnimELem = 1
anim = S4960
time = 65
pos = 28, -27
movetime = 13
sprpriority = 3

[State 3500, SuperLight] 
type = Explod
trigger1 = animelem = 1
anim = 4910
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1

[State 3500, Super Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 7, 4
volume = 255

[State 3500, Shinryuken]
type = PlaySnd
trigger1 = AnimElem = 6
value = 7, 1
channel = 0

[State 3500, 3]
type = HitDef
trigger1 = AnimELem = 6
trigger2 = AnimElem = 7
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 6
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 3
air.velocity = 4, -3

[State 3500, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 3500, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 3510

;----------------------------------------------------------
; ShinRyuken JAB (RISING) (done)
[Statedef 3510]
type = A
movetype = A
anim = 3510
sprpriority = 2

[State 3510, Push]
type = playerpush
trigger1 = time >= 0
value = 0

[State 3510, 2]
type = Velset
trigger1 = 1
x = 0

[State 3510, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 40
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3510, 1]
type = VelSet
trigger1 = Time = 1
y = -8

[State 3510, 9]
type = HitDef
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimELem = 4
attr = A, HA
damage = 40, 10
animtype = hard
priority = 6
hitflag = MAF
guardflag = MA
pausetime = 7, 6
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 10 
ground.hittime = 10
ground.velocity = 1.5, -6
air.velocity = 1.5, -6
fall = 1

[State 3510, 10]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage = 40, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 7
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20 
ground.hittime = 25
ground.velocity = -3, -6
air.velocity = -3, -6
fall = 1

[State 3510, 4] ; Gravity
type = VelAdd
trigger1 = Time > 1
y = .40

[State 3510, 5]
type = ChangeAnim
trigger1 = vel y > -1
trigger1 = time > 1
value = 1510
persistent = 0

[State 3510, 6] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520

;---------------------------------------------------------------------------
; STRONG SHINRYUKEN! (Starting)
[Statedef 3600]
type = S
movetype = A
juggle = 3
poweradd = -2000
anim = 3500
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3600, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3600, Kurai]
type = PlaySnd
trigger1 = time = 0
value = 7,0
channel = 0

[State 3600, Push]
type = playerpush
trigger1 = time >= 0
value = 0

[State 3600, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3600, SuperPause]
type = SuperPause
trigger1 = AnimELem = 1
anim = S4960
pos = 28, -27
time = 65
movetime = 13
sprpriority = 3

[State 3600, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4911
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1

[State 3600, V-Ism]
type = PlaySnd
trigger1 = AnimElem = 5
value = 7, 6
volume = 200

[State 3600, Shinryuken]
type = PlaySnd
trigger1 = AnimElem = 6
value = 7, 1
channel = 0

[State 3500, 3]
type = HitDef
trigger1 = AnimELem = 6
trigger2 = AnimElem = 7
attr = S, HA
damage = 50, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 6
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 3
air.velocity = 4, -3.5

[State 3600, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3610

;----------------------------------------------------------
; ShinRyuken STRONG (RISING) (done)
[Statedef 3610]
type = A
movetype = A
anim = 3520

[State 3610, Push]
type = playerpush
trigger1 = time >= 0
value = 0

[State 3610, Velset]
type = velset
trigger1 = 1
x = 0

[State 3470, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3610, 1]
type = VelSet
trigger1 = Time = 1
y = -9

[State 3610, 9]
type = HitDef
triggerall = time <= 12
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = A, HA
damage = 50, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 6
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 1.5, -7
air.velocity = 1.5, -7
fall = 1

[State 3610, 10]
type = HitDef
triggerall = time > 12
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = A, HA
damage = 55, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 6
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -3, -6
air.velocity = -3, -6
fall = 1

[State 3610, 4] ; Gravity
type = VelAdd
trigger1 = Time > 1
y = .40

[State 3610, 5]
type = ChangeAnim
trigger1 = vel y > -1
trigger1 = time > 1
value = 1510
persistent = 0

[State 3610, 6] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520

;--------------------------------------------------------------------------
; SHINRYUKEN Level 3
[Statedef 3700]
type = S
movetype = A
juggle = 3
poweradd = -3000
anim = 3500
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3700, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3700, Kurai]
type = PlaySnd
trigger1 = time = 0
value = 7,0
channel = 0

[State 3700, Push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 12
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3700, SuperPause]
type = SuperPause
trigger1 = AnimELem = 1
anim = S4960
pos = 28, -27
time = 65
movetime = 13
sprpriority = 3

[State 3700, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4912
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1

[State 3700, X-ism]
type = PlaySnd
trigger1 = AnimElem = 5
value = 7, 3
volume = 255

[State 3700, Shinryuken]
type = PlaySnd
trigger1 = AnimElem = 6
value = 7, 1
channel = 0

[State 3700, 3]
type = HitDef
trigger1 = AnimELem = 6
trigger2 = AnimElem = 7
attr = S, HA
damage = 50, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 6
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 3
air.velocity = 4.5, -5

[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3710

;---------------------------------------------------------------------------
;Shinryuken Level 3 Rising
[Statedef 3710]
type = A
movetype = A
physics = N
anim = 3520
sprpriority = 2

[State 3710, 2]
type = Velset
trigger1 = 1
x = 0

[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0

[State 3710, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = -11

[State 3710, 9]
type = HitDef
triggerall = time <= 20
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = S, SA
damage = 70, 10
animtype = Hard
priority = 6, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 6
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 1.5, -8
air.velocity = 1.5, -8
fall = 1

[State 3710, 10]
type = HitDef
triggerall = time > 20
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = A, HA
damage = 70, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 6
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -4, -6
air.velocity = -4, -6
fall = 1

[State 3710, 4] ; Gravity
type = VelAdd
trigger1 = Time > 1
y = .40

[State 3710, 5]
type = ChangeAnim
trigger1 = vel y > -1
trigger1 = time > 1
value = 1510
persistent = 0

[State 3710, 7] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520

;--------------------------------------------------------------------------
; SHIPPU JINRAI KYAKU
[Statedef 3800]
type = S
movetype = A
juggle = 3
poweradd = -1500
anim = 3800
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3800, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1

[State 3800, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 90
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[STate 3800, width]
type = width
trigger1 = animelem = 3, >= 0
value = 30

[State 3800, SuperPause]
type = SuperPause
trigger1 = AnimELem = 1
anim = S4960
time = 57
pos = -19, -29
movetime = 4
sprpriority = 3

[State 3800, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 4920
pos = -22, -29
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1

[State 3800, A-ism]
type = PlaySnd
trigger1 = AnimElem = 3
value = 7, 6
volume = 255

[State 3800, Shippu]
type = PlaySnd
trigger1 = time = 0
value = 7,5
channel = 0

[State 3800, PosAdd]
type = PosAdd
trigger1 = time >= 4
x = 2.2

[State 3800, RoundHouse]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 28
value = 4, 10
channel = 0

[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 12 || animelem = 20 || animelem = 28
value = 0, 4
volume = 25

[State 3800, Forwars]
type = PlaySnd
trigger1 = animelem = 12 || animelem = 20
value = 4, 8
volume = 25
channel = 0

[State 3800, RoundHouse]
type = HitDef
trigger1 = AnimElem = 5 || animelem = 29
attr = S, HA
damage = 50, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 9
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
ground.velocity = ifelse(movehit=0,5,-6)
guard.velocity = -3
air.velocity = -8, -4
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 3800, Forward]
type = HitDef
trigger1 = AnimElem = 13 || AnimElem = 21
attr = S, HA
damage = 50, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 9
sparkxy = 0, -70
sparkno = 2
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime = 20
ground.velocity = ifelse(movehit=0,5,-6)
guard.velocity = -3
air.velocity = -8, -4
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 3800, PosAdd]
type = PosAdd
trigger1 = time = 61
x = ifelse(movehit=0,10,40)

[State 3800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 3820

; Shippu Jinrai Kyaku Knee ---------
[Statedef 3820]
type = S
movetype = A
physics = S
anim = 3820
sprpriority = 2

[State 3820, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 16

[State 3820, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 20

[State 3820, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 24

[State 3820, AttackVoice]
type = PlaySnd
trigger1 = animelem = 2, =1
value = 4, 8
volume = 25
channel = 0

[State 3820, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2, =1
value = 0, 3

[State 3820, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype  = Hard
damage    = 50
hitflag = MAF
guardflag = MA
priority = 5, Hit
pausetime = 18,25
sparkno = 2
sparkxy = 0,-50
guard.sparkno = S9300
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.velocity = -4,-4
forcestand = 1

[State 3820, 8]
type = ChangeState
trigger1 = MoveHit = 1
value = 3840

[State 3820, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = MoveGuarded = 1 || Movecontact = 0
value = 0
ctrl = 1

;-----------------------------------------------
; Shippu Jinrai Kyaku Hurricane Kick Start
[Statedef 3840]
type = A
movetype = A
physics = N
velset = 2,-2
anim = 3840
sprpriority = 2

[State 3840, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3840, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 90
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 3
Trans = Add1

[State 3840, 1]
type = Posadd
trigger1 = time = 0
x = 40

[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = AnimElem = 3
value = 7,8
channel = 0

[State 3850, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3860

; Shippu Jinrai Kyaku Vertical
[Statedef 3860]
type = A
movetype = A
physics = N
anim = 1810
sprpriority = 2
velset = 1, -5

[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 1

[State 3860, 2]
type = VelMul
trigger1 = 1
x = 0.9

[State 3860, 9]
type = HitDef
trigger1 = animElem = 1 || animelem = 3
attr = A, HA
damage = 60, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 5, 4
sparkxy = 0, -50
sparkno = 2
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 1, -8
air.velocity = -1, -7
fall = 1
fall.recover = 0

[State 3860, 9]
type = ChangeState
trigger1 = time = 32
value = 1803

;======================= INTRO STATES ======================================================
; =============== Original 4 Helper Intro - Ryu =================================================
[Statedef 4110]
type = S
movetype = I
sprpriority = -1

[State 4110, ChangeANim]
type = ChangeAnim
trigger1 = roundstate = 0
value = 6110

[State 4110, 1]
type = ChangeAnim
trigger1 = animelem = 20, =3
value = 6115

[State 4110, 2]
type = Velset
trigger1 = anim = 6115
x = -4.7
y = -1.1
persistent = 0

[State 4110, 3]
type = veladd
trigger1 = anim = 6115
y = 0.05

[State 4110, 9]
type = destroyself
trigger1 = time = 200

; == Original 4 Helper Intro - Sakura ==
[Statedef 4111]
type = S
movetype = I
sprpriority = 3

[State 4111, ChangeANim]
type = ChangeAnim
trigger1 = roundstate = 0
value = 7200

[State 4111, 1]
type = ChangeAnim
trigger1 = animtime = 0 && anim = 7200
value = 7005
persistent = 0

[State 4111, 2]
type = ChangeAnim
trigger1 = animtime = 0 && anim = 7005
value = 7100
persistent = 0

[State 4111, 3]
type = turn
trigger1 = anim = 7100
persistent = 0

[State 4111, 4]
type = veladd
trigger1 = anim = 7100 && vel x <= 5
x = 0.15

[State 4111, 9]
type = destroyself
trigger1 = time = 200

; == Original 4 Helper Intro - Dan ==
[Statedef 4112]
type = S
movetype = I
sprpriority = 1

[State 4112, ChangeANim]
type = ChangeAnim
trigger1 = roundstate = 0
value = 8300

[State 4112, 2]
type = ChangeAnim
trigger1 = anim = 8300 && animtime = 0
value = 8010
persistent = 0

[State 4112, 3]
type = ChangeAnim
trigger1 = anim = 8010 && animelem = 3, =4
value = 8105
persistent = 0

[State 4112, 4]
type = veladd
trigger1 = anim = 8105
x = -0.1

[State 4112, 5]
type = helper
trigger1 = anim = 8300 && animelem = 17
name = "Dan's Autograph"
id = 8301
postype = p1
pos = 65,-75
stateno = 4113
ownpal = 1
keyctrl = 0
persistent = 0

[State 4112, 9]
type = destroyself
trigger1 = time = 300

; == Original 4 Helper Intro - Dan's Autograph ==
[Statedef 4113]
type = A
physics = N
movetype = I
velset = 4,2
anim = 8301

[State 4113, 1]
type = sprpriority
trigger1 = 1
value = ifelse(vel x>0,2,0)

[State 4113, 2]
type = velset
triggerall = 1
trigger1 = vel x > 3 || vel x < -3
x = ifelse(vel x>3,3,-3)

[State 4113, 3]
type = velset
triggerall = 1
trigger1 = vel y > 2 || vel y < -2
y = ifelse(vel y>2,2,-2)

[State 4113, 4]
type = veladd
trigger1 = 1
x = ifelse(p2dist x < 0,-0.1,0.1)
y = ifelse(p2dist y < 60,-0.05,0.05)

; == Marvel vs Capcom Helper Intro - Ryu ======================================================
[Statedef 4130]
type = S
movetype = I
physics = N
anim = 6100
sprpriority = -1

[State 4130, ChangeANim]
type = ChangeAnim
trigger1 = roundstate = 0
value = 6100

[State 4130, RyuChangeAnim]
type = ChangeANim
trigger1 = animelem = 9, =3
value = 6101

[State 4130, RyuAway]
type = velset
trigger1 = anim = 6101
x = -4.8
y = -5.2
persistent = 0

[State 4130, Gravity]
type = veladd
trigger1 = anim = 6101
y = 0.21

[State 4130, 9]
type = destroyself
trigger1 = time = 200

; == Marvel vs Capcom Helper Intro - Sean ==
[Statedef 4131]
type = S
movetype = I
physics = N
sprpriority = -1

[State 4131, ChangeANim]
type = ChangeAnim
trigger1 = roundstate = 0
value = 6000

[State 4131, 1]
type = ChangeAnim
trigger1 = animelem = 11, =3
value = 6001

[State 4131, SeanAway]
type = velset
trigger1 = anim = 6001
x = -4.75
y = -1.1
persistent = 0

[State 4131, Gravity]
type = veladd
trigger1 = anim = 6001
y = 0.05

[State 4131, 9]
type = destroyself
trigger1 = time = 200

;======================= Hell Mode =========================================================
[Statedef 4300]
type = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 2000

[State 4300, 0]
type = VarSet
trigger1 = animelem = 11
v = 10
value = 1

[State 4300, okay!]
type = PlaySnd
trigger1 = animelem = 6
value = 4, 13
channel = 0

[State 4300, SuperPause]
type = superpause
trigger1 = animelem = 6
anim = S4961
pos = -35,-80
time = 45
sound = S7,9

[State 4300, Ryu]
type = Helper
trigger1 = animelem = 11
trigger1 = NumHelper(2222) < 1
id = 2222
name = "Ryu"
pos = -50,0
postype = Back
stateno = 6010
helpertype = player
keyctrl = 0
ownpal = 1

[State 4300, Sak]
type = Helper
trigger1 = animelem = 11
trigger1 = NumHelper(3333) < 1
id = 3333
name = "Sakura"
pos = -50,0
postype = Back
stateno = 7010
helpertype = player
keyctrl = 0
ownpal = 1

[State 4300, Dan]
type = Helper
trigger1 = animelem = 11
trigger1 = NumHelper(4444) < 1
id = 4444
name = "Dan"
pos = -50,0
postype = Back
stateno = 8010
helpertype = player
keyctrl = 0
ownpal = 1

[State 4300, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;======================= RYU STRIKER CALL ==================================================
[Statedef 6000]
type    = S
movetype= I
physics = S
ctrl = 0
velset = 0

[State 6000, 0]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(numhelper(2222)>0,198,2000)

[State 6000, var(7) Ryu Signal]
type = varset
trigger1 = time = 1
v = 7
value = ifelse(anim=198,1,0)

[State 6000, 1]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,100

[State 6000, 2]
type = PlaySnd
triggerall = anim = 2000
trigger1 = var(1) < 33 || var(1) >= 66
trigger1 = Time = 7
value = 1, ifelse(var(1)<33,2,4)	; Come on! (1) & Hurry Up!
channel = 0

[State 6000, 3]
type = PlaySnd
triggerall = anim = 2000
trigger1 = var(1) = [33,65]
trigger1 = Time = 7
value = 1, 3	; Come on! (2)
channel = 0

[State 6000, 4 okay]
type = PlaySnd
triggerall = anim = 198
trigger1 = animelem = 2
value = 4, 13
channel = 0

[State 6000, 6]
type = Helper
triggerall = power >= 1000
trigger1 = time = 10
trigger1 = NumHelper(2222) < 1
id = 2222
name = "Ryu"
pos = -50,0
postype = Back
stateno = 6010
helpertype = player
keyctrl = 0
ownpal = 1

[State 6000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;======================= SAKURA STRIKER CALL ==================================================
[Statedef 7000]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 2000
velset = 0,0

[State 7000, 0]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(numhelper(3333)>0,198,2000)

[State 6000, var(9) Sakura Signal]
type = varset
trigger1 = time = 1
v = 9
value = ifelse(anim=198,1,0)

[State 7000, 1]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,100

[State 7000, 2]
type = PlaySnd
trigger1 = var(1) < 33 || var(1) >= 66
trigger1 = Time = 7
value = 1, ifelse(var(1)<33,2,4)	; Come on! (1) & Hurry Up!
channel = 0

[State 7000, 3]
type = PlaySnd
trigger1 = var(1) = [33,65]
trigger1 = Time = 7
value = 1, 3	; Come on! (2)
channel = 0

[State 7000, 6]
type = Helper
triggerall = power >= 1000
trigger1 = time = 10
trigger1 = NumHelper(3333) < 1
id = 3333
name = "Sakura"
pos = -50,0
postype = Back
stateno = 7010
helpertype = player
keyctrl = 0
ownpal = 1

[State 7000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;======================= DAN STRIKER CALL ======================================================
[Statedef 8000]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 2000
velset = 0

[State 8000, 0]
type = ChangeAnim
trigger1 = time = 0
value = ifelse(numhelper(4444)>0,198,2000)

[State 8000, var(8) Dan Signal]
type = varset
trigger1 = time = 1
v = 8
value = ifelse(anim=198,1,0)

[State 8000, 1]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,100

[State 8000, 2]
type = PlaySnd
trigger1 = var(1) < 33 || var(1) >= 66
trigger1 = Time = 7
value = 1, ifelse(var(1)<33,2,4)	; Come on! (1) & Hurry Up!
channel = 0

[State 8000, 3]
type = PlaySnd
trigger1 = var(1) = [33,65]
trigger1 = Time = 7
value = 1, 3	; Come on! (2)
channel = 0

[State 8000, 6]
type = Helper
triggerall = power >= 1000
trigger1 = time = 10
trigger1 = NumHelper(4444) < 1
id = 4444
name = "Dan"
pos = -50,0
postype = Back
stateno = 8010
helpertype = player
keyctrl = 0
ownpal = 1

[State 8000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

; Stand
[Statedef 0]
type = S
physics = S
sprpriority = 0

[State 0, 1]
type = ChangeAnim
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0 ;Turn anim over
value = 0

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

[State 0, 3] ;Stop moving if low velocity or 4 ticks pass
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0

[State 0, Var(10)reset]
type = Varset
trigger1 = power = 0
v = 10
value = 0

; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

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

[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Forward Dash Start
[Statedef 100]
type = S
physics = S
ctrl = 0
anim = 40

[State 100,9]
type = changestate
trigger1 = time = 2
value = 101

; Forward Dash in air
[Statedef 101]
type = A
movetype = I
physics = N
anim = 100
velset = 6.5,-2

[State 101, DashVoice]
type = PLaySNd
trigger1 = animelem = 1
value = 4, 5
channel = 0
volume = -50
persistent = 0

[State 101, PosAdd]
type = PosAdd
trigger1 = animelem = 2
y = -10

[state 101, SprPriority]
type = sprpriority
trigger1 = time >= 0
value = 1

[State 101, VelAdd]
type = veladd
trigger1 = 1
y = 0.3

[State 101, 9]
type = ChangeState
trigger1 = animelem = 3, >=0
trigger1 = vel y > 0
trigger1 = pos y >= -5
value = 102

; Landing
[Statedef 102]
type = S
movetype = I
Physics = C
anim = 101

[State 102, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 102, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[state 102, Slide Sound]
type = playsnd
trigger1 = animelem = 1
value = 0, 11
volume = -50

[state 102, dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5

[state 102, 2]
type = ctrlset
trigger1 = animtime = -5
triggerall = command != "holdfwd"
triggerall = command != "FF"
value = 1

[State 102, 8]
type = ChangeState
trigger1 = animtime = -5
trigger1 = command = "holddown"
value = 11
ctrl = 1

[State 102, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Back Dash Start (done)
[Statedef 105]
type    = S
physics = S
movetype = I
anim = 40
ctrl = 0
velset = 0,0

[State 105, 9]
type = ChangeState
trigger1 = time = 3
value = 106

; In air (done)
[Statedef 106]
type = A
physics = N
movetype = I
anim = 105
velset = -6, -3

[State 106, 1]
type = Gravity
trigger1 = 1

[State 106, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107

; Back Dash Land (done)
[Statedef 107]
type    = S
physics = S
movetype = I
anim = 106
	
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 107, 1]
type = velset
trigger1 = time = 0
y = 0

[State 107, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, SlideSound]
type = PlaySnd
trigger1 = time = 0
value = 0, 11
volume = -50

[State 106, Dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5

[State 106, 4]
type = CtrlSet
trigger1 = animtime = -2
value = 1

[State 106, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HIT_LIEDEAD
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3

[State 5150, Var(5) Start]
type = VarSet
triggerall = time = 0 && Alive = 0
trigger1 = Lose = 1 || Win = 1
v = 5
value = 0

[State 5150, Var(5) Add]
type = VarAdd
triggerall = 1 && Alive = 0
trigger1 = Lose = 1 || Win = 1
v = 5
value = 1

[State 5150, 0]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover

[State 5150, 1] ;Normal anim
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140

[State 5150, 3] ;Hit up type anim
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)

[State 5150, 4] ;Match over anim
type = ChangeAnim
persistent = 0
;trigger1 = Time = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10

[State 5150, 5] ;Switch to 5110 if liedead anim does not exist
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110

[State 5150, 6] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5150, 7] ;Friction
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0

[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 5150, Ryu]
type = Helper
triggerall = Alive = 0
triggerall = var(5) >= 100 && NumHelper(2222) < 1
trigger1 = Lose = 1 && MatchOver = 0
trigger2 = Win = 1
id = 2222
name = "Ryu"
pos = 100,0
postype = Front
stateno = 6990
helpertype = normal
facing = -1
keyctrl = 0
ownpal = 0
persistent = 0

[State 5150, Sakura]
type = Helper
triggerall = Alive = 0
triggerall = var(5) >= 100 && NumHelper(2222) < 1
trigger1 = Lose = 1 && MatchOver = 1
id = 3333
name = "Sakura"
pos = 100,0
postype = Front
stateno = 7990
helpertype = normal
facing = -1
keyctrl = 0
ownpal = 0
persistent = 0

[State 5150, 10]
type = ChangeAnim
triggerall = NumHelper(2222) > 0
trigger1 = helper(2222), var(1) = 1
value = 6200
persistent = 0

;============================================================================================================

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

; Stop Dizzy Sound
[State 1950, StopDizzySound]
type = Stopsnd
trigger1 = p2stateno != 1955
channel = 1
persistent = 0

; Remove Dizzy Stars
[State -2, RemoveStars]
type = RemoveExplod
trigger1 = numexplod(5302) > 0
trigger1 = p2stateno != 1955
id = 5302

; Dizzy Anim for Dizzy People
[State -2, DizzyStars]
type = Explod
trigger1 = numexplod(5302) = 0
trigger1 = p2stateno = 1955
trigger1 = time = 15
anim = 5302
id = 5302
pos = 0, -80
postype = p2
bindtime = -1
removetime = -1
sprpriority = 1
ownpal = 1
persistent = 0

; Attack MulSet Setting
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = 1
value = ifelse(numhelper(2222)=1||numhelper(3333)=1||numhelper(4444)=1,0.3,1)

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
[Statedef -3]

; Power Minus
[State -3, PoweRMinus]
type = Poweradd
triggerall = !win && !lose
trigger1 = (numhelper-numhelper(8301)>0)
value = ifelse((numhelper-numhelper(8301))>2,-3,-4)*numhelper

; Play Pain Sound Light Hit Air&Ground
[State -3, lightpain]
type = playsnd
triggerall = random < 400
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5000 && anim = 5000 ; stand high
trigger2 = stateno = 5000 && anim = 5010 ; stand low
trigger3 = stateno = 5010 && anim = 5020 ; crouch
trigger4 = stateno = 5020 && anim = 5000 ; air high
trigger5 = stateno = 5020 && anim = 5010 ; air low
value = 10,ifelse(random>500,1,4)
volume = 75
channel = 0

; Play Pain Sound Medium Hit Air&Ground
[State -3, midpain]
type = playsnd
triggerall = random < 400
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5000 && anim = 5001 ; stand high
trigger2 = stateno = 5000 && anim = 5011 ; stand low
trigger3 = stateno = 5010 && anim = 5021 ; crouch
trigger4 = stateno = 5020 && anim = 5001 ; air high
trigger5 = stateno = 5020 && anim = 5011 ; air low
value = 10,ifelse(random>500,2,4)
volume = 75
channel = 0

; Play Pain Sound heavy Hit Air&Ground
[State -3, heavypain]
type = playsnd
triggerall = random < 400
triggerall = time = 1
trigger1 = stateno = 5000 && anim = 5002 ; stand high
trigger2 = stateno = 5000 && anim = 5012 ; stand low
trigger3 = stateno = 5010 && anim = 5022 ; crouch
trigger4 = stateno = 5020 && anim = 5002 ; air high
trigger5 = stateno = 5020 && anim = 5012 ; air low
value = 10, 3
volume = 75
channel = 0

;-------------------------------------------------- E O F --------------------------------------------