; Ken's constants.
; Format (case insensitive):
;  [groupname]
;  constname = value

[Data]
life = 1000           ;Amount of life to start with
attack = 100         ;100% attack power (more is stronger)
defence = 100        ;100% defensive power (more is stronger)
fall.defence_up = 50 ;Def goes up by 50% everytime player is hit on ground
liedown.time = 60    ;Time player takes before getting up from HIT_LIEDOWN
airjuggle = 10       ;Can do 15 points of juggling
sparkno = 0        ;Default spark number
guard.sparkno = 40 ;Default guard spark number
KO.echo = 0          ;1 to enable echo on KO
volume = -20
IntPersistIndex = 10
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 9     ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
z.width = 3          ;Player width (into and out)
attack.width = 4,4   ;Default attack width: back, front
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles

[Velocity]
walk.fwd  = 2.9      ;Walk forward
walk.back = -2.4     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)  - if y<0, player will hop
run.back = -5.2, 0     ;Run backward (x, y) - if y=0, player will run
jump.neu = 0,-9   ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-9 ;Running jump speeds (opt)
runjump.fwd = 4,-9      ;.
airjump.neu = 0,-9      ;.
airjump.back = -2.55,-9 ;Air jump speeds (opt)
airjump.fwd = 2.5,-9    ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .43        ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0,0

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

[State 195, 2]
type = CtrlSet
trigger1 = AnimElem = 7
value = 1
ctrl = 1

[State 195, 3]
type = Null ;PowerAdd
trigger1 = AnimElem = 3
value = 450

[State 195, 4]
type = PlaySnd
trigger1 = AnimElem = 8
value = 4, 1

[State 195, 3]
type = Null ;AfterImage
trigger1 = animtime = 80
time = 50
length = 100
PalBright   =   0,0,0
PalContrast = 255,255,255
PalAdd      =  0,0,0
PalMul      = 1,1,1
TimeGap  = 1
FrameGap = 60

[State 195, 5]
type = Null ;AfterImageTime
trigger1 = animtime = 80
time = 50

[State 1310, 3]
type = Null ;AfterImage
trigger1 = Time = 0
;time = 5
length = 6000
PalBright   =   0,0,0
PalContrast = 255,255,255
PalAdd      =  0,0,0
PalMul      = 1,1,1
TimeGap  = 1
FrameGap = 25


[State 1310, 5]
type = Null ;AfterImageTime
trigger1 = Time >= 0
time = 5000

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

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

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

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

[State 180, 2]
type = ChangeState
trigger1 = command = "hold_a"
trigger2 = command = "hold_x"
value = 181

[State 180, 2]
type = ChangeState
trigger1 = time = 3
trigger1 = Var(1) = [0,50]
value = 181

[State 180, 3]
type = ChangeState
trigger1 = command = "hold_b"
trigger2 = command = "hold_y"
value = 182

[State 180, 3]
type = ChangeState
trigger1 = time = 3
trigger1 = Var(1) = [51, 100]
value = 182

[State 180, 4]
type = Null ;ChangeState
trigger1 = command = "hold_c"
trigger2 = command = "hold_z"
value = 183

[State 180, 4]
type = Null ;ChangeState
trigger1 = time = 3
trigger1 = var(1) = [81, 100]
value = 183

;---------------------------------------------------------------------------
; WIN 1
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 180, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 4, 1

;---------------------------------------------------------------------------
; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

;Dash
[Statedef 100]
type    = S   ;Running is on the ground
physics = N   ;We'll define our own physics
anim = 100    ;Anim action 100
ctrl = 0      ;No control for duration of dash

[State 100, 1] ;To start dashing forwards
type = VelSet
trigger1 = Time = [0,5]
x = 15

[State 100, 2] ;Friction after initial dash
type = VelMul
trigger1 = Time > 5
x = .85

[State 100, 3] ;
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 100, 4]
type = Null ;PlayerPush
trigger1 = Time >= 0
value = 0

[State 100, 5]
type = Null ;AfterImage
trigger1 = Time = 1
time = 25

;Dash
[Statedef 105]
type    = S   ;Running is on the ground
physics = N   ;We'll define our own physics
anim = 105    ;Anim action 100
ctrl = 0      ;No control for duration of dash

[State 100, 1] ;To start dashing forwards
type = VelSet
trigger1 = Time = [0,5]
x = -10

[State 100, 2] ;Friction after initial dash
type = VelMul
trigger1 = Time > 5
x = .75

[State 100, 3] ;
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 100, 4]
type = Null ;PlayerPush
trigger1 = Time >= 0
value = 0

[State 100, 5]
type = Null ;AfterImage
trigger1 = Time = 1
time = 25
;---------------------------------------------------------------------------
; INTRO
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 2]
type = PlaySnd
trigger1 = Animelem = 2
trigger2 = AnimElem = 4
value = 6, 0

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 7
value = 6, 1

[State 191, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0

[State 191, 5] ;Intro over, set v9 to 0
type = VarSet
trigger1 = AnimElem = 8
v = 9
value = 0

[State 191, 6]
type = PlaySnd
trigger1 = animelem = 11
value = 4,0

;---------------------------------------------------------------------------
; STAND_X
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 15                    ;Power to add (Def: 0)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 34                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
getpower = 30,15                 ;Power to get on hit, on guard                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
givepower = 15,8                 ;Power to give opponent on hit, on guard                                 ;(Def Hit: 0)  (Def Guard: 1/2 of hit power)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 7,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
guard.sparkno = 40
sparkxy = -10,-70                ;X-offset for the "hit spark" rel. to p2,                                 ;Y-offset for the spark rel. to p1
hitsound = S10,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
; mindist  = 0,0,0                 ;Min distance of p2 from p1 when hit
; maxdist  = 0,0,0                 ;Max distance of p2 from p1 when hit
; snap = 0,0,0                     ;Snaps p2 to position rel to p1
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the victim slides back
ground.hittime  = 11             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
; guard.slidetime = 5              ;Values for guarded attack (def: ground.slidetime)
; guard.hittime  = 15              ; (def: ground.hittime)
; guard.velocity = -4              ; (def: ground.velocity)
; guard.ctrltime = 7               ;Time to regain control after guard (def: guard.slidetime)
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
; airguard.ctrltime = 7            ;Time to regain control after air guard (def: ground.ctrltime)
; air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,                                 ;Y-velocity at which victim is pushed
;air.hittime = 20                  ;Time before oppoment regains control in air
; attack.width = 3, 3              ;Override default attack width
; fall = 0                         ;1 to cause opponent to fall (def: 0)
; fall.damage = 0                  ;Damage opponent takes on fall
; fall.velocity = n/a,-4.5         ;X, Y-velocity after bouncing off ground
; fall.animtype = Back             ;Animation type for falling people (def: Back)
; air.fall = 0                     ;1 to cause opponent to fall if in air (def: same as fall)
; down.velocity = ?,?              ;Velocity for opponents lying down (def: same as air.velocity)
; down.hittime = 20                ;Time opponent is stunned on ground (only for down.y-velocity = 0) (def: 20)
; down.bounce = 0                  ;Set to 1 for opponent to bounce on ground (def: 0)

[State 200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, 3]
type = PlaySnd
trigger1 = time = 1
value = 6,0

; STAND_Y
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd = 25
ctrl = 0
velset = 0,0,0
anim = 210

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA    
animtype  = Medium
damage    = 47
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S10,1
sparkno = 1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 210, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 210, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 1

;---------------------------------------------------------------------------
; STAND_Z
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 40
ctrl = 0
velset = 0,0,0
anim = 220

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage    = 68
guardflag = MA
pausetime = 11,11
sparkno = 2
sparkxy = -10,-70
hitsound   = S10,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 220, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 220, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 2


; STAND_A
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 15
ctrl = 0
velset = 0,0,0
anim = 250

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
damage    = 38
guardflag = MA
pausetime = 11,11
sparkxy = -6,-30
hitsound   = S10,3
guardsound = 6,0
sparkno = 0 
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 250, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 250, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 0

; STAND_B
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0,0
anim = 260

[State 260, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 53
guardflag = MA
pausetime = 11,11
sparkxy = -20,-90
hitsound   = S10,4
guardsound = 6,0
sparkno = 1
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 260, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 260, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 1

[State 260, 4]
type = PosAdd
trigger1 = AnimElem = 2
x = 15

; STAND_C
[Statedef 270]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0,0
anim = 270

[State 270, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = High
damage    = 74
guardflag = MA
pausetime = 11,11
sparkxy = -10,-50
hitsound   = S10,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -9
air.velocity = -2.2,-3.2
sparkno = 2

[State 270, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 270, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,2

[State 270, 4]
type = PosAdd
trigger1 = AnimElem = 2
x = 15

; STAND_Bfwd
[Statedef 280]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0,0
anim = 280

[State 280, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
animtype  = Medium
damage    = 47
guardflag = HA
pausetime = 11,11
sparkxy = -6,-70
hitsound   = S10,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2
sparkno = 1

[State 280, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype  = Medium
damage    = 47
guardflag = HA
pausetime = 11,11
sparkxy = -9,-50
hitsound   = S10,4
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2
sparkno = 1

[State 280, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 280, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 1

[State 280, 4]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
x = 1.5

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

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 26
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-41
hitsound   = S10,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
sparkno = 0

[State 400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 400, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 0


;---------------------------------------------------------------------------
;CROUCH_Y
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 25
ctrl = 0
anim = 410

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 47
getpower  = 40
givepower = 40
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy = -5,-40
hitsound   = S10,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -1.2,-3
guard.velocity = -5
sparkno = 1

[State 410, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 410, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 1


;CROUCH_Z
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 40
ctrl = 0
anim = 420

[State 420, 1]
type = HitDef
trigger1 = Time = 6
attr = C, NA
damage    = 68
animtype  = High
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-65
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -5
air.velocity = -4,-2
down.velocity = -4,0
down.hittime = 20
sparkno = 2

[State 420, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 420, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 2

;CROUCH_A
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 15
ctrl = 0
anim = 430

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage    = 27
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-8
hitsound   = S10,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
sparkno = 0

[State 400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 400, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 0

;CROUCH_B
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 25
ctrl = 0
anim = 440

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 54
animtype  = Med
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-8
hitsound   = S10,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
sparkno = 1

[State 400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 400, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,1

;CROUCH_C
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 40
ctrl = 0
anim = 450

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 76
animtype  = High
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = L
pausetime = 10,12
sparkxy = -2,-12
hitsound   = S10,5
guardsound = 6,0
ground.type = Trip
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3
down.velocity = -4,0
down.hittime = 20
sparkno = 2

[State 450, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 450, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 2

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 600

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-58
hitsound   = S10,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3
sparkno = 0

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

[State 600, 4]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 0

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 25
ctrl = 0
anim = 610

[State 610, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 41
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S10,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
sparkno = 1

[State 610, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 610, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 1

;JUMP_Z
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 40
ctrl = 0
anim = 620

[State 620, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 62
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S10,2
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
sparkno = 2

[State 620, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 620, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,2

;JUMP_A (up)
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 15
ctrl = 0
anim = 630

[State 630, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S10,3
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
sparkno = 0

[State 630, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 630, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 0

;JUMP_B (up)
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 25
ctrl = 0
anim = 640

[State 640, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 41
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S10,4
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
sparkno = 1

[State 640, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,1

;JUMP_C (up)
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 40
ctrl = 0
anim = 650

[State 650, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 61
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
sparkno = 2

[State 650, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,2


;JUMP_A (mv)
[Statedef 660]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 15
ctrl = 0
anim = 660

[State 660, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 27
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S10,3
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
sparkno = 0

[State 660, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 660, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6,0


;JUMP_B (mv)
[Statedef 670]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 25
ctrl = 0
anim = 670

[State 670, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 47
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S10,4
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
sparkno = 1

[State 670, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 670, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 1

;JUMP_C (mv)
[Statedef 680]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 40
ctrl = 0
anim = 680

[State 680, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 68
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,10
sparkxy = -10,-51
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3
sparkno = 2

[State 680, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 680, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 6, 2


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

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1,0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projhitanim = 1002
offset = 87, -57
velocity = 1.95, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0,1
sparkxy = 10, 0
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
sparkno = -1
guard.sparkno = -1

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,0

;Fireball_Y
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1010, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1,0

[State 1010, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projhitanim = 1002
offset = 87, -57
velocity = 2.95, 0
;remvelocity = 0, 0
sparkno = -1
guard.sparkno = -1 
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0,1
sparkxy = 10, 0
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1010, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,0

;Fireball_Z
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1,0

[State 1020, 2]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1001
projhitanim = 1002
offset = 87, -57
velocity = 5.95, 0
sparkno = -1
guard.sparkno = -1
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0,1
sparkxy = 10, 0
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1020, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1020, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,0


;Air Fireball_X
[Statedef 1600]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
anim = 1400

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1,0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1401
projhitanim = 1402
offset = 72, -64
sparkno = -1
guard.sparkno = -1
velocity = 2,3
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0,1
sparkxy = 10, 0
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 1000, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

;Air Fireball_Y
[Statedef 1601]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
anim = 1400

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1,0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1401
projhitanim = 1402
offset = 72, -64
velocity = 2.5,2.5
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
sparkno = -1
guard.sparkno = -1
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0,1
sparkxy = 10, 0
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 1000, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

;Air Fireball_Z
[Statedef 1602]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
anim = 1400

[State 1000, 1]
type = PlaySnd
trigger1 = Time = 2
value = 1,0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 1401
projhitanim = 1402
offset = 72, -64
velocity = 3,2
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 36,4
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0,1
sparkxy = 10, 0
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
sparkno = -1
guard.sparkno = -1
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 1000, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 5,0

;Hurricane kick_a
[Statedef 1100]
type = A
movetype = A
physics = N
poweradd = 70
ctrl = 0
anim = 1100

[State 1100,1]
type = VelSet
trigger1 = time != 1
x = 3.5
y = -2.5

[State 1100, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1108

[State 1100, 3]
type = VarSet
trigger1 = Time = 0
v = 2     ; Use v2 as counter.
value = 2 ; Spin 2 times.

[State 1100, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = High
damage    = 20, 3
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3

[State 1100, 4]
type = Playsnd
trigger1 = time = 1
value = 3,0

;Air Hurricane kick_a
[Statedef 1103]
type = A
movetype = A
physics = N
poweradd = 70
ctrl = 0
anim = 1100

[State 1100, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1106

[State 1100, 3]
type = VarSet
trigger1 = Time = 0
v = 2     ; Use v2 as counter.
value = 2 ; Spin 2 times.

[State 1100, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = High
damage    = 20, 3
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3

[State 1100, 4]
type = Playsnd
trigger1 = time = 1
value = 3,0

;Hurricane kick_b
[Statedef 1101]
type = A
movetype = A
physics = N
poweradd = 70
ctrl = 0
anim = 1100

[State 1101,1]
type = VelSet
trigger1 = time != 1
x = 3.5
y = -2.5

[State 1101, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1108

[State 1101, 3]
type = VarSet
trigger1 = Time = 0
v = 2     ; Use v2 as counter.
value = 3 ; Spin 2 times.

[State 1101, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = High
damage    = 20, 3
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3

[State 1101, 4]
type = Playsnd
trigger1 = time = 1
value = 3,0

;Air Hurricane kick_b
[Statedef 1104]
type = A
movetype = A
physics = N
poweradd = 70
ctrl = 0
anim = 1100

[State 1101, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1106

[State 1101, 3]
type = VarSet
trigger1 = Time = 0
v = 2     ; Use v2 as counter.
value = 3 ; Spin 2 times.

[State 1101, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = High
damage    = 20, 3
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3

[State 1101, 4]
type = Playsnd
trigger1 = time = 1
value = 3,0

;Hurricane kick_c
[Statedef 1102]
type = A
movetype = A
physics = N
poweradd = 70
ctrl = 0
anim = 1100

[State 1102,1]
type = VelSet
trigger1 = time != 1
x = 3.5
y = -2.5

[State 1102, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1108

[State 1102, 3]
type = VarSet
trigger1 = Time = 0
v = 2     ; Use v2 as counter.
value = 4 ; Spin 2 times.

[State 1102, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = High
damage    = 20, 3
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3

[State 1102, 4]
type = Playsnd
trigger1 = time = 1
value = 3,0

;Air Hurricane kick_c
[Statedef 1105]
type = A
movetype = A
physics = N
poweradd = 70
ctrl = 0
anim = 1100

[State 1102, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1106

[State 1102, 3]
type = VarSet
trigger1 = Time = 0
v = 2     ; Use v2 as counter.
value = 4 ; Spin 2 times.

[State 1102, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = High
damage    = 20, 3
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3

[State 1102, 4]
type = Playsnd
trigger1 = time = 1
value = 3,0

;Hurricane Spin
[Statedef 1108]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1101

[State 1108, 1]
type = VelSet
trigger1 = Time != 1000
x = 3
y = 0

[State 1108, 2]
type = VarAdd
trigger1 = AnimTime = 0
v = 2
value = -1

[State 1108, 3] ; Reset animation
type = ChangeAnim
trigger1 = AnimTime = 0
value = 1101

[State 1108, 4]
type = ChangeState
trigger1 = var(2) <= 0
value = 1109

[State 1108, 5]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = High
damage    = 20, 3
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3

[State 1108, 6]
type = PlaySnd
trigger1 = animElem = 1
value = 6, 2

[Statedef 1109]
type = A
movetype = I
physics = A
ctrl = 0

[State 1109, 2]
type = ChangeAnim
trigger1 = time = 1
value = 1102

[State 1109, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

;Air Hurricane Spin
[Statedef 1106]
type = A
movetype = A
physics = N
ctrl = 0
anim = 1101

[State 1108, 1]
type = VelAdd
trigger1 = Time != 1000
y = .19

[State 1108, 3]
type = VelAdd
trigger1 = Vel X = 0
x = 2

[State 1108, 2]
type = VarAdd
trigger1 = AnimTime = 0
v = 2
value = -1

[State 1108, 3] ; Reset animation
type = ChangeAnim
trigger1 = AnimTime = 0
value = 1101

[State 1108, 4]
type = ChangeState
trigger1 = var(2) <= 0
value = 1109

[State 1108, 5]
type = ChangeState
trigger1 = Pos Y >= 0
value = 0

[State 1108, 5]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
animtype  = High
damage    = 20, 3
guardflag = MA
pausetime = 11,11
sparkxy = -10,-70
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3

[State 1108, 6]
type = PlaySnd
trigger1 = animElem = 1
value = 6, 2

[Statedef 1109]
type = A
movetype = I
physics = A
ctrl = 0

[State 1109, 2]
type = ChangeAnim
trigger1 = time = 1
value = 1102

[State 1109, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

;Dragon Punch_X
[Statedef 1200]
type = S
movetype = A
anim = 1200
velset = 0
ctrl = 0
juggle = 10

[State 1200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,0

[State 1200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1210

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, SA
damage    = 90
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MAFD
guardflag = MA
pausetime = 9,6
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2, -3
air.velocity = -1.3,-3
fall = 1
fall.recover = 0

[Statedef 1210]
type = A
movetype = A
anim = 1201
physics = A
ctrl = 0
velset = 4,-4
juggle = 10

[State 1210, 1]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1220

[State 1210, 2]
type = VelAdd
trigger1 = Time != 1
x = -.2

[State 1210, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage    = 90
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MA
guardflag = L
pausetime = 10,12
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3, -9
air.velocity = -3,-9
fall = 1
fall.recover = 0

;Dragon Punch_Y
[Statedef 1201]
type = S
movetype = A
anim = 1200
velset = 0
ctrl = 0

[State 1201, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,0

[State 1201, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211

[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage    = 50,3
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 9,9
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1.3,-3

[Statedef 1211]
type = A
movetype = A
anim = 1201
physics = A
ctrl = 0
velset = 5,-6.5
juggle = 10

[State 1211, 1]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1220

[State 1211, 2]
type = VelAdd
trigger1 = Time != 1
x = -.2

[State 1211, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 60, 4
animtype  = Light
getpower  = 10
givepower = 8
;hitflag = MA
guardflag = L
pausetime = 10,12
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3, -9
air.velocity = -3,-9
fall = 1
fall.recover = 0

;Dragon Punch_Z
[Statedef 1202]
type = S
movetype = A
anim = 1210
velset = 0
ctrl = 0

[State 1202, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,0

[State 1202, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1212

[State 1202, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
attr = C, SA
damage    = 50
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 9,9
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1.3,-3
;p2stateno = 1251
palfx.time = 30
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5


;Dragon Punch_Alpha counter
[Statedef 1203]
type = S
movetype = A
anim = 1200
velset = 0
ctrl = 0
poweradd = -500

[State 1203, 5]
type = AfterImage
trigger1 = Time = 0
time = 1

[State 1203, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1203, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,0

[State 1203, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1212

[State 1203, 2]
type = SuperPause
trigger1 = Time = 1
pos = 15, -30
time = 30

[State 1203, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, SA
damage    = 80
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 9,9
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1.3,-3


[Statedef 1212]
type = A
movetype = A
anim = 1211
physics = A
ctrl = 0
velset = 8,-9
juggle = 10

[State 191, 3]
type = Playsnd
trigger1 = AnimElem = 1
value = 100, 0

[State 1212, 1]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1221

[State 1212, 2]
type = VelAdd
trigger1 = Time != 1
x = -.4

[State 1212, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1212, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 60, 4
animtype  = Light
getpower  = 10
givepower = 8
;hitflag = MAF
guardflag = L
pausetime = 10,12
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3, -9
air.velocity = -3,-9
;p2stateno = 1260
;p2getp1state = 1
palfx.time = 30
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5

fall = 1
fall.recover = 0

[State 1212, 5]
type = EXPLOD
trigger1 = movehit = 1
trigger1 = numexplod = 0
anim = 4000
pos = 0,-15
postype = p2
ontop = 1
bindtime = 100
bind = p2

[Statedef 1220]
type = A
movetype = I
anim = 1202
physics = N
ctrl = 0
velset = 0

[State 1220, 2]
type = ChangeState
trigger1 = pos y >= 0
value = 1230

[State 1220, 3]
type = VelAdd
trigger1 = time != 1000
y = .43

[State 1220, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[Statedef 1221]
type = A
movetype = I
anim = 1212
physics = N
ctrl = 0
velset = 0

[State 1220, 2]
type = ChangeState
trigger1 = pos y >= 0
value = 1231

[State 1220, 3]
type = VelAdd
trigger1 = time != 1000
y = .43

[State 1220, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[Statedef 1230]
type = S
movetype = I
anim = 1203
physics = S
ctrl = 0
velset = 0,0

[State 1230, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1230, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[Statedef 1231]
type = S
movetype = I
anim = 1213
physics = S
ctrl = 0
velset = 0,0

[State 1230, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1230, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

;Roll_x
[Statedef 1300]
type = S
movetype = I
physics = S
poweradd = 70
ctrl = 0
anim = 1300

[State 1300,1]
type = VelSet
trigger1 = time != 1
x = 2.5

[State 1300, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1310

[State 1300, 3]
type = VarSet
trigger1 = Time = 0
v = 2     ; Use v2 as counter.
value = 1 ; Spin 2 times.

;Roll_y
[Statedef 1301]
type = S
movetype = I
physics = N
poweradd = 70
ctrl = 0
anim = 1300

[State 1301,1]
type = VelSet
trigger1 = time != 1
x = 2.5

[State 1301, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1310

[State 1301, 3]
type = VarSet
trigger1 = Time = 0
v = 2     ; Use v2 as counter.
value = 2 ; Spin 2 times.

;Roll_z
[Statedef 1302]
type = S
movetype = I
physics = S
poweradd = 70
ctrl = 0
anim = 1300

[State 1302,1]
type = VelSet
trigger1 = time != 1
x = 2.5

[State 1302, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1310

[State 1302, 3]
type = VarSet
trigger1 = Time = 0
v = 2     ; Use v2 as counter.
value = 3 ; Spin 2 times.

;Rolling
[Statedef 1310]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1301

[State 1310, 1]
type = VelSet
trigger1 = Time != 1000
x = 4
y = 0

[State 1310, 2]
type = VarAdd
trigger1 = AnimTime = 0
v = 2
value = -1

[State 1310, 3] ; Reset animation
type = ChangeAnim
trigger1 = AnimTime = 0
value = 1301

[State 1310, 4]
type = ChangeState
trigger1 = var(2) <= 0
value = 1311

;Get up from roll
[Statedef 1311]
type = S
movetype = I
physics = S
ctrl = 0
velset = 1

[State 1311, 2]
type = ChangeAnim
trigger1 = time = 1
value = 1302

[State 1311, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 1311, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Shippu Jin Rai Kyaku
[Statedef 2000]
type = S
movetype = A
anim = 2000
velset = 0,0
ctrl = 0

[State 2000,1]
type = VelSet
trigger1 = time >= 10
x = 3.2

[State 2000, 4]
type = SuperPause
trigger1 = animelem = 2,3
pos = -33, -28
anim = 101

[State 2000, 3]
type = poweradd
trigger1 = animelem = 2,3
value = -2000

[State 2000, 5]
type = PlaySnd
trigger1 = animelem = 2,3
value = 6,4

[State 2000, 6]
type = PlaySnd
trigger1 = animelem = 2,3
value = 4,0

[State 2000, 7]
type = PlaySnd
trigger1 = animelem = 4
value = 3, 1

[State 2000, 2]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = movehit = 1
value = 2001

[State 2000, 1]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Movehit = 0
value = 2005

[State 2000, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 20
trigger3 = AnimElem = 36
trigger4 = AnimElem = 52
attr = S, HA
animtype  = High
damage    = 45,3
guardflag = MA
pausetime = 4,6
sparkxy = -20,-90
hitsound   = S10,4
guardsound = 6,0
sparkno = 3
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.3
air.velocity = -2.2,-3.2

[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 28
trigger3 = AnimElem = 44
trigger4 = AnimElem = 60
attr = S, NA
animtype  = High
damage    = 35,3
guardflag = MA
pausetime = 4,6
sparkxy = -10,-50
hitsound   = S10,5
guardsound = 6,0
ground.type = Low
sparkno = 3
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.3
air.velocity = -2,-2.3

[State 2000, 5]
type = AfterImage
trigger1 = Time = 0
time = 1

[State 2000, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 2000, 7]
type = Width
trigger1 = Time != 0
value = 50

[Statedef 2001]
type = A
movetype = A
ctrl = 0
velset = 0
anim = 2001

[State 2001, 1]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
x = 2
y = -2.7

[State 2001, 2]
type = VelSet
trigger1 = AnimElem = 24
x = 0
y = 0

[State 2001, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
attr = S, NA
animtype  = High
damage    = 27,3
guardflag = MA
pausetime = 4,6
sparkxy = -10,-50
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1.1,-5.5
air.velocity = -1.1,-5.5
sparkno = 3

[State 2001, 2]
type = HitDef
trigger1 = AnimElem = 20
attr = S, NA
animtype  = High
damage    = 25,3
guardflag = MA
pausetime = 4,20
sparkxy = -10,-50
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0
sparkno = 3

[State 2001, 1]
type = HitDef
trigger1 = AnimElem = 26
attr = S, NA
animtype  = High
damage    = 30,3
guardflag = MA
pausetime = 4,6
sparkxy = -10,-50
hitsound   = S10,5
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,3.5
air.velocity = -2,3.5
fall = 1
fall.recover = 0
sparkno = 3

[State 2001, 2]
type = Width
trigger1 = time != 0
value = 50

[State 2000, 16]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 2000, 7]
type = ChangeState
trigger1 = Animtime = 0
value = 1109

[Statedef 2005]
type = S
movetype = I
physics = S
ctrl = 0
anim = 902
velset = 0, 0

[State 2005, 1]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

[State 2005, 2]
type = PlaySnd
trigger1 = time = 5
value = 0, 4

[Statedef 2100]
type = S
movetype = A
physics = N
ctrl = 0
anim = 2150
poweradd = -1000
velset = 0, 0

[State 2100, 19]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 14
value = 100,0

[State 2100, 1]
type = VelSet
trigger1 = animelem = 1
trigger2 = animElem = 11
x = 7.5

[State 2100, 2]
type = VelMul
trigger1 = Vel X < 0
x = -1

[State 2100, 2]
type = VelAdd
trigger1 = time != 0
x = -.4

[State 2100, 2]
type = SuperPause
trigger1 = Time = 1
pos = 15, -30

[State 2100, 4]
type = PlaySnd
trigger1 = Time = 1
value = 6,4

[State 2100, 6]
type = PlaySnd
trigger1 = time = 1
value = 4,0

[State 2100, 7]
type = PlaySnd
trigger1 = Time = 4
value = 13, 0

[State 2100, 8]
type = ChangeState
trigger1 = animtime = 0
value = 2101

[State 2100, 5]
type = AfterImage
trigger1 = Time = 0
time = 1

[State 2100, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 2100, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 13
trigger4 = AnimElem = 3
trigger5 = AnimElem = 12
trigger6 = AnimElem = 15
attr = S, HA
damage    = 33,3
animtype  = Hard
getpower  = 0
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 5,6
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3
palfx.time = 30
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5
sparkno = 3
;p2stateno = 1251
;palfx.time = 12
;palfx.add = 200, -100, -100

[State 2100, 6]
type = NotHitBy
trigger1 = Time != 1000
value = , NP, SP, HP
time = 12

[Statedef 2101]
type = S
movetype = A
anim = 1210
velset = 0
ctrl = 0

[State 2101, 6]
type = NotHitBy
trigger1 = Time != 1000
value = , NP, SP, HP
time = 12

[State 2101, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 2101, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102

[State 2101, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage    = 30,3
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 5,9
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1.3,-3
palfx.time = 30
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5
sparkno = 3
;p2stateno = 1251
;palfx.time = 20
;palfx.add = 200, -100, -100


[State 2101, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage    = 30,3
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 5,9
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -2
air.velocity = -1.3,-3
palfx.time = 30
palfx.add = 235,60,0
palfx.sinadd = 235,60,0,5
sparkno = 3
;p2stateno = 1251
;palfx.time = 20
;palfx.add = 200, 200, -100

[Statedef 2102]
type = A
movetype = A
anim = 1211
physics = A
ctrl = 0
velset = 16,-9
juggle = 10

[State 2102, 19]
type = PlaySnd
trigger1 = animelem = 1
value = 100,0

[State 2102, 1]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1221

[State 2102, 6]
type = NotHitBy
trigger1 = Time != 1000
value = , NP, SP, HP
time = 12

[State 2102, 2]
type = VelAdd
trigger1 = Time = [1,8]
x = -2

[State 2005, 5]
type = EXPLOD
trigger1 = movehit = 1
trigger1 = numexplod = 0
anim = 4000
pos = 0,-20
postype = p2
ontop = 1
bindtime = 100
bind = p2

[State 2102, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage    = 50, 3
animtype  = Light
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 5,6
sparkxy = -2,-60
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -3, -9
air.velocity = -3,-9
sparkno = 3
;p2stateno = 1260
;p2getp1state = 1
fall = 1
fall.recover = 0

[State 2102, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 35

;Shinryuken
[Statedef 2200]
type = S
movetype = A
anim = 2200
velset = 0
ctrl = 0

[State 2000, 5]
type = AfterImage
trigger1 = Time = 0
time = 1

[State 2000, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 2200, 2]
type = SuperPause
trigger1 = animelem = 5
pos = 15, -30

[State 2200, 4]
type = PlaySnd
trigger1 = animelem = 5
value = 6,4

[State 2200, 6]
type = PlaySnd
trigger1 = animelem = 5
value = 4,0

[State 2101, 3]
type = PowerAdd
trigger1 = AnimElem = 5
value = -1000

[State 2200, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2201

[State 2200, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 7
attr = S, HA
damage    = 35, 3
animtype  = Hard
getpower  = 10
givepower = 8
hitflag = MA
guardflag = MA
pausetime = 7,7
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 3
air.velocity = 3,-3

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

[Statedef 2201]
type = A
movetype = A
anim = 2201
physics = A
ctrl = 0
velset = 0,-11.3
juggle = 1

[State 2200, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 2200, 1]
type = PlaySnd
trigger1 = Time = 5
value = 13,3

[State 2201, 1]
type = ChangeState
trigger1 = Vel Y >= 0
value = 1220

[State 2201, 7]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = A, HA
damage    = 20,3
animtype  = Light
getpower  = 10
givepower = 8
guardflag = HL
pausetime = 7,6
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 1.5, -9
air.velocity = 1.5,-9
fall = 1
fall.recover = 0
sparkno = 3

[State 2201, 7]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = A, HA
damage    = 20,3
animtype  = Light
getpower  = 10
givepower = 8
guardflag = HL
pausetime = 7,6
sparkxy = -2,-50
hitsound   = S10,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -1, -9
air.velocity = -1,-9
fall = 1
fall.recover = 0
sparkno = 3


;---------------------------------------------------------------------------
; X throw
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1
sparkno = -1
p2facing = 1
p1stateno = 801
p2stateno = 811
p2getp1state = 1
fall.damage = 70
damage = 70
kill = 0

[State 800, 2]
type = ChangeState
trigger1 = MoveContact = 1
value = 810

[State 800, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 800, 4]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 2
value = 300

;---------------------------------------------------------------------------
; Air X throw
[Statedef 850]
type = S
movetype = A
physics = A
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = A
priority = 1
;snap = 26, 0, 0, 1
sparkno = -1
p2facing = 1
p1stateno = 822
p2stateno = 812
p2getp1state = 1
fall.damage = 70
damage = 70
kill = 0

[State 800, 2]
type = ChangeState
trigger1 = MoveContact = 1
value = 811

[State 800, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; X throw (Back)
[Statedef 900]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800

[State 900, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1
snap = 26, 0, 0, 1
sparkno = -1
p1facing = -1
p2facing = 1
p1stateno = 801
p2stateno = 811
p2getp1state = 1
fall.damage = 70
damage = 70
kill = 0

[State 900, 2]
type = ChangeState
trigger1 = MoveContact = 1
value = 910

[State 900, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 900, 4]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 2
value = 300

; X throw grab
[Statedef 801]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0

[State 801, 2]
type = PlaySnd
trigger1 = time = 1
value = 0,5

[State 801, 1]
type = TargetBind
trigger1 = time != 0
pos = -57, 0

[State 801, 2]
type = ChangeState
trigger1 = animtime = 0
value = 802

[State 801, 2]
type = ChangeAnim
trigger1 = time = 1
value = 801

; X throw grab (back)
[Statedef 901]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0, 0

[State 901, 2]
type = PlaySnd
trigger1 = time = 1
value = 0,5

[State 901, 1]
type = TargetBind
trigger1 = time != 0
pos = -57, 0

[State 901, 2]
type = ChangeState
trigger1 = animtime = 0
value = 802

[State 901, 2]
type = ChangeAnim
trigger1 = time = 1
value = 801

[Statedef 822]
type = S
movetype = A
physics = N
ctrl = 0
velset = 4, -3.5

[State 822, 3]
type = TargetBind
trigger1 = Time != 0
pos = 0,0

[State 822, 2]
type = VelAdd
trigger1 = time != 9000
y = .13

[State 822, 3]
type = ChangeState
trigger1 = pos y > 0
trigger1 = time != 0
value = 803

[State 822, 2]
type = ChangeAnim
trigger1 = time = 1
value = 802

[State 822, 2]
type = PlaySnd
trigger1 = time = 1
value = 0,5

[Statedef 811]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0, 0

[State 811, 1]
type = ChangeAnim2
trigger1 = time = 1
value = 811

[State 811, 1]
type = ChangeState
trigger1 = animtime = 0
value = 812

[Statedef 802]
type = S
movetype = A
physics = N
ctrl = 0
velset = 4, -3.5

[State 802, 3]
type = TargetBind
trigger1 = Time != 0
pos = 0,0

[State 802, 2]
type = VelAdd
trigger1 = time != 9000
y = .13

[State 802, 3]
type = ChangeState
trigger1 = pos y > 0
trigger1 = time != 0
value = 803

[State 801, 2]
type = ChangeAnim
trigger1 = time = 1
value = 802

[Statedef 812]
type = S
movetype = H
physics = N
ctrl = 0

[State 801, 2]
type = ChangeAnim2
trigger1 = time = 1
value = 812

[State 802, 3]
type = ChangeState
trigger1 = pos y > 0
trigger1 = time != 0
value = 813
velset = 4, -6.3

[State 812, 3]
type = VelSet
trigger1  = time = 51
x = -3
y = -3


[Statedef 803]
type = S
movetype = A
physics = S
ctrl = 0
anim = 803
velset = 0,0,0

[State 803, 1]
type = TargetBind
trigger1 = animelem = 1
pos = 11, -18

[State 803, 1]
type = PlaySnd
trigger1 = time = 2
value = 0,4

[State 803, 1]
type = PosSet
trigger1 = animelem = 1
y = 0

[State 803, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

[Statedef 813]
type    = L
movetype= H
physics = N
velset = -4.7,-13.3
anim = 5050

[State 813, 1]
type = VelAdd
trigger1 = Time >= 0
y = .8

[State 813, 3]
type = VelSet
trigger1 = time = 1
x = -4.7
y = -10.3

[State 813, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5110

[Statedef 1250]
type    = L
movetype= H
physics = N
velset = -4.7,-6.3
anim = 5050

[State 813, 1]
type = VelAdd
trigger1 = Time >= 0
y = .23

[State 813, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y = 0
type = SelfState
value = 5110

[State 1250, 4]
type = PalFX
trigger1 = TimeMod = 2, 1
time = 3
sinadd = 200,-50,-150, 12

[State 1250, 4]
type = PalFX
trigger1 = TimeMod = 2, 3
time = 3
sinadd = 200,-200,-200, 12

;---------------------------------------------------------------------------
;Burning shake
[Statedef 1251]
type    = A
movetype= H ;Get hit
physics = N

[State 1251, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1251, 2]
type = ChangeAnim
Trigger1 = Time >= 0
value = 5012

[State 1251, 2]
type = ChangeState
Trigger1 = HitShakeOver = 1
value = 1252

[State 1251, 4]
type = PalFX
trigger1 = TimeMod = 2, 0
time = 3
sinadd = 200,-50,-150, 12

[State 1251, 4]
type = PalFX
trigger1 = TimeMod = 2, 2
time = 3
sinadd = 200,-200,-200, 12

;Burning Hit slide
[Statedef 1252]
type    = S
movetype= H
physics = S
anim = 5012 ;5017

[State 1252, 1]
type = ChangeState
trigger1 = animtime = 0
value = 1253

[State 1252, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1252, 4]
type = PalFX
trigger1 = TimeMod = 2, 0
time = 3
sinadd = 200,-50,-150, 12

[State 1252, 4]
type = PalFX
trigger1 = TimeMod = 2, 2
time = 3
sinadd = 200,-200,-200, 12

;Burning recover
[Statedef 1253]
type    = S
movetype= H
physics = S
anim = 5017

[State 1253, 1]
type = SelfState
trigger1 = animtime = 0
trigger1 = pos y = 0
value = 0

[State 1253, 1]
type = SelfState
trigger1 = animtime = 0
trigger1 = pos y != 0
value = 50

[State 1253, 4]
type = PalFX
trigger1 = TimeMod = 2, 0
time = 3
sinadd = 200,-50,-150, 12

[State 1253, 4]
type = PalFX
trigger1 = TimeMod = 2, 2
time = 3
sinadd = 200,-200,-200, 12

;---------------------------------------------------------------------------
;Burning shake
[Statedef 1260]
type    = A
movetype= H ;Get hit
physics = N

[State 1260, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0
z = 0

[State 1260, 2]
type = ChangeAnim
Trigger1 = Time >= 0
value = 5012

[State 1260, 2]
type = ChangeState
Trigger1 = HitShakeOver = 1
value = 1261

[State 1260, 4]
type = PalFX
trigger1 = TimeMod = 2, 0
time = 3
sinadd = 200,-50,-150, 12

[State 1260, 4]
type = PalFX
trigger1 = TimeMod = 2, 2
time = 3
sinadd = 200,-200,-200, 12

;---------------------------------------------------------------------------
;Burning HITA_UP (initial going up)
[Statedef 1261]
type    = A
movetype= H
physics = N

[State 5030, 1]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = SelfState
triggerall = HitFall = 0
trigger1 = HitOver = 1
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = SelfState
triggerall = HitFall = 1
trigger1 = HitOver = 1
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5050 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1262 ;HITA_UP (transition)

[State 1260, 4]
type = PalFX
trigger1 = TimeMod = 2, 0
time = 3
sinadd = 200,-50,-150, 12

[State 1260, 4]
type = PalFX
trigger1 = TimeMod = 2, 2
time = 3
sinadd = 200,-200,-200, 12

;---------------------------------------------------------------------------
; Burning HITA_UP_T (transition)
[Statedef 1262]
type    = A
movetype= H
physics = N
anim = 5035

[State 5030, 1]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 5035, 2]
type = SelfState
triggerall = HitFall = 0
trigger1 = HitOver = 1  ;Hit is over
trigger2 = AnimTime = 0 ;Animation over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 5040 ;HITA_RECOV

[State 5035, 3]
type = ChangeState
triggerall = HitFall = 1
trigger1 = HitOver = 1  ;Hit is over
trigger2 = AnimTime = 0 ;Anim is over
trigger3 = Vel Y > 0    ;Hit ground
trigger3 = Pos Y >= 10  ;.
trigger4 = Time = 0     ;No transition anim
trigger4 = Anim != 5035 ;.
value = 1263 ;HITA_FALL

[State 1260, 4]
type = PalFX
trigger1 = TimeMod = 2, 0
time = 3
sinadd = 200,-50,-150, 12

[State 1260, 4]
type = PalFX
trigger1 = TimeMod = 2, 2
time = 3
sinadd = 200,-200,-200, 12

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 1263]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with last
type = ChangeAnim
triggerall = anim != 5060 ;Not if in hit up anim
trigger1 = AnimTime = 0
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
value = 5050

[State 5050, 2] ;Coming down anim (normal fall type)
type = ChangeAnim
triggerall = anim != 5060 ;Not if in hit up anim
trigger1 = Vel Y >= 1
trigger1 = animexist(5051)
value = 5051
persistent = 0

[State 5050, 2] ;Coming down anim (hit up type)
type = ChangeAnim
triggerall = anim = 5060 ;Not if in hit up anim
trigger1 = Vel Y >= -2
trigger1 = animexist(5061)
value = 5061
persistent = 0

[State 5030, 1]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 5050, 4] ; Recover near ground
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5] ; Recover in mid air
type = SelfState
triggerall = Vel Y > -1
triggerall = Vel Y < 40 ;4
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5100 ;HIT_BOUNCE

[State 5050, 6] ;If in hit up animation
type = SelfState
triggerall = Vel Y > 0
triggerall = Pos Y >= 0
trigger1 = anim = 5060
trigger2 = anim = 5061
value = 5100 ;HIT_BOUNCE

[State 1260, 4]
type = PalFX
trigger1 = TimeMod = 2, 0
time = 3
sinadd = 200,-50,-150, 12

[State 1260, 4]
type = PalFX
trigger1 = TimeMod = 2, 2
time = 3
sinadd = 200,-200,-200, 12
;---------------------------------------------------------------------------
; C throw
[Statedef 950]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800

[State 950, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1
;snap = 26, 0, 0, 1
sparkno = -1
;p2facing = 1
numhits = 0
p1stateno = 952
p2stateno = 962
p2getp1state = 1
fall.damage = 70
damage = 70
chain.id = 100
kill = 0

[State 950, 2]
type = ChangeState
trigger1 = MoveContact = 1
value = 950

[State 950, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 950, 4]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 2
value = 300

;---------------------------------------------------------------------------
; C throw
[Statedef 951]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800

[State 950, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1
;snap = 26, 0, 0, 1
sparkno = -1
p1facing = -1
p2facing = 1
numhits = 0
p1stateno = 952
p2stateno = 962
p2getp1state = 1
fall.damage = 70
damage = 70
id = 100
chain.id = 100
kill = 0

[State 950, 2]
type = ChangeState
trigger1 = MoveContact = 1
value = 950

[State 950, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 950, 4]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 2
value = 300

;Knees
[Statedef 952]
type = S
movetype = A
physics = S
ctrl = 0
anim = 900

[State 952, 1]
type = HitDef
;trigger1 = timemod = 25, 1
trigger1 = Animelem = 3
attr = S, NA
animtype  = High
damage    = 10
guardflag = MA
sparkxy = -15,-57
hitsound   = S10,5
p2stateno = 963
chain.id = 100
id = 100
kill = 0

[State 950, 3]
type = ChangeAnim
triggerall = movecontact = 1
triggerall = animelem = 4
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 900

[State 950, 3]
type = ChangeAnim
triggerall = movecontact = 1
triggerall = animelem = 5
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
value = 900

[State 950, 4]
type = ChangeState
trigger1 = time = 180
value = 953

[State 951, 1]
type = TargetBind
trigger1 = time != 0
trigger2 = time = 0
pos = 40, -8

[State 951, 10]
type = PlaySnd
trigger1 = animelem = 2
value = 0,4

;Kick away
[Statedef 953]
type = S
movetype = A
physics = S
ctrl = 0
anim = 901

[State 951, 10]
type = PlaySnd
trigger1 = animelem = 2
value = 0,5

[State 953, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = High
damage    = 10
guardflag = MA
pausetime = 11,11
sparkxy = 2
hitsound   = S10,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4,-6
air.velocity = -2.2,-3.2
fall = 1
fall.recover = 0
id = 100
chain.id = 100

[State 953, 2]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Held
[Statedef 962]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[State 962, 2]
type = ChangeAnim2
trigger1 = time = 1
value = 950

[State 962, 1]
type = VelSet
trigger1 = time = 1
x = 0
y = 0

;OUCH! HIT!
[Statedef 963]
type = S
movetype = A
physics = S
ctrl = 0

[State 963, 2]
type = ChangeAnim2
trigger1 = time = 1
value = 951

[State 963, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 962

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

[Statedef -2]

[State -2, 1]
type = ChangeState
trigger1 = Stateno = 0
trigger1 = Pos y != 0
value = 50
ctrl = 1

; Play "ow" sound when hit
[State -2, 1]
type = PlaySnd
triggerall = AnimTime = 1
trigger1 = anim = 5002
trigger2 = anim = 5012
trigger3 = anim = 5022
value = 0,1

[State -2, landing_sound]
type = playsnd
trigger1 = anim = 47
trigger1 = time = 1
value = 12,0

;Unlimited superbar (this should work for anyone)
;[State -2, 2]
;type = PowerSet
;trigger1 = power != 3000
;value = 3000

[State -2, 1]
type = null ;hitoverride
trigger1 = time = 0
trigger2 = time != 0
time = 101010
attr = S, NA
stateno = 0


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

