;--------------------------------------------------------------;
;Evil Ken by Reu and Tenshin				 ;
; http://www.reu.50megs.com			       ;
;--------------------------------------------------------------;


[Data]
life = 1100
attack = 70
defence = 110
fall.defence_up = 70
liedown.time = 40
airjuggle = 25
sparkno = 0
guard.sparkno = S9300
KO.echo = 0
volume = 255
IntPersistIndex = 30

[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  = 3.3
walk.back = -3
run.fwd  = 5.6, 0
run.back = -5.5,-4.8
jump.neu = 0,-9.5
jump.back = -3.4
jump.fwd = 3.4
runjump.back = -3.55,-9.1
runjump.fwd = 5,-9.1
airjump.neu = 0,-9.1
airjump.back = -3.55,-9.1
airjump.fwd = 3.5,-9.1

[Movement]
airjump.num = 0
airjump.height = 40
yaccel = .45
stand.friction = .85
crouch.friction = .82


;======================================================================================================
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 181
velset = 0,0

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

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S
ctrl = 0
anim = 0

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

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0, 80

; hold face
[State 181, 1]
type = ChangeState
trigger1 = var(1) <= 20
value = 181

; death
[State 181, 1]
type = ChangeState
trigger1 = var(1) > 20
trigger1 = var(1) <= 40
value = 182

;Face back
[State 181, 2]
type = ChangeState
trigger1 = var(1) > 40
trigger1 = var(1) <= 60
value = 186

;Flame hand
[State 181, 2]
type = ChangeState
trigger1 = var(1) > 60
trigger1 = var(1) <= 80
value = 187

;-------------------------------
;heavy breathing
[Statedef 181]
type = S
ctrl = 0
anim = 181

[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 200
flag = roundnotover

;-------------------------------
;Death
[Statedef 182]
type = S
ctrl = 0
anim = 182

[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 200
flag = roundnotover

[State 3450, Wind effect] 
type = Explod
trigger1 = time = 6
anim = 9403
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
removetime = 190

[State 7800, 3]
type = BGPalfx
trigger1 = time = 6
invertall = 1
supermove = 1
time = 200
add = 0,-255,-255
sinadd = 400,400,400,145

;[State 192, Dragon]
;type = Explod
;trigger1 = time = 150
;anim = 10070
;pos = 0,-40
;sprpriority = -1
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1
;vel = 0,-0.5
;scale = 1,1

[State 1700, Dragon]
type = Helper
trigger1 = time = 150
helpertype = normal
name = "Dragon"
id = 3
pos = 0,-40
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999

[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 30
add            = 0,0,0
sinadd         = -100,-100,-100,400
time           = 199
ignorehitpause = 1
persistent     = 0

[State 3700, Shinryuken]
type = PlaySnd
trigger1 = time = 150
value = 2,10
channel = 0

[State 180, Sound]
type = PlaySnd
trigger1 = time = 1
value = 1,4 ; argh
volume = 255

[State 180, fall]
type = Changeanim
trigger1 = time = 200
value = 185


;-------------------------------
;Back Turn
[Statedef 186]
type = S
ctrl = 0
anim = 183

[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 200
flag = roundnotover

;-------------------------------
;Flame Hand
[Statedef 187]
type = S
ctrl = 0
anim = 184

[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 37
value = 2,7
volume = 255

[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 200
flag = roundnotover


;---------------------------------------------------------------------------
; PREINTRO

[Statedef 190]
type = S
ctrl = 0
velset = 0,0

;Special Intro
[State 190, 0]
type = Changestate
;trigger1 = command = "hold_s"
trigger1 = command = "hold_a"
value = 11050

[State 190, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,125

;Special Intro against Ryu
[State 190, 0]
type = Changestate
trigger1 = p2name = "Ryu"
trigger2 = p2name = "Ryujrp"
trigger3 = p2name = "Ryu Hoshi"
trigger4 = p2name = "RyuV"
trigger5 = p2name = "RyuX"
trigger6 = p2name = "Ryu-X"
trigger7 = p2name = "Ryu X"
trigger8 = p2name = "Marvel Ryu Zero"
trigger9 = p2name = "Ryulee"
value = 11010

;Special Intro Against Akuma
[State 190, 0]
type = Changestate
trigger1 = p2name = "Akuma"
trigger2 = p2name = "Gouki"
value = 11020

;Special Intro against BBHood
[State 190, 0]
type = Changestate
trigger1 = p2name = "Baby Bonnie Hood"
trigger2 = p2name = "BBHood"
trigger3 = p2name = "BBH"
value = 11030

;Special Intro against SELF
[State 190, 0]
type = Changestate
trigger1 = p2name = "Evil Ken"
trigger2 = p2name = "EvilKen"
value = 11040

; Earthstomp
[State 190, 1]
type = ChangeState
trigger1 = var(1) <= 25
trigger1 = Time = 0
value = 191

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

;Flaming Hand
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 50
trigger1 = var(1) <= 75
value = 193

;Back Turn
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 75
trigger1 = var(1) <= 100
value = 195

;Cape Intro
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 100
trigger1 = var(1) <= 125
value = 12020

;--------------------------------
;Earthstomp
[Statedef 191]
type = S
movetype = I
velset = 0,0
anim = 191

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 100
flag = Intro

[State 3450, groundshockwave] 
;type = gamemakeanim
type = explod
trigger1 = time = 34
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1

[State 191, 4]
type = PlaySnd
trigger1 = time = 33
value = 1,0	; hoobangcling (1)
volume = 255

[State 191, 5]
type = PlaySnd
trigger1 = Time = 34
value = 1,2 ;1,1

[State 191, 5]
type = EnvShake
trigger1 = time = 34
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 191, 5] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;--------------------------------
;Overcome
[Statedef 192]
type = S
movetype = I
velset = 0,0
anim = 192

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 350
flag = Intro

[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=350
flag = NoMusic


[State 192, Sound]
type = PlaySnd
trigger1 = animelem = 31
value = 10,3
volume = 255

[State 192, windy]
type = Explod
trigger1 = Animelem = 37
anim = 9405
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1

[State 192, Visual effect]
type = Explod
trigger1 = Animelem = 37, = 50
anim = 10010
pos = -3,-60
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0


;[State 192, Flame Aura]
;type = Explod
;trigger1 = Animelem = 37
;anim = 9406
;id = 9400
;pos = 0,2
;sprpriority = 3
;postype = p1
;bindtime = 1
;removetime = -1
;supermove = 1
;bindtime = 1
;ownpal = 1
;scale = 1,0.3
;shadow = 0,50,100

;[State 1700, Remove Flaming Aura]
;type = RemoveExplod
;trigger1 = time = 300
;id = 9400

[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 110
add            = 0,0,0
sinadd         = -100,-100,-100,200
time           = 99
ignorehitpause = 1
persistent     = 0

[State 7800, 3]
type = BGPalfx
trigger1 = time = 110
invertall = 1
supermove = 1
time = 210
add = 0,-255,-255
sinadd = 400,400,400,145

[State 1531, 5]
type = EnvColor
trigger1 = time = 150
value = 20,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 190
value = 40,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 220
value =60,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 240
value = 80,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 250
value = 100,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 255
value = 120,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 260
value = 140,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 265
value = 160,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 270
value = 180,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 275
value = 200,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 280
value = 220,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 285
value = 240,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 290
value = 250,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 295
value = 255,0,0
time = 1


[State 192, Sound]
type = PlaySnd
trigger1 = animelem = 37
value = 1,4
volume = 255

[State 192, 5]
type = EnvShake
trigger1 = animelem = 37
persistent = 0
time = 155
ampl = -2
freq = 100
phase = 1

[State 192, 5] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0


;--------------------------------
;Flaming Hand
[Statedef 193]
type = S
movetype = I
velset = 0,0
anim = 193

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 500
flag = Intro

[State 191, 7] 
type = ChangeAnim
trigger1 = time = 92
value = 194

[State 191, 8]
type = PlaySnd
trigger1 = time = 92
value = 2,7

[State 191, 9] ;Change to stand state
type = ChangeState
trigger1 = time = 104
value = 0

;--------------------------------
;Back Turn
[Statedef 195]
type = S
movetype = I
velset = 0,0
anim = 195

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 195

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 204
flag = Intro

[State 191, 9] ;Change to stand state
type = ChangeState
trigger1 = animtime = 0
value = 0

;--------------------------------
;Cape intro
[Statedef 12020]
type = S
movetype = I
velset = 0,0
anim = 12020

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 12020

[State 1531, 5]
type = PlaySnd
trigger1 = animelem = 8
value = 4,5
volume = 255

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 250
flag = Intro

[State 192, cape]
type = Explod
trigger1 = Animelem = 8
anim = 12021
pos = 10,10
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
vel = 4,0
accel = -0.01,0.1
shadow = 0,0,0

[State 191, 9] ;Change to stand state
type = ChangeState
trigger1 = animtime = 0
value = 0

;--------------------------------
;Special intro
[Statedef 11050]
type = S
movetype = I
velset = 0,0
anim = 13040
ctrl = 0

[State 191, 4]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 59
freqmul = 1.5
value = 0,9

[State 191, 8]
type = PlaySnd
trigger1 = animelem = 4
freqmul = 1.5
value = 1,1

[State 7800, 3]
type = BGPalfx
trigger1 = time = 0
invertall = 1
supermove = 1
time = 60
add = 255,0,0
sinadd = -500,-500,-500,80

[State 1531, 5]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 59
value = 255,255,255
time = 1

[State 191, 9] ;Change to stand state
type = ChangeState
trigger1 = time = 60
ctrl = 1
value = 0


;--------------------------------
;Special Intro against Ryu
[Statedef 11010]
type = S
movetype = I
velset = 0,0
anim = 11010

[State 191, 4]
type = PlaySnd
trigger1 = time = 90
trigger1 = roundstate = 1
value = 2,6
;volume = 255
loop = 1
;Persistent = 0
channel = 2
time = 10

[State 191, 4]
type = StopSnd
trigger1 = roundstate = 2
channel = 2

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 11010

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 2200
flag = Intro
flag2 = nobardisplay

[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=2050
flag = NoMusic

[State 3450, blackbx]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,- 20
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12040
vel = 0,2
scale = 35,4

[State 3450, blackbx2]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,285
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12041
vel = 0,-2
scale = 35,4

[State 3450, blackbx]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4

[State 3450, blackbx2]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4

[State 3450, textbx]
type = explod
trigger1 = time = 40
anim = 11000
pos = 30,-100
sprpriority = 3
bindtime = 1
removetime = 1050
postype =  left
supermove = 1
ownpal = 1
id = 11000
vel = 0,10
accel = 0,-0.4
shadow = 10,10,10

[State 3450, textbx]
type = modifyexplod
trigger1 = time = 66
anim = 11000
pos = 30,30
sprpriority = 3
bindtime = -1
removetime = 2050
postype =  left
supermove = 1
ownpal = 1
id = 11000
;vel = 0,10
;accel = 0,-1
shadow = 10,10,10

[State 3450, box delete]
type = removeexplod
trigger1 = time = 2050
id = 11000

[State 3450, textbx]
type = explod
trigger1 = time = 2050
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
;vel = 0,-2
accel = 0,-0.5
shadow = 10,10,10


[State 3450, text]
type = explod
trigger1 = time = 80
anim = 11004
pos = 110,42
sprpriority = 4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 11000

[State 3450, face ken]
type = explod
trigger1 = time = 85
anim = 10704
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 1000
bindtime = -1
ownpal = 1
ontop = 1
id = 10700

[State 3450, evil ken face]
type = explod
trigger1 = time = 1045
anim = 10705
pos = 38,38
sprpriority = 5
postype = left
removetime = -1
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702

[State 3450, face delete]
type = removeexplod
trigger1 = time = 850
id = 10702

[State 192, 5] ;Change to morphin
type = ChangeState
trigger1 = time = 850
value = 11011

[Statedef 11011]
type = S
movetype = I
velset = 0,0
anim = 192

[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=2050
flag = NoMusic

[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 180
add            = 0,0,0
sinadd         = -100,-100,-100,300
time           = 159
ignorehitpause = 1
persistent     = 0


[State 3450, evil ken morphing face]
type = explod
trigger1 = time = 180
anim = 10705
pos = 38,38
sprpriority = 5
postype = left
removetime = 120
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702

[State 3450, evil ken face]
type = explod
trigger1 = time = 300
anim = 10700
pos = 38,38
sprpriority = 5
postype = left
removetime = 52
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702

[State 3450, face delete]
type = removeexplod
trigger1 = time = 352
id = 10702

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 2200
flag = Intro
flag2 = nobardisplay

[State 192, 2]
type = PlaySnd
trigger1 = animelem = 31
value = 10,3
volume = 255

[State 192, windy]
type = Explod
trigger1 = Animelem = 37
anim = 9405
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1

[State 192, Visual effect]
type = Explod
trigger1 = Animelem = 37, = 50
anim = 10010
pos = -3,-60
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0


;[State 192, Flame Aura]
;type = Explod
;trigger1 = Animelem = 37
;anim = 9406
;id = 9400
;pos = 0,2
;sprpriority = 3
;postype = p1
;bindtime = 1
;removetime = -1
;supermove = 1
;bindtime = 1
;ownpal = 1
;scale = 1,0.3
;shadow = 0,50,100

;[State 1700, Remove Flaming Aura]
;type = RemoveExplod
;trigger1 = time = 300
;id = 9400


[State 7800, 3]
type = BGPalfx
trigger1 = time = 110
invertall = 1
supermove = 1
time = 210
add = 0,-255,-255
sinadd = 400,400,400,145

[State 1531, 5]
type = EnvColor
trigger1 = time = 150
value = 20,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 190
value = 40,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 220
value =60,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 240
value = 80,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 250
value = 100,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 255
value = 120,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 260
value = 140,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 265
value = 160,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 270
value = 180,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 275
value = 200,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 280
value = 220,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 285
value = 240,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 290
value = 250,0,0
time = 1

[State 1531, 5]
type = EnvColor
trigger1 = time = 295
value = 255,0,0
time = 1

[State 192, Sound]
type = PlaySnd
trigger1 = animelem = 37
value = 1,4
volume = 255

[State 192, 5]
type = EnvShake
trigger1 = animelem = 37
persistent = 0
time = 155
ampl = -2
freq = 100
phase = 1

[State 3450, blackbx]
type = explod
trigger1 = time = 0
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 352
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4

[State 192, 5] ;Change to action intro
type = ChangeState
trigger1 = animtime = 0
value = 11012



[Statedef 11012]
type = S
movetype = I
velset = 0,0
anim = 11020

[State 3450, face delete]
type = removeexplod
trigger1 = time = 0
id = 10702

[State 3450, face ryu]
type = explod
trigger1 = time = 0
anim = 10703
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 95
bindtime = -1
ownpal = 1
ontop = 1
id = 10703

[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=2050
flag = NoMusic

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 2200
flag = Intro
flag2 = nobardisplay

[State 3450, groundshockwave] 
;type = gamemakeanim
type = explod
trigger1 = Animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1

[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,0	; hoobangcling (1)
volume = 255

[State 191, 5]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,2 ;1,1

[State 191, 5]
type = EnvShake
trigger1 = Animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

;[State 192, Dragon]
;type = Explod
;trigger1 = Animelem = 4,= 5
;anim = 10070
;pos = -8,-40
;sprpriority = -1
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1
;vel = 0,-0.5
;scale = 0.8,0.8

[State 1700, Dragon]
type = Helper
trigger1 = Animelem = 4, = 5
helpertype = normal
name = "Dragon"
id = 3
pos = -8,-30
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 7800, 3]
type = BGPalfx
trigger1 = Animelem = 4, =5
supermove = 1
time = 99
add = 0,0,0
sinadd = -400,-400,-400,200

[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -80, 80

[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -80, 80

[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(46),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1

[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(47),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 3700, this means shinryuken]
type = PlaySnd
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
channel = 3
value = 2,7

[State 191, 8]
type = PlaySnd
trigger1 = Animelem = 4,=5
value = 2,10
volume = 255

[State 3450, box delete]
type = removeexplod
trigger1 = time = 100
id = 11000

[State 3450, textbx]
type = explod
trigger1 = time = 100
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
;vel = 0,-2
accel = 0,-0.5
shadow = 10,10,10

[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 99
id = 12040

[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 99
id = 12041

[State 3450, blackbx]
type = explod
trigger1 = time = 99
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
vel = 0, -2

[State 3450, blackbx2]
type = explod
trigger1 = time = 99
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
vel = 0,2

[State 192, 5] ;Change to stand state
type = ChangeState
trigger1 = time = 100
value = 0


;--------------------------------
;Special Intro against Akuma
[Statedef 11020]
type = S
movetype = I
velset = 0,0
anim = 11030

[State 191, 4]
type = PlaySnd
trigger1 = time = 90
trigger1 = roundstate = 1
value = 2,6
;volume = 255
loop = 1
;Persistent = 0
channel = 2
time = 10

[State 191, 4]
type = StopSnd
trigger1 = roundstate = 2
channel = 2

[State 3450, blackbx]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,- 20
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12040
vel = 0,2
scale = 35,4

[State 3450, blackbx2]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,285
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12041
vel = 0,-2
scale = 35,4

[State 3450, blackbx]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4

[State 3450, blackbx2]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4


[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 11030

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 1000
flag = Intro
flag2 = nobardisplay

[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=850
flag = NoMusic

[State 3450, textbx]
type = explod
trigger1 = time = 40
anim = 11000
pos = 30,-100
sprpriority = 3
bindtime = 1
removetime = 850
postype =  left
supermove = 1
ownpal = 1
id = 11000
vel = 0,10
accel = 0,-0.4
shadow = 10,10,10

[State 3450, textbx]
type = modifyexplod
trigger1 = time = 66
anim = 11000
pos = 30,30
sprpriority = 3
bindtime = -1
removetime = 850
postype =  left
supermove = 1
ownpal = 1
id = 11000
;vel = 0,10
;accel = 0,-1
shadow = 10,10,10

[State 3450, box delete]
type = removeexplod
trigger1 = time = 850
id = 11000

[State 3450, textbx]
type = explod
trigger1 = time = 850
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
;vel = 0,-2
accel = 0,-0.5
shadow = 10,10,10


[State 3450, text]
type = explod
trigger1 = time = 80
anim = 11005
pos = 110 ,42
sprpriority = 4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 11000

[State 3450, face gouki]
type = explod
trigger1 = time = 85
anim = 10701
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 200
bindtime = -1
ownpal = 1
ontop = 1
id = 10700

[State 3450, face evilken]
type = explod
trigger1 = time = 285
anim = 10700
pos = 38,38
sprpriority = 5
postype = left
removetime = 200
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702

[State 3450, face gouki]
type = explod
trigger1 = time = 485
anim = 10701
pos = 38,38
sprpriority = 5
postype = left
removetime = -1
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702

[State 3450, face delete]
type = removeexplod
trigger1 = time = 850
id = 10702

[State 192, 5];Ready stance
type = ChangeAnim
trigger1 = animtime = 0
value = 0

[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 861
id = 12040

[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 861
id = 12041

[State 3450, blackbx]
type = explod
trigger1 = time = 861
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
vel = 0, -2

[State 3450, blackbx2]
type = explod
trigger1 = time = 861
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
vel = 0,2


[State 192, 5] ;Change to action intro state
type = ChangeState
trigger1 = time = 862
value = 11031

[Statedef 11031]
type = S
movetype = I
velset = 0,0
anim = 11020

[State 3450, groundshockwave] 
;type = gamemakeanim
type = explod
trigger1 = Animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1

[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,0	; hoobangcling (1)
volume = 255

[State 191, 5]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,2 ;1,1

[State 191, 5]
type = EnvShake
trigger1 = Animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

;[State 192, Dragon]
;type = Explod
;trigger1 = Animelem = 4,= 5
;anim = 10070
;pos = -8,-40
;sprpriority = -1
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1
;vel = 0,-0.5
;scale = 0.8,0.8

[State 1700, Dragon]
type = Helper
trigger1 = Animelem = 4,= 5
helpertype = normal
name = "Dragon"
id = 3
pos = -8,-30
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 7800, 3]
type = BGPalfx
trigger1 = Animelem = 4, =5
supermove = 1
time = 99
add = 0,0,0
sinadd = -400,-400,-400,200

[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -80, 80

[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -80, 80

[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(46),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1

[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(47),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 3700, this means shinryuken]
type = PlaySnd
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
channel = 3
value = 2,7

[State 191, 8]
type = PlaySnd
trigger1 = Animelem = 4,=5
value = 2,10
volume = 255


[State 192, 5] ;Change to stand state
type = ChangeState
trigger1 = time = 800
value = 0



;--------------------------------
;Special Intro against BBHood
[Statedef 11030]
type = S
movetype = I
velset = 0,0
anim = 193

[State 3450, blackbx]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,- 20
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12040
vel = 0,2
scale = 35,4

[State 3450, blackbx2]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,285
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12041
vel = 0,-2
scale = 35,4

[State 3450, blackbx]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4

[State 3450, blackbx2]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4


[State 191, 4]
type = PlaySnd
trigger1 = time = 90
trigger1 = roundstate = 1
value = 2,6
;volume = 255
loop = 1
;Persistent = 0
channel = 2
time = 10

[State 191, 4]
type = StopSnd
trigger1 = roundstate = 2
channel = 2

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = animelemtime(3) < 1200
flag = Intro
flag2 = nobardisplay

[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=1050
flag = NoMusic

[State 3450, textbx]
type = explod
trigger1 = time = 40
anim = 11000
pos = 30,-100
sprpriority = 3
bindtime = 1
removetime = 1050
postype =  left
supermove = 1
ownpal = 1
id = 11000
vel = 0,10
accel = 0,-0.4
shadow = 10,10,10

[State 3450, textbx]
type = modifyexplod
trigger1 = time = 66
anim = 11000
pos = 30,30
sprpriority = 3
bindtime = -1
removetime = 1050
postype =  left
supermove = 1
ownpal = 1
id = 11000
;vel = 0,10
;accel = 0,-1
shadow = 10,10,10

[State 3450, box delete]
type = removeexplod
trigger1 = time = 1050
id = 11000

[State 3450, textbx]
type = explod
trigger1 = time = 1050
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
;vel = 0,-2
accel = 0,-0.5
shadow = 10,10,10


[State 3450, text]
type = explod
trigger1 = time = 80
anim = 11003
pos = 220,55
sprpriority = 4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 11000

[State 3450, face evilken]
type = explod
trigger1 = time = 85
anim = 10700
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 600
bindtime = -1
ownpal = 1
ontop = 1
id = 10700

[State 3450, face bbh]
type = explod
trigger1 = time = 685
anim = 10702
pos = 38,38
sprpriority = 5
postype = left
removetime = -1
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702

[State 3450, face delete]
type = removeexplod
trigger1 = time = 1050
id = 10702

[State 192, 5] ;Flame off
type = ChangeAnim
trigger1 = time = 1050
value = 194

[State 191, 8]
type = PlaySnd
trigger1 = time = 1050
value = 2,7

[State 192, 5] ;Change to action intro state
type = ChangeState
trigger1 = time = 1062
value = 11021

[State 3450, blackbx]
type = explod
trigger1 = time = 1061
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
vel = 0, -2

[State 3450, blackbx2]
type = explod
trigger1 = time = 1061
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
vel = 0,2

[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 1061
id = 12040

[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 1061
id = 12041

[Statedef 11021]
type = S
movetype = I
velset = 0,0
anim = 11020

[State 3450, groundshockwave] 
;type = gamemakeanim
type = explod
trigger1 = Animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1

[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,0	; hoobangcling (1)
volume = 255

[State 191, 5]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,2 ;1,1

[State 191, 5]
type = EnvShake
trigger1 = Animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

;[State 192, Dragon]
;type = Explod
;trigger1 = Animelem = 4,= 5
;anim = 10070
;pos = -8,-40
;sprpriority = -1
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1
;vel = 0,-0.5
;scale = 0.8,0.8

[State 1700, Dragon]
type = Helper
trigger1 = Animelem = 4,= 5
helpertype = normal
name = "Dragon"
id = 3
pos = -8,-30
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 7800, 3]
type = BGPalfx
trigger1 = Animelem = 4, =5
supermove = 1
time = 99
add = 0,0,0
sinadd = -400,-400,-400,200

[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -80, 80

[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -80, 80

[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(46),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1

[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(47),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8

[State 3700, this means shinryuken]
type = PlaySnd
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
channel = 3
value = 2,7

[State 191, 8]
type = PlaySnd
trigger1 = Animelem = 4,=5
value = 2,10
volume = 255


[State 192, 5] ;Change to stand state
type = ChangeState
trigger1 = time = 800
value = 0

;--------------------------------
;Special Intro against Self
[Statedef 11040]
type = S
movetype = I
velset = 5,0
anim = 999

[State 11040, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 999

[State 11040, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = AnimTime < 1000
flag = Intro

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 11040, 6]
type = AfterImage
trigger1 = time = 50
time = 110
length = 17
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 4
Trans = Add1

[State 11040, 2]
type = Changeanim
trigger1 = Time = 50
value = 3891

[State 11040, 2]
type = posadd
trigger1 = Time = 50
x = 240

[State 11040, 2]
type = turn 
trigger1 = Time = 50

[State 11040, 2]
type = velset
trigger1 = Time = 50
x = 10

[State 11040, 2]
type = VelAdd
trigger1 = Time > 50
trigger1 = Time < 80
x = -.2

[State 11040, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=1050
flag = NoMusic

;[State 192, 5] ;grab
;type = ChangeAnim
;trigger1 = P2BodyDist X = 10
;value = 3891

[State 11040, 8]
type = PlaySnd
trigger1 = time = 50
value = 2,4


[State 210, 3]
type = Turn
trigger1 = time = 70

[State 11040, 3]
type = Velset
trigger1 = Time = 70
x = -4

[State 11040, 2]
type = VelAdd
trigger1 = Time > 70
trigger1 = time < 103
x = .3

[State 11040, 4]
type = Velset
trigger1 = Time = 103
x = 0

[State 11040, 2]
type = Changeanim
trigger1 = Time = 103
value = 3893

;[State 11040, 1]
;type = AfterImageTime
;trigger1 = time = 103
;Time = 0

[State 7800, 3]
type = BGPalfx
trigger1 = time = 53
invertall = 1
supermove = 1
time = 76
add = 0,-255,-255
sinadd = 400,400,400,245

[State 1531, 5]
type = EnvColor
trigger1 = time = 127
value = 0,0,0
time = 80

[State 1531, 5]
type = Explod
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
Anim = 9420
scale = 0.7,0.7
pos = 30, -50
random = 100,50
ontop = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
value = 6,3

[State 1531, 5]
type = Explod
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
Anim = 9300
scale = 0.7,0.7
pos = 30, -50
random = 100,50
ontop = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
value = S0,100

[State 11040, 2]
type = Changeanim
trigger1 = Time = 180
value = 3892

[State 1531, 5]
type = Explod
trigger1 = time = 180
Anim = 9420
scale = 2,2
pos = 75, -60
ontop = 1

[State 1531, 5]
type = Explod
trigger1 = time = 180
Anim = 9300
scale = 2,2
pos = 75, -60
ontop = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time = 178
value = S7,2

[State 1531, 5]
type = PlaySnd
trigger1 = time = 178
value = S10,4

[State 11040, 2]
type = posadd
trigger1 = Time = 180
x = -30

[State 11040, 2]
type = poweradd
trigger1 = Time = 180
value = 3000

[State 11040, 5] ;Change to stand state
type = ChangeState
trigger1 = time = 300
value = 0


;---------------------------------------------------------------------------
; Taunt (done)
[Statedef 196]
type = S
movetype = I
physics = S
anim = 196
velset = 0
ctrl = 0
poweradd=  (Var(10)=0)* 200

[State 195, 5]
type = PlaySnd
trigger1 = Time = 13
value = 1,0

[State 195, 5]
type = PlaySnd
trigger1 = Time = 15
value = 1,1


[State 3450, groundshockwave] 
;type = gamemakeanim
type = explod
trigger1 = time = 16
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1


[State 195, 5]
type = EnvShake
Trigger1 = time = 16
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10

[State 210, var(44) Defense up!]
type = varset
trigger1 = animtime = 0
v = 44
value = 1

[State 195, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;Super jump start
; Jump Start
[Statedef 41]
type    = A
physics = N
anim = 40
ctrl = 0
sprpriority = 1

[State 1300, Super D]
type = Afterimage
triggerall = var(10) = 0 && var(30) = 0
trigger1 = Time = 0
time = 15
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
Trans = Add1

;jump.neu2=0,-11.1
;jump.back2=-5.55,0
;jump.fwd2=6,0

[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 0
y = -16

[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 59
y = -15

[State 40, 4]
type = veladd
trigger1 = Time >= 0
y = 2.4

[State 40, 4]
type = VelSet
trigger1 = command = "holdfwd2"
trigger2 = var(30) = 59
x = 6

[State 40, 4]
type = VelSet
trigger1 = command = "holdback2" && var(30) = 0
x = -5.5

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;---------------------------------------------------------------------------
; Standing Short
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
poweradd=  (Var(10)=0)* 20
sprpriority = 2
anim = 201

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1 

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 25
animtype = Light
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
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 = -3
air.velocity = -1,-3
down.velocity = -1,-3

[State 201, 2]
type = PlaySnd
trigger1 = animelem = 1, =1
value = 0, 2

[State 201, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND_X JAB (rdone)
[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
poweradd=  (Var(10)=0)* 15
sprpriority = 2
anim = 206

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1 

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

[State 206, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 20
animtype = Light
getpower=   (Var(10)=0)*  20,10
givepower = 15,8
guardflag = HA
hitflag = HAFD
priority = 5, Hit
pausetime = 8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 5,-75
hitsound = S6,1
guardsound = S0,100
guard.velocity = -4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.type = Low
air.velocity = -1,-3
air.hittime = 10
down.velocity = -1,-3

[State 206, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 210, var(41)Miss memory]
type = varadd
trigger1 = animtime = 0
trigger1 = movecontact = 0
v = 41
value = 1

[State 206, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
; Standing Close Roundhouse Knee
[Statedef 209]
type = S
movetype = A
physics = S
juggle = 10
poweradd=  (Var(10)=0)* 40
ctrl = 0
velset = 0,0
anim = 209
sprpriority = 2

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1 

[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=   (Var(10)=0)*  30
givepower = 20
damage    = 50
hitflag = MAFD
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 = -5
guard.velocity = -6
air.velocity = -3,-4
down.velocity = -5,-3

[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  = 5
poweradd=  (Var(10)=0)* 30
ctrl = 0
velset = 0,0,0
anim = 210
sprpriority = 2

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1

[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=   (Var(10)=0)*  20,15
givepower = 15,8
damage    = 50
hitflag = MAFD
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 = -3
guard.velocity = -6
air.velocity = -2,-3.5
air.hittime = 15
down.velocity = -2,-3

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 15
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
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 = -3
guard.velocity = -6
air.type = Low
air.velocity = -2,-3.5
air.hittime = 15
down.velocity = -2,-3


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

[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  = 10
velset = 0,0
ctrl = 0
anim = 215
poweradd=  (Var(10)=0)* 50
sprpriority = 2

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1 

[State 215, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 35
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
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 = -4
guard.velocity = -6
air.type = low
air.velocity = -3,-3.5
air.hittime = 15
down.velocity = -3,-3

[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 
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd=  (Var(10)=0)* 70
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1 

[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=   (Var(10)=0)*  60,30
givepower = 40,20
damage    = 100
hitflag = MAFD
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 = -5
guard.velocity = -6
air.velocity = -3,-4
down.velocity = -5,-3

[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  = 10
velset = 0,0
ctrl = 0
anim = 225
poweradd=  (Var(10)=0)* 80
sprpriority = 2

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1 

[State 225, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 100
animtype = Heavy
getpower=   (Var(10)=0)*  40,20
givepower = 30,15
guardflag = MA
hitflag = HAFD
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 = -5
guard.velocity = -6
air.type = Low
air.velocity = -3,-4
down.velocity = -3,-3

[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  = 10
velset = 0,0
ctrl = 0
anim = 230
poweradd=  (Var(10)=0)* 80
sprpriority = 2

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1 

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 90
animtype = Heavy
getpower=   (Var(10)=0)*  60,30
givepower = 30,20
guardflag = MA
hitflag = HAFD
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 = -5
air.type = Low
air.velocity = -3.0,-5
down.velocity = -3,-3

[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=  (Var(10)=0)* 70
sprpriority = 2

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1 

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 35
animtype = Medium
getpower=   (Var(10)=0)*  60,30
givepower = 30,20
guardflag = MA
hitflag = HAFD
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 = -3
air.velocity = -2,-4
air.hittime = 15
down.velocity = -2,-3

[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  = 10
poweradd=  (Var(10)=0)* 120
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2

[State 200, velset]
type = Velset 
trigger1 = Var(10) >0 
x = 1 

[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 = 5
value = 4, 7
channel = 0

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
damage    = 100, 10
hitflag = MAFD
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 = -5, -2.5
air.velocity = -5,-2.5
fall = 1
fall.recover = 0
yaccel = .25
down.velocity = -5,-3

[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 275]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
velset = 0,0
anim = 270
sprpriority = 2

[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 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 11
value = 0, 4
volume = 25

[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=   (Var(10)=0)*  70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 7,12
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,4
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=   (Var(10)=0)*  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

; Rave Miss recovery
[Statedef 273]
type = S
movetype = I
physics = S
velset = 2, 0
anim = 3872

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

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

; Lift KICK
[Statedef 270]
type    = A
movetype= A
physics = N
juggle = 10
velset = 0, 0
sprpriority = 2
anim = 3956
ctrl = 0

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

[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 4,8

[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 6
value = 0, 4
volume = 25


[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = Up
damage    = 70
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 10,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 40
ground.velocity = 1, -9
air.velocity = 1,-9
fall.recovertime = 100
air.type = High
fall.recover = 0

[State 271, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1



; Multi kick attack
[Statedef 280]
type    = A
movetype= A
physics = S
juggle = 8
velset = 0, 0
sprpriority = -2
anim = 12130
ctrl = 0

[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4
volume = 25

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

[State 271, width]
type = posadd
trigger1 = time =0
x = -9

[State 271, width]
type = velset
trigger1 = Animelem = 3
x = 2

[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = hard
damage    = 50
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 7,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 40
ground.velocity = 1, 0
air.velocity = 1,-3
fall.recovertime = 100
air.type = High
fall.recover = 0
sprpriority = -2

[State 271, 9]
type = Varset
trigger1 = time = 0
v = 49
value = 0

[State 271, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
v = 49
value = 1

[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) >= 1
value = 281
ctrl = 0

[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) = 0
value = 250
ctrl = 0
 
; Multi kick attack 2
[Statedef 281]
type    = A
movetype= A
physics = S
juggle = 0
velset = 0, 0
sprpriority = -2
anim = 12132
ctrl = 0

[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4
volume = 25

[State 271, width]
type = velset
trigger1 = Animelem = 3
x = 2

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

[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = hard
damage    = 50
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 7,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 40
ground.velocity = 1, 0
air.velocity = 1,-3
fall.recovertime = 100
air.type = High
fall.recover = 0
sprpriority = -2

[State 271, 9]
type = Varset
trigger1 = time = 0
v = 49
value = 0

[State 271, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
v = 49
value = 1

[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) >= 1
value = 282
ctrl = 0

[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) = 0
value = 250
ctrl = 0
 


; Multi kick attack 3
[Statedef 282]
type    = A
movetype= A
physics = N
juggle = 0
velset = 5, -4
sprpriority = -2
anim = 12133
ctrl = 0

[State 271, width]
type = posadd
trigger1 = time =0
x = 5
y = -5

[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4
volume = 25

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

[State 1002, charge sound]
type = playsnd
trigger1 = animelem = 1
value = 4,8

[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
getpower=   (Var(10)=0)*  80,35
givepower = 40,20
animtype = hard
damage    = 120
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 = 30
ground.hittime  = 30
air.hittime = 40
ground.velocity = -9, -4
air.velocity = -9,-4
fall.recovertime = 100
air.type = High
fall.recover = 0
fall = 1
sprpriority = -2

[State 271, 9]
type = Veladd
trigger1 = time >= 0
y = 0.44
x = -0.1

[State 271, 9]
type = Varset
trigger1 = time = 0
v = 49
value = 0

[State 271, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
v = 49
value = 1

[State 271, 9]
type = ChangeState
triggerall = time > 8
trigger1 = pos Y >= -5
value = 1803
ctrl = 0
 
;---------------------------------------------------------------------------
; CROUCH_A SHORT (rdone)
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 400
poweradd=  (Var(10)=0)* 20
sprpriority = 2

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype = Light
getpower=   (Var(10)=0)*  20,10
givepower = 15,8
guardflag = L
hitflag = MFD
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 = -2
down.velocity = -1,-3

[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  = 1
ctrl = 0
anim = 405
poweradd=  (Var(10)=0)* 15
sprpriority = 2

[State 405, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype = Light
getpower=   (Var(10)=0)*  20,10
givepower = 15,8
guardflag = MA
hitflag = MAFD
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 = -2
air.velocity = -2,-3
air.hittime = 10
down.velocity = -2,-3

[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  = 5
ctrl = 0
anim = 410
poweradd=  (Var(10)=0)* 60
sprpriority = 2

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = L
hitflag = MFD
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 = -3
down.velocity = 0,-3

[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  = 5
ctrl = 0
anim = 415
poweradd=  (Var(10)=0)* 40
sprpriority = 2

[State 415, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
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 = -3
air.velocity = -2,-3.5
air.hittime = 15
down.velocity = -2,-3

[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  = 4
poweradd=  (Var(10)=0)* 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=  (Var(10)=0)* 40,20
givepower = 30,15
hitflag = MFD
;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 = 0,-2
air.velocity = 0, -2
guard.velocity = -2
fall = 1
down.velocity = -2,-2


[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  = 4
ctrl = 0
anim = 425
poweradd=  (Var(10)=0)* 80
sprpriority = 2

[State 425, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 55
animtype = Up
getpower=   (Var(10)=0)*  50,25
givepower = 30,15
guardflag = MA
hitflag = MAFD
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 = -0,-11
air.type = High
air.velocity = -0,-10
fall.recover = 0
air.fall = 0
fall = 0
air.recover = 0
air.juggle = 4
down.velocity = 0,-12

[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  = 4
poweradd=  (Var(10)=0)* 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=  (Var(10)=0)* 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
air.juggle = 4

;---------------------------------------------------------------------------
;JUMP_A Short Neutral (done)
[Statedef 603]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 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=  (Var(10)=0)* 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 = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -2,-4
air.hittime = 10
air.juggle = 4

;---------------------------------------------------------------------------
;JUMP_X	JAB Punch (rdone)
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 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=  (Var(10)=0)* 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 = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -2,-3
air.hittime = 10
air.juggle = 4

;---------------------------------------------------------------------------
;JUMP_B Forward/Backwards (rdone)
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 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=  (Var(10)=0)* 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 = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -3,-3.5
air.hittime = 15
air.juggle = 4

;---------------------------------------------------------------------------
;JUMP_B Neutral (rdone)
[Statedef 613]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 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=  (Var(10)=0)* 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 = 8
ground.hittime  = 8
ground.velocity = -4
air.type = Low
air.velocity = -2,-5.5
air.juggle = 4

;---------------------------------------------------------------------------
;JUMP_Y Strong Punch (rdone)
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 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=  (Var(10)=0)* 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 = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -3,-3.5
air.juggle = 4

;---------------------------------------------------------------------------
;JUMP_C RoundHouse Kick Non-Neutral (rdone)
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 80
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=  (Var(10)=0)* 30
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14,14
sparkxy = 0,-50
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -7,3
air.type = Low
airguard.velocity = -4,-4
air.fall = 1
fall.xvelocity = -3
fall.damage = 10
air.juggle = 4

;---------------------------------------------------------------------------
;JUMP_C RoundHouse Kick Neutral (rdone)
[Statedef 623]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 80
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=  (Var(10)=0)* 30
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14,14
sparkxy = -10,-51
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -10, -2
airguard.velocity = -4, -4
air.type = low
air.fall = 1
fall.xvelocity = -3
fall.damage = 10
air.juggle = 4

;---------------------------------------------------------------------------
;JUMP_Z Fierce Punch (rdone)
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 80
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=  (Var(10)=0)* 30
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14,14
sparkxy = 0,-60
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -7.5,5
airguard.velocity = -4,-4
air.type = low
air.fall = 1
fall.xvelocity = -5
fall.damage = 10
air.juggle = 4

;---------------------------------------------------------------------------
;Overhead FOrward Kick (rdone)
[Statedef 700]
type = S
movetype = A
physics = S
poweradd=  (Var(10)=0)* 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=   (Var(10)=0)*  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=   (Var(10)=0)*  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


; Hop kick Still on Ground (done)
[Statedef 720]
type    = A
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
velset =2,-1
anim = 3870
sprpriority = 2

[State 271, PosAdd]
type = Posadd
trigger1 = time = 0
y = -17

;[State 271, PosAdd]
;type = Posadd
;trigger1 = time = 0
;x = 10

[State 270, AttackVoice1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,7
channel = 0

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

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

[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 2
y = -12

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 1
x = 3

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
x = 4

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
y = -1

[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 3
value = 721

; Hop Kick In air
[Statedef 721]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -2
sprpriority = 2

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

[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 4
y = 18

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 4
x = 1

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

[State 271, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .44

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

[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 60,15
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 13,8
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = high
ground.slidetime = 14
ground.hittime  = 10
ground.velocity = -5
air.velocity = -5,-4


[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 6
value = 52


;----------------------------------------------------------------------------
;New Forward Kick (rdone)
[Statedef 750]
type = S
movetype = A
physics = S
poweradd=  (Var(10)=0)* 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=   (Var(10)=0)*  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 = 0,10
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
trigger2 = Var(30) = 59
trigger2 = 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 = 0,10
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=  (Var(10)=0)* 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 = 0,10

[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=  (Var(10)=0)* 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2

[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 3
channel = 0
volume = 255

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1

[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1006
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1


;[State 1000, 5]
;type = Projectile
;trigger1 = animelem = 4
;ProjAnim = 1015;1010
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
;attr = S, SP
;damage    = 70,10
;animtype  = Hard
;guardflag = MA
;pausetime = 8,8
;sparkxy = 10, 0
;guard.sparkno = S9200
;hitsound   = S6,5
;guardsound = S0,100
;ground.type = high
;ground.slidetime = 18
;ground.hittime  = 18
;ground.velocity = -2,-6
;air.type = Low
;air.velocity = -2,-6
;forcestand = 1
;palfx.time = 80
;palfx.add = 32,0,0
;palfx.mul = 300,192,192
;palfx.sinadd = 64, 5, 5, 6
;fall.recover = 0
;air.recover = 0
;air.juggle = 15
;air.fall = 1
;fall = 1
;pausemovetime = 99
;Supermovetime = 99

[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 Jab While in rage mode
[Statedef 1003]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2

[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1006
ownpal = 1
pausemovetime = 9999
size.xscale = 1.1
size.yscale = 1.1

[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 3
channel = 0
volume = 255

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1


;[State 1000, 5]
;type = Projectile
;trigger1 = animelem = 4
;ProjAnim = 1015
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
;attr = S, SP
;damage    = 30,10
;animtype  = Hard
;guardflag = MA
;pausetime = 4,4
;;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 = -2,-6
;air.type = Low
;air.velocity = -2,-6
;forcestand = 1
;palfx.time = 80
;palfx.add = 32,0,0
;palfx.mul = 300,192,192
;palfx.sinadd = 64, 5, 5, 6
;fall.recover = 0
;air.recover = 0
;air.juggle = 1
;air.fall = 1
;fall = 1
;pausemovetime = 99
;Supermovetime = 99

[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=  (Var(10)=0)* 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2

[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1

[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1007
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1


[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 STRONG (done) While in Rage mode
[Statedef 1004]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1


[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255

[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1007
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1

[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=  (Var(10)=0)* 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2

[State 1002, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1

[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1008
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1

[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

;--------------------------------------------------------
;FIREBALL KEN's Fierce While in Rage mode
[Statedef 1005]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
juggle = 15

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1

[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1


[State 1002, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255

[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1008
ownpal = 1
pausemovetime = 9999
size.xscale = 1.1
size.yscale = 1.1

[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

;FIREBALL jab
[Statedef 1006]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1015
velset = 2,0
sprpriority = 5
juggle = 10

[State 1002, 5]
type = Projectile
trigger1 = time = 0
ProjAnim = 1012
;ProjHitAnim = 1011
;ProjRemAnim = 1011
ProjStageBound = 80
ProjEdgeBound = 80
Projpriority = 1
ProjID = 3
Projhits = 1
ProjShadow = 0,50,100
offset = 0,0
velocity = 2, 0
;velmul = 1.001,0
attr = S, SP
damage    = 0,0
animtype  = hard
getpower=  (Var(10)=0)* 0
givepower = 0
guardflag = MA
pausetime = 7,7
;sparkno = 2
;guard.sparkno = S9200
;sparkxy = 10, 0
;hitsound   = S6,5
;guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = low
air.velocity = -4,-1
air.juggle = 10
forcestand = 1
fall.recover = 0
air.recover = 0
air.fall = 1
pausemovetime = 99
supermovetime = 99
numhits = 0

;[State 1010,Hitoverride]
;type = Hitoverride
;trigger1 = Time >= 0
;attr = SCA, NP, SP, HP
;stateno = 1012

[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999

[State 1000, 5]
type = velset
trigger1 = 1
x = 2

[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
;ProjAnim = 1015;1010
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
attr = S, SP
damage    = 100/(Parent, Var(22)),10
animtype  = light
guardflag = MA
pausetime = 7,9
;sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.type = Low
air.velocity = -2,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
;air.fall = 1
;fall = 1
pausemovetime = 99
Supermovetime = 99

[State 1000, FireB] ; Fire from Fireball
type = Explod
trigger1 = projHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1000, FireA] ; Fire from fireball
type = Explod
trigger1 = projHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3450, Spark] 
type = Explod
trigger1 = projhit = 1
trigger2 = movehit = 1
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7


[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120

[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
;PalAdd      =   200,-100,-100
PalMul      =  0.5,0.5,0.5
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 1
Trans = add

[State 1006, Helper Hits Count Too]
type = ParentVarSet ; Only works for helpers.
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1

[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount


[State 3700, dissipate]
type = Changestate
trigger1 = movecontact = 1
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012

;FIREBALL strong
[Statedef 1007]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1015
velset = 2,0
sprpriority = 5
juggle = 10

[State 1002, 5]
type = Projectile
trigger1 = time = 0
ProjAnim = 1012
;ProjHitAnim = 1011
;ProjRemAnim = 1011
ProjStageBound = 80
ProjEdgeBound = 80
Projpriority = 3
ProjID = 3
Projhits = 1
ProjShadow = 0,50,100
offset = 0,0
velocity = 3, 0
;velmul = 1.001,0
attr = S, SP
damage    = 0,0
animtype  = Hard
getpower=  (Var(10)=0)* 0
givepower = 0
guardflag = MA
pausetime = 7,20
;sparkno = 2
;guard.sparkno = S9200
;sparkxy = 10, 0
;hitsound   = S6,5
;guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-2
air.type = Low
air.velocity = -4,-2
air.juggle = 10
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
supermovetime = 99
numhits = 0


[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999

[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1006

[State 1000, 5]
type = velset
trigger1 = 1
x = 3

[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && uniqhitcount < 1
;ProjAnim = 1015;1010
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 7,20
;sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-5
air.type = Low
air.velocity = -3,-2
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1

[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && uniqhitcount >= 1
;ProjAnim = 1015;1010
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,5
;sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-5
air.type = Low
air.velocity = -3,-2
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1

[State 1006, Helper Hits Count Too]
type = ParentVarSet ; Only works for helpers.
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1

[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
;mul = -0,10,10
sinadd = 48,48,40,120

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
;PalAdd      =   200,-100,-100
PalMul      =  0.5,0.5,0.5
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 1
Trans = add

[State 1500, 0]
type = VarSet
trigger1 = hitcount = 2
persistent = 0
v = 11
value = 50


[State 1000, FireB] ; Fire from Fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1000, FireA] ; Fire from fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3450, Spark] 
type = Explod
trigger1 = movehit = 1 || hitcount = 2
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7


[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1

[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1

[State 3700, dissipate]
type = Changestate
trigger1 = Uniqhitcount = 2
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
trigger4 = Var(4) > 2
value = 1012


;FIREBALL fierce
[Statedef 1008]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1015
velset = 2,0
sprpriority = 5
juggle = 10

[State 1002, 5]
type = Projectile
trigger1 = time = 0
ProjAnim = 1012
;ProjHitAnim = 1011
;ProjRemAnim = 1011
ProjStageBound = 80
ProjEdgeBound = 80
Projpriority = 3
ProjID = 3
Projhits = 1
ProjShadow = 0,50,100
offset = 0,0
velocity = 4, 0
;velmul = 1.001,0
attr = S, SP
damage    = 0,0
animtype  = Medium
getpower=  (Var(10)=0)* 0
givepower = 0
guardflag = MA
pausetime = 7,20
;sparkno = 2
;guard.sparkno = S9200
;hitsound   = S6,5
;guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.type = Low
air.velocity = -4,-2
air.juggle = 10
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
supermovetime = 99
numhits = 0


[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999

[State 1000, 5]
type = velset
trigger1 = 1
x = 4


[State 1000, FireB] ; Fire from Fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1000, FireA] ; Fire from fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3450, Spark] 
type = Explod
trigger1 = movehit = 1 || uniqhitcount = [2,3]
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7



[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && uniqhitcount < 2
;ProjAnim = 1015;1010
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
attr = S, SP
damage    = 45/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 7,25
;sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-3
air.type = Low
air.velocity = -4,-2
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1

[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && uniqhitcount >= 2
;ProjAnim = 1015;1010
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
attr = S, SP
damage    = 45/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,5
;sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-3
air.type = Low
air.velocity = -4,-2
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1


[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
;mul = -0,10,10
sinadd = 48,48,40,120

[State 1006, Helper Hits Count Too]
type = ParentVarSet ; Only works for helpers.
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1

[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
;PalAdd      =   200,-100,-100
PalMul      =  0.5,0.5,0.5
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 1
Trans = add

[State 1500, 0]
type = VarSet
trigger1 = hitcount = 3
persistent = 0
v = 11
value = 50

[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 1
v = 4
value = 1

[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1

[State 3700, dissipate]
type = Changestate
trigger1 = Uniqhitcount = 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
trigger4 = Var(4) > 3
value = 1012


;All fireball dissipate
[Statedef 1012]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1011
velset = 2,0
sprpriority = 5

[State 3700, dissipate]
type = destroyself
trigger1 = time = 18

;FIREBALL SUPER
[Statedef 1009]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1016
velset = 2,0
sprpriority = 5

[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 230,-90,-90
;mul = -0,10,10
sinadd = 148,48,40,90

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
;PalAdd      =   200,-100,-100
PalMul      =  0.5,0.5,0.5
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 1
Trans = add

[State 1002, 5]
type = Projectile
trigger1 = time = 0
ProjAnim = 1012
;ProjHitAnim = 1011
;ProjRemAnim = 1011
ProjStageBound = 80
ProjEdgeBound = 80
Projpriority = 3
ProjID = 4
Projhits = 1
ProjShadow = 0,50,100
offset = 0,0
velocity = 6, 0
;velmul = 1.001,0
attr = S, HP
damage    = 0,0
animtype  = Medium
getpower=  (Var(10)=0)* 0
givepower = 0
guardflag = MA
pausetime = 0,25
;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 = -1,-1
air.type = Low
air.velocity = -1,-1
air.juggle = 1
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall = 1
fall.recover = 0
air.recover = 0
air.fall = 1
pausemovetime = 99
supermovetime = 99
numhits = 0


[State 1000, FireB] ; Fire from Fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1000, FireA] ; Fire from fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3450, Spark] 
type = Explod
trigger1 = movehit = 1 || uniqhitcount = [1,6]
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999

[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1006

[State 1000, 5]
type = velset
trigger1 = 1
x = 6

[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && uniqhitcount < 5
attr = S, HP
damage    = 45/(Parent, Var(22)),10
animtype  = Hard
getpower=   (Var(10)=0)*  0
givepower = 80
guardflag = MA
pausetime = 7,25
;sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-3
air.type = Low
air.velocity = -2,-3
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
;air.fall = 1
;fall = 1
pausemovetime = 99
Supermovetime = 99

[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && uniqhitcount >= 5
;ProjAnim = 1015;1010
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
attr = S, HP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
getpower=   (Var(10)=0)*  0
givepower = 80
guardflag = MA
pausetime = 0,5
;sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-6
air.type = Low
air.velocity = -3,-6
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
;air.fall = 1
;fall = 1
pausemovetime = 99
Supermovetime = 99

[State 1006, Helper Hits Count Too]
type = ParentVarSet ; Only works for helpers.
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1

[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount


[State 1500, 0]
type = VarAdd
trigger1 = moveguarded =1
persistent = 1
v = 4
value = 1

[State 3700, dissipate]
type = Changestate
trigger1 = Uniqhitcount = 6
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
trigger4 = Var(4) > 6
value = 1012

;FIREBALL SUPER ALT
[Statedef 1013]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1016
velset = 2,0
sprpriority = 5

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 230,-90,-90
;mul = -0,10,10
sinadd = 148,48,40,90

[State 3880, 9]
type = EnvShake
trigger1 = movehit = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 1

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
;PalAdd      =   200,-100,-100
PalMul      =  0.5,0.5,0.5
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 1
Trans = add

[State 1002, 5]
type = Projectile
trigger1 = time = 0
ProjAnim = 1012
;ProjHitAnim = 1011
;ProjRemAnim = 1011
ProjStageBound = 80
ProjEdgeBound = 80
Projpriority = 3
ProjID = 4
Projhits = 1
ProjShadow = 0,50,100
offset = 0,0
velocity = 8, 0
;velmul = 1.001,0
attr = S, HP
damage    = 0,0
animtype  = Medium
getpower=  (Var(10)=0)* 0
givepower = 0
guardflag = MA
pausetime = 0,0
;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 = -7,-7
air.type = Low
air.velocity = -7,-7
air.juggle = 1
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall = 1
fall.recover = 0
air.recover = 0
air.fall = 1
pausemovetime = 99
supermovetime = 99
numhits = 0


[State 1000, FireB] ; Fire from Fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1000, FireA] ; Fire from fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3450, Spark] 
type = Explod
trigger1 = movehit = 1
trigger2 = projhit = 1
persistent = 0
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 1,1

[State 3450, Spark] 
type = Explod
trigger1 = projhit = 1
trigger2 = movehit = 1
persistent = 1
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 3880, 1]
type = envcolor
trigger1 = Movehit = 1
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1


[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999

[State 1006, Helper Hits Count Too]
type = ParentVarSet ; Only works for helpers.
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1

[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount

[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1006

[State 1000, 5]
type = velset
trigger1 = 1
x = 8

[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
;ProjAnim = 1015;1010
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
attr = S, HP
damage    = 570/(Parent, Var(22)),10
animtype  = Hard
getpower=   (Var(10)=0)*  0
givepower = 80
guardflag = MA
pausetime = 0,20
;sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S2,9
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-6
air.type = Low
air.velocity = -3,-6
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
;air.fall = 1
;fall = 1
pausemovetime = 99
Supermovetime = 99
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1

[State 1500, 0]
type = VarAdd
trigger1 = movecontact=1
persistent = 1
v = 4
value = 1

[State 3700, dissipate]
type = Changestate
trigger1 = movecontact = 1
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012

;Rising Dragon
[Statedef 1014]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 12201
sprpriority = 5

[State 1000, 5]
type = posset
trigger1 = time = 0
y = 0

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 230,-90,-90
;mul = -0,10,10
sinadd = 148,48,40,20

[State 3880, 9]
type = EnvShake
trigger1 = movehit = 1
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 1

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
PalAdd      =   200,-100,-100
;PalMul      =  88,88,88
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 1
Trans = add1

[State 1006, Helper Hits Count Too]
type = ParentVarSet ; Only works for helpers.
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1

[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount

[State 1000, FireB] ; Fire from Fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1000, FireA] ; Fire from fireball
type = Explod
trigger1 = moveHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3450, Spark] 
type = Explod
trigger1 = movehit = 1
trigger2 = projhit = 1
persistent = 0
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 1,1

[State 3450, Spark] 
type = Explod
trigger1 = projhit = 1
trigger2 = movehit = 1
persistent = 1
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 3880, 1]
type = envcolor
trigger1 = Movehit = 1
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1


[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999

[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1006

[State 1000, 8]
type = Hitdef
trigger1 = timemod = 2,1
attr = S, HP
damage    = 42/(Parent, Var(22)),10
animtype  = Hard
getpower=   (Var(10)=0)*  0
givepower = 80
hitflag = MAFD
guardflag = MA
pausetime = 2,0
guard.sparkno = S9200
hitsound   = S2,9
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-2
air.type = Low
air.velocity = 0,-10
guard.velocity = -2
airguard.velocity = -2,-10
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
air.fall = 1

[State 3700, dissipate]
type = Destroyself
trigger1 = animtime = 0


;FIREBALL down
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 10440
velset = 2,0
sprpriority = 5

[State 1002, 5]
type = Projectile
trigger1 = time = 0
ProjAnim = 1012
;ProjHitAnim = 1011
;ProjRemAnim = 1011
ProjStageBound = 80
ProjEdgeBound = 80
Projpriority = 3
ProjID = 3
Projhits = 1
ProjShadow = 0,50,100
offset = 0,0
velocity = 0, 10
;velmul = 1.001,0
attr = S, HP
damage    = 0,0
animtype  = Medium
getpower=  (Var(10)=0)* 0
givepower = 0
guardflag = MA
pausetime = 0,4
;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 = -4
air.type = Low
air.velocity = -4,-1
air.juggle = 15
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.fall = 1
pausemovetime = 99
supermovetime = 99
numhits = 0


[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999

[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1006

[State 1000, 5]
type = velset
trigger1 = 1
y = 10

[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
;ProjAnim = 1015;1010
;ProjHitAnim = 1011
;ProjRemAnim = 1011
;ProjStageBound = 80
;ProjEdgeBound = 80
;ProjID = 3
;ProjShadow = 0,50,100
;offset = 95, -53
;velocity = 2, 0
;velmul = 1.001, 0
; HitDef part of projectile info
attr = S, HP
damage    = 100,10
animtype  = Hard
guardflag = MA
pausetime = 0,8
;sparkxy = 10, 0
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.type = Low
air.velocity = -2,-6
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
;air.fall = 1
;fall = 1
pausemovetime = 99
Supermovetime = 99

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 230,50,-190
;mul = -0,10,10
sinadd = 48,48,40,40

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
PalAdd      =   200,-100,-100
;PalMul      =  88,88,88
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 1
Trans = add1

[State 3700, dissipate]
type = Destroyself
trigger1 = time = 26


;Dragon Intro/outro
[Statedef 1011]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10070
velset = 0,0
sprpriority = -5

[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999

[State 1010,front]
type = Sprpriority
trigger1 = Time >= 0
value = -5
ignorehitpause = 1

[State 1010,front]
type = velset
trigger1 = Time = 0
Y = -0.5

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 230,-90,-90
;mul = -0,10,10
sinadd = 148,48,40,90

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
PalAdd      =   200,-100,-100
;PalMul      =  88,88,88
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 1
Trans = add1

[State 3700, dissipate]
type = Destroyself
trigger1 = Animtime = 0

;Fire geyser Intro/Outro
[Statedef 1015]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12200
velset = 0,0

[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999

[State 1010,NotHitBy]
type = posset
trigger1 = Time = 0
y = 0

[State 1000, 5]
type = Hitdef
trigger1 = Animelem = 1
attr = S, SP
damage    = 10,10
animtype  = Hard
guardflag = MA
pausetime = 0,0
;sparkxy = 10, 0
guard.sparkno = S9200
;hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-2
air.type = Low
air.velocity = 0,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
;air.fall = 1
;fall = 1
pausemovetime = 99
Supermovetime = 99

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 48
range = -5,5

[State 1010,front]
type = Sprpriority
trigger1 = Time = 0
value = var(48)
ignorehitpause = 1

[State 1010,front]
type = velset
trigger1 = Time = 0
Y = -0.5

[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 230,-90,-90
;mul = -0,10,10
sinadd = 148,48,40,90

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
PalAdd      =   200,-100,-100
;PalMul      =  88,88,88
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 1
Trans = add1

[State 3700, dissipate]
type = Destroyself
trigger1 = Animtime = 0



;---------------------------------------------------------------------------
; CHARGE UP Thanks to Necromancer's Power Up Code
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 10900
velset = 0
ctrl = 0
sprpriority = 2

[State 183, End] 
type = ChangeState 
trigger1 = time = 20
value = 1051
ctrl = 0

[Statedef 1051]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
sprpriority = 1

[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 7,4
volume = -50

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,3

[State 1000, 2]
type = Explod
trigger1 = timemod = 60,7
vel = 0,-0.8
accel = 0, -0.01
anim = 12060
pos = 10, 0
postype = p1
sprpriority = 2
ignorehitpause = 1
ownpal = 1
supermove = 1
removeongethit = 1
id = 13
scale = 0.8,0.8

[State 1000, 2]
type = Explod
trigger1 = timemod = 60,37
vel = 0,-0.8
accel = 0, -0.01
anim = 12061
pos = 10, 0
postype = p1
sprpriority = 2
ignorehitpause = 1
ownpal = 1
supermove = 1
removeongethit = 1
id = 13
scale = 0.8,0.8

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12030
pos = 3, 5
postype = p1
sprpriority = -2
bindtime = -1
ignorehitpause = 1
ownpal = 1
supermove = 1
removetime = -1
scale = 0.6,0.3
removeongethit = 1
id = 10

[State 1000, 2]
type = Explod
trigger1 = time = 2
persistent = 0
anim = 12031
pos = 3, 6
postype = p1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1
supermove = 1
removetime = -1
scale = 0.6,0.3
removeongethit = 1
id = 10


;[State 182, WINDY2]
;type = explod
;trigger1 = animelem = 1
;anim = 9408
;id = 9403
;pos = -15,0
;postype = p1
;bindtime = -1
;removetime = -1
;sprpriority = 3
;ownpal = 1
;scale = 1
;removeongethit = 1

[State 1700, Remove Flaming Aura]
type = RemoveExplod
triggerall = time > 50
trigger1 = command != "hold_y" 
trigger2 = command != "hold_b" 
trigger3 = prevstateno = 1051
id = 9406

[State 1700, Remove Windy2]
type = RemoveExplod
triggerall = time > 50
trigger1 = command != "hold_y" 
trigger2 = command != "hold_b" 
trigger3 = power = 3000
id = 10

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0
triggerall = time > 0
triggerall = time <= 20
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 20

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 21
triggerall = time <= 40
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 30

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 41
triggerall = time <= 60
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 40

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 61
triggerall = time <= 80
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 50

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 80
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 60

[State 182, End] 
type = ChangeState 
trigger1 = power = 3000
value = 1052
ctrl = 0

[State 182, End] 
type = ChangeState 
triggerall = time > 50
trigger1 = command != "hold_y" 
trigger2 = command != "hold_b" 
value = 1052
ctrl = 0

;FINISHED!
[Statedef 1052]
type = S
movetype = A
physics = S
anim = 10901
velset = 0
ctrl = 0
sprpriority = 2

[State 129, Blink] 
type = PalFX 
triggerall = power = 3000
trigger1 = time = 0
time = 24
add = 155,155,155 
sinadd = -155,-155,-155,100

[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = power = 3000
id = 10

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12032
pos = 3, 2
postype = p1
sprpriority = 3
bindtime = 1
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 0.6,0.4
id = 10

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12033
pos = 3, 2
postype = p1
sprpriority = -2
bindtime = 1
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 0.6,0.4
id = 10

[State 183, End] 
type = ChangeState 
trigger1 = animtime = 0
value = 0
ctrl = 1

;=========================================
;Charge up Aura
[Statedef 94061]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 9406

;[State 1010, 2]
;type = HitOverride
;trigger1 = time = 0
;time = -1
;attr = SCA, AA, AT, AP
;slot = 0
;stateno = 9406

[State 1010, 01]
type = sprpriority
trigger1 = Time >= 0
value = 3

[State 3885, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = command = "hold_x" 
trigger1 = command = "hold_a" 
trigger1 = timemod = 5,4
time = 10
length = 10
PalBright   =   100,  50,  0
PalContrast = 128,128,128
PalAdd      =   100,  50,  0
PalMul      =  1,1,1
FrameGap = 1
Trans = Add

[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 100

[State 1010]
type = destroyself
triggerall = time > 10
trigger1 = command != "hold_x" 
trigger2 = command != "hold_a" 



;[State 1010, 1]
;type = ChangeState
;trigger1 = movecontact = 1
;trigger2 = time = 100
;value = 1006
;ctrl = 0

;==============================================================================================
;CvS dodge
[Statedef 1055]
type = S
physics = N
ctrl = 0
anim = 40

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

[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 22
length = 13
PalBright   =   0,  0,  0
PalContrast = 148,148,148
paladd = 0,0,0
palmul = 1,1,1
FrameGap = 4
Trans = Add1

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

[State 100,9]
type = changestate
trigger1 = time = 2
value = 1056

; Forward Dash in air
[Statedef 1056]
type = A
movetype = I
physics = N
anim = 100
velset = 4.5,-1
ctrl = 0

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

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

[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 = 0.15

[State 101, 9]
type = ChangeState
trigger1 = animelem = 3, >=0
trigger1 = vel y > 0
trigger1 = pos y >= -5
value = 1057

; Landing
[Statedef 1057]
type = S
movetype = I
Physics = C
anim = 12120
ctrl = 0

[State 102, VelSet]
type = VelSet
trigger1 = time = 0
y = 0

[State 102, PosSet]
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 = SCA
time = 1

[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, 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

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD XYZ (START)
[Statedef 3960]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 3960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 2,4
;volume = 255

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

[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = add1

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3961

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD XYZ (MOVE)
[Statedef 3961]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = 9,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X > 0
x = .92

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

[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 3962

[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962

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

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD ABC (START)
[Statedef 3970]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 3960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5

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

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 2,4
;volume = 255


[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3971

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD ABC (MOVE)
[Statedef 3971]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = 6.5,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X > 0
x = .92

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

[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 3962

[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962

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

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD XYZ (START)
[Statedef 3980]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 3960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 2,4
;volume = 255

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

[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3981

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD XYZ (MOVE)
[Statedef 3981]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = -9,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X < 0
x = .92

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

[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 3962

[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962

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

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD ABC (START)
[Statedef 3990]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 3960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 0
;value = 2,4
;volume = 255

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

[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1


[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3991

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD ABC (MOVE)
[Statedef 3991]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = -6.5,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X < 0
x = .92

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

[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 3962

[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962

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


;-----------------------------------------------------------------------------------------
; 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 = 20
poweradd=  (Var(10)=0)* 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, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1

[State 1500, Shoryuken]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 0
channel = 0
volume = 255

[State 1500, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 35, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = 0, -9
air.velocity = 0, -9
air.juggle = 20
fall.animtype = Hard


[State 1500, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 35, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 15
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, -9
air.velocity = -1, -9
air.juggle = 10
fall.animtype = Hard
fall = 1

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

; Jab Dragon Punch Extra (Starting) (done)
[Statedef 1550]
type = S
movetype = A
physics = S
poweradd=  (Var(10)=0)* 100
anim = 1600
velset = 0,0
ctrl = 0

[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2600
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2601
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2602
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2603

[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 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, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1

[State 1500, hnohn]
type = PlaySnd
trigger1 = animelem = 1
value = 1,5
channel = 0
volume = 255

[State 1500, 3]
type = HitDef
trigger1 = animElem = 3
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = -1.5, -7
air.juggle = 5
fall.animtype = Hard


[State 1500, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 30, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 15
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, -7
air.velocity = -1.5, -7
air.juggle = 5
fall.animtype = Hard
fall = 1

[State 1500, 5]
type = ChangeState
trigger1 = AnimElem = 5
value = 1560


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

[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1

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

[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 50, 10
animtype = Diagup
getpower=   (Var(10)=0)*  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 = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3, -6
air.velocity = -3, -6
air.juggle = 4
fall = 1
fall.recover = 0


[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

;----------------------------------------------------------
; Jab Dragon Punch Extra (going up)
[Statedef 1560]
type = A
movetype = A

[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1

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

[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 50, 10
animtype = Hard
getpower=   (Var(10)=0)*  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 = -3, -6
air.velocity = -3, -6
air.juggle = 5
fall = 1
fall.recover = 0


[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 = 1610
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 = 1570


;----------------------------------------------------------
;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, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 20

[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

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

;----------------------------------------------------------
;All Dragon Punch extra(land on ground) (done)
[Statedef 1570]
type = S
movetype = I
physics = S
anim = 1620
velset = 0,0

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

[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

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


;--------------------------------------------------------------------------------------------
; Strong Dragon Punch (Starting) (done)
[Statedef 1600]
type = S
movetype = A
juggle = 20
poweradd=  (Var(10)=0)* 110
anim = 1500
velset = 0,0
ctrl = 0

[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 0


[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1

[State 1600, Shoryuken]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 1
channel = 0
volume = 255

[State 1600, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 45, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = 0,-9
air.velocity = 0, -9
air.juggle = 5
fall.animtype = Hard

[State 1600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 45, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 16
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 = 0, -9
air.velocity = 0, -9
air.juggle = 10
fall.animtype = Hard
fall = 1

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

; Strong Dragon Punch Extra (Starting) (done)
[Statedef 1650]
type = S
movetype = A
poweradd=  (Var(10)=0)* 110
anim = 1600
velset = 0,0
ctrl = 0

[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2600
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2601
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2602
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2603

[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1

[State 1600, Shoryuken]
type = PlaySnd
trigger1 = animelem = 1
value = 1,5
channel = 0
volume = 255

[State 1600, 3]
type = HitDef
trigger1 = animElem = 3
attr = S, SA
damage = 40, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = 0,-7
air.velocity = 0, -7
air.juggle = 5
fall.animtype = Hard



[State 1600, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  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 = 0, -8
air.velocity = 0, -8
air.juggle = 5
fall.animtype = Hard
fall = 1

[State 1600, 9]
type = ChangeState
trigger1 = AnimElem = 5
value = 1660

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

[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
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 = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 60, 10
animtype = Hard
getpower=   (Var(10)=0)*  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 = -4, -7
air.velocity = -4, -7
air.juggle = 10
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


;----------------------------------------------------------
; Strong Dragon Punch Extra (going up) (done)
[Statedef 1660]
type = A
movetype = A

[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
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 = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 60, 10
animtype = Hard
getpower=   (Var(10)=0)*  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 = -4, -7
air.velocity = -4, -7
air.juggle = 5
fall = 1

[State 1610, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1610
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 = 1570

;---------------------------------------------------------------------------
; Fierce Dragon Punch (Ground)
[Statedef 1700]
type = S
movetype = A
juggle = 20
poweradd=  (Var(10)=0)* 120
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 0

[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
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 = 15
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 10

[State 1700, Fist 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 = 31
sprpriority = 3
ownpal = 1
scale = ifelse(animelemtime(3)=0,1,0.8), 1
removeongethit = 1

[State 3460, Fist Fire 3]
type = explod
trigger1 = animelem = 3
anim = 2602
id = 2602
pos = 0,0 ;ifelse(animelemtime(3)=0,0,-3),ifelse(animelemtime(3)=0,0,-6)
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
scale = ifelse(animelemtime(3)=0,1,0.8), 1
ownpal = 1
removeongethit = 1

[State 3460, Fist Fire 4]
type = explod
trigger1 = animelem = 4
anim = 2603
id = 2603
pos = 0,0; 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 1700, Remove Fist Fire 1 & 2]
type = RemoveExplod
trigger1 = anim = 1500
trigger1 = animelem = 2 || animelem = 3
id = ifelse(animelemtime(2)=0,2600,2601)

[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 = 255

[State 1700, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 55, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = 0,-9
air.velocity = 0, -9
air.juggle = 4
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 = 55, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 15
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 = -0 ,-9
air.velocity = -0, -9
air.juggle = 4
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 Extra (Ground)
[Statedef 1750]
type = S
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 1600
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2600
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2601
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2602
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2603

[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1

[State 1700, Shoryuken]
type = PlaySnd
trigger1 = animelem = 1
value = 1,5
channel = 0
volume = 255

[State 1700, 3]
type = HitDef
trigger1 = animElem = 3
attr = S, SA
damage = 50, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = 0,-7
air.velocity = 0, -7
air.juggle = 5
fall.animtype = Hard


[State 1700, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 50, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 15
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 = 0 ,-8
air.velocity = 0, -8
air.juggle = 5

[State 1700, 9]
type = ChangeState
trigger1 = AnimElem = 5
value = 1760

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

[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
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 = 70, 10
animtype = Hard
getpower=   (Var(10)=0)*  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 = -5, -9
air.velocity = -5, -9
air.juggle = 10
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
;palfx.invertall = 1
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
trigger1 = anim = 1510
trigger1 = animelem = 1
id = 2603

[State 1710, Fist Fire Frame 5]
type = explod
trigger1 = 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


;----------------------------------------------------------
; Fierce Dragon Punch Extra (going up) (done)
[Statedef 1760]
type = A
movetype = A
velset = 14, -11
sprpriority = 2

[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8

[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
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 = 5
attr = S, SA
damage = 70, 10
animtype = Hard
getpower=   (Var(10)=0)*  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 = -4, -9
air.juggle = 5
fall = 1
fall.recover = 0

[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1610
persistent = 0

[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 = 1570

;======================================================================================
; Hurricane Kick Ground Short Kick (Start) (done)
[Statedef 1800]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 110
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1800, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 1,7
channel = 0
volume = 255

[State 1800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = -3.0
air.velocity = -2, -3

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

;----------------------------------------------------------
; Hurricane Kick GROUND SHORT (Rising) (done)
[Statedef 1801]
type = A
movetype = A
velset = 3, -2
sprpriority = 2

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

[State 1801, 9]
type = ChangeState
trigger1 = time = 10
value = 1802

;----------------------------------------------------------
; Hurricane Kick GROUND SHORT (horizontol) (done)
[Statedef 1802]
type = A
movetype = A
anim = 1810
velset = 3, 0
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[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=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -4, -4
air.fall = 1

[State 1802, 9]
type = ChangeState
trigger1 = time = 8
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=  (Var(10)=0)* 115
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1810, TATSUMAKI]
type = PlaySnd
trigger1 = animelem = 1
value = 1,6
channel = 0
volume = 255

[State 1810, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = -3.0
air.velocity = -2, -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 = 3, -2
sprpriority = 2

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

[State 1811, 9]
type = ChangeState
trigger1 = time = 10
value = 1812

;----------------------------------------------------------
; Hurricane Kick GROUND FORWARD (horizontol) (done)
[Statedef 1812]
type = A
movetype = A
anim = 1810
velset = 3, 0
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[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=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -3
air.velocity = -3, -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=  (Var(10)=0)* 120
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1820, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 1,2
channel = 0
volume = 255

[State 1820, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = -3
air.velocity = -2, -4

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

;----------------------------------------------------------
; Hurricane Kick GROUND ROUNDHOUSE (Rising) (done)
[Statedef 1821]
type = A
movetype = A
velset = 3, -2
sprpriority = 2

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

[State 1821, 5]
type = ChangeState
trigger1 = time = 10
value = 1822

;----------------------------------------------------------
; Hurricane Kick GROUND ROUNDHOUSE (horizontol) (done)
[Statedef 1822]
type = A
movetype = A
anim = 1810
velset = 3, 0
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[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=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -4
air.velocity = -4, -4
air.fall = 1

[State 1822, 5]
type = ChangeState
trigger1 = time = 40
value = 1803
;======================================================================================
; Rising Hurricane Kick Ground Short Kick (Start) (done)
[Statedef 1830]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 110
anim = 1800
velset = 1,-1
ctrl = 0
sprpriority = 2

[State 1800, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 1,7
channel = 0
volume = 255

[State 1800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = 40
ground.hittime = 15
ground.velocity = -2, -7
air.velocity = -2, -7
fall.recover = 0
air.hittime = 40

[State 1800, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1831

;----------------------------------------------------------
; Rising Hurricane Kick GROUND SHORT (Rising) (done)
[Statedef 1831]
type = A
movetype = A
velset = 2, -2
sprpriority = 2

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

[State 1801, 9]
type = ChangeState
trigger1 = time = 10
value = 1832

;----------------------------------------------------------
; Rising Hurricane Kick GROUND SHORT (horizontol) (done)
[Statedef 1832]
type = A
movetype = A
anim = 1810
velset = 3,-3
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[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=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -3,-5
air.velocity = -3, -5
air.recover = 0
air.hittime = 40

[State 1802, 9]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = time = 8
value = 1803

[State 1802, 9]
type = ChangeState
trigger1 = movecontact = 1
trigger1 = time = 8
value = 1833

;----------------------------------------------------------
; All Rising Hurricane Kick GROUND SHORT (Coming Down) slammy
[Statedef 1833]
type = A
movetype = A
physics = A

[State 1820, 1]
type = changestate
trigger1 = time = 0
value = 1834

;----------------------------------------------------------------------------
;Slammy kick
[Statedef 1834]
type = A
movetype = A
physics = N
anim = 3950
velset = 0,0
sprpriority = 2

[State 1811, 0]
type = posadd
trigger1 = time = 0
y = -8
x = -28

[State 3950, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3

[State 3950, HAH]
type = PlaySnd
trigger1 = animelem = 4
value = 4,7
volume = 255

[State 3950, 2]
type = HitDef
trigger1 = animelem = 6 
attr = A, S
damage = 30
anim = Medium
priority = 4, Hit
guardflag = MAF
hitflag = HAFD
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
pausetime = 10,13
getpower=   (Var(10)=0)*  30
givepower = 15
hitsound   = S6,4
guardsound = S0,100
ground.type = trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,5
air.type = trip
air.velocity = -1,5
air.hittime = 15
air.fall = 1
fall.recover = 0
fall.damage = 10
fall = 1
fall.yvelocity = -7
bounce = 1

[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1839
ctrl = 0

[Statedef 1839]
type = A
movetype = A
physics = A

[State 1811, 0]
type = posadd
trigger1 = time = 0
y = 8
x = 28


[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 3951





;=====================================================================================
; Rising Hurricane Kick Ground Forward Kick (Start) (done)
[Statedef 1835]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 115
anim = 1800
velset = 1,-1
ctrl = 0
sprpriority = 2

[State 1810, TATSUMAKI]
type = PlaySnd
trigger1 = animelem = 1
value = 1,6
channel = 0
volume = 255

[State 1810, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  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,-5
air.velocity = -2,-5
air.hittime = 40

[State 1810, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1836

;----------------------------------------------------------
; Rising Hurricane Kick GROUND FORWARD (Rising) (done)
[Statedef 1836]
type = A
movetype = A
velset = 3, -1.7
sprpriority = 2

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

[State 1811, 9]
type = ChangeState
trigger1 = time = 10
value = 1837

;----------------------------------------------------------
; Rising Hurricane Kick GROUND FORWARD (horizontol) (done)
[Statedef 1837]
type = A
movetype = A
anim = 1810
velset = 4, -2.7
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[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=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -4,-5
air.velocity = -4,-5
air.hittime = 40

[State 1812, 5]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = time = 24
value = 1803

[State 1812, 5]
type = ChangeState
trigger1 = movecontact = 1
trigger1 = time = 24
value = 1833

;---------------------------------------------------------------------------------
; Rising Hurricane Kick Ground Roundhouse Kick (Start) (done)
[Statedef 1840]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1800
velset = 1,-1
ctrl = 0
sprpriority = 2

[State 1820, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 1,2
channel = 0
volume = 255

[State 1820, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  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 = -3.5,-5
air.velocity = -3.5,-5
air.hittime = 40

[State 1820, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1841

;----------------------------------------------------------
; Rising Hurricane Kick GROUND ROUNDHOUSE (Rising) (done)
[Statedef 1841]
type = A
movetype = A
velset = 4,-1.2
sprpriority = 2

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

[State 1821, 5]
type = ChangeState
trigger1 = time = 10
value = 1842

;----------------------------------------------------------
; Rising Hurricane Kick GROUND ROUNDHOUSE (horizontol) (done)
[Statedef 1842]
type = A
movetype = A
anim = 1810
velset = 5,-2.2
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[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=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -5.5, -5
air.velocity = -5.5, -5
air.hittime = 40


[State 1822, 5]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = time = 40
value = 1803

[State 1822, 5]
type = ChangeState
trigger1 = movecontact = 1
trigger1 = time = 40
value = 1833



;======================================================================================

; Air Hurricane Kick (Short) (done)
[Statedef 1850]
type = A
movetype = A
juggle = 4
anim = 1850
ctrl = 0
poweradd=  (Var(10)=0)* 100
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[State 1850, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,7
channel = 0
volume = 255

[State 1850, Wind Sound]
type = playsnd
trigger1 = animelem = 1 || 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 = 1.3

[State 1850,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0)
y = ifelse(var(10) = 0,-3,-1.5)

[State 1850, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -4, -4
air.fall = 1
air.juggle = 4
air.cornerpush.veloff = -10

[State 1850, 9]
type = ChangeState
trigger1 = time = 8
trigger2 = pos y >= -5
value = 1803

; Air Hurricane Kick (EYE) (Short) (done)
[Statedef 1853]
type = A
movetype = A
juggle = 2
anim = 1850
ctrl = 0
poweradd=  (Var(10)=0)* 0
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[State 1850, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,7
channel = 0
volume = 255

[State 1850, Wind Sound]
type = playsnd
trigger1 = animelem = 1 || 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 = 1.3

[State 1850,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0)
y = -1.5

[State 1850, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  0
givepower = 0
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -4, -4
air.fall = 1
air.cornerpush.veloff = -10

[State 1850, 9]
type = ChangeState
trigger1 = time = 8
trigger2 = pos y >= -5
value = 1803

;======================================================================================
; Air Hurricane Kick (Forward) (done)
[Statedef 1851]
type = A
movetype = A
juggle = 4
anim = 1850
poweradd=  (Var(10)=0)* 115
ctrl = 0
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[State 1851, TATSUMAKI]
type = PlaySnd ; hurricane kick
trigger1 = time = 1
value = 1,6
channel = 0
volume = 255

[State 1851, wind sound]
type = playsnd
trigger1 = animelem = 1 || 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 = 1.4

[State 1851,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0.5)
y = ifelse(var(10) = 0,-3,-1.5)

[State 1851, 7]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -4, -4
air.fall = 1
air.juggle = 4
air.cornerpush.veloff = -10

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

; Air Hurricane Kick (EYE) (Forward) (done)
[Statedef 1854]
type = A
movetype = A
juggle = 2
anim = 1850
poweradd=  (Var(10)=0)* 0
ctrl = 0
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[State 1851, TATSUMAKI]
type = PlaySnd ; hurricane kick
trigger1 = time = 1
value = 1,6
channel = 0
volume = 255

[State 1851, wind sound]
type = playsnd
trigger1 = animelem = 1 || 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 = 1.4

[State 1851,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0.5)
y = -1.5

[State 1851, 7]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  0
givepower = 0
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 8,8
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 = -4, -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 = 4
poweradd=  (Var(10)=0)* 120
anim = 1850
ctrl = 0
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255

[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 1 || 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 = 1.5

[State 1852,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0)
y = ifelse(var(10) = 0,-3,-1.5)

[State 1852, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
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 = -4, -4
air.fall = 1
air.cornerpush.veloff = -10
air.juggle = 4


[State 1852, 8]
type = ChangeState
trigger1 = time = 40
trigger2 = pos y >= -5
value = 1803

; Air Hurricane Kick {EYE} (RoundHouse) (done)
[Statedef 1855]
type = A
movetype = A
juggle = 2
poweradd=  (Var(10)=0)* 0
anim = 1850
ctrl = 0
sprpriority = 2

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810

[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255

[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 1 || 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 = 1.5

[State 1852,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0)
y = -1.5

[State 1852, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = medium
getpower=   (Var(10)=0)*  0
givepower = 0
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 8,8
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 = -4, -4
air.fall = 1

[State 1852, 8]
type = ChangeState
trigger1 = time = 40
trigger2 = pos y >= -5
value = 1803

;======================================================================================

;----------------------------------------------------------
; All Dive kick land
[Statedef 1864]
type = A
movetype = A
physics = C
Anim = 11
ctrl = 1

[State 1820, 1]
type = posadd
trigger1 = time = 0
x = 20

[State 1820, 1]
type = posset
trigger1 = time = 0
y = 0

[State 1820, 1]
type = velset
trigger1 = time = 0
y = 0

[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 1820, 1]
type = changestate
trigger1 = time = 3
value = 12
ctrl = 1


; Short diving kick
[Statedef 1860]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 13005
ctrl = 0
sprpriority = 2

[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255

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

[State 1852, 6] ; stop!
type = Velmul
trigger1 = Time = [0,9]
x = 0.83
y = 0.83

[State 1852, 6] ; moving
type = Velset
trigger1 = Animelem = 2
x = 5
y = 8

[State 1852, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 9
y = .30

[State 1852, 7]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 10
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 8,8
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, 3
air.recover = 0
fall.recover = 0
down.velocity = 0,0

[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 5
value = 1864

; Forward diving kick
[Statedef 1861]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 13005
ctrl = 0
sprpriority = 2

[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255

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

[State 1852, 6] ; stop!
type = Velmul
trigger1 = Time = [0,9]
x = 0.83
y = 0.83

[State 1852, 6] ; moving
type = Velset
trigger1 = Animelem = 2
x = 5.5
y = 7.5

[State 1852, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 9
y = .30

[State 1852, 7]
type = HitDef
triggerall = Var(10) = 0
trigger1 = AnimElem = 3
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 8,10
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, 3
air.recover = 0
fall.recover = 0
down.velocity = 0,0

[State 1852, 7]
type = HitDef
triggerall = Var(10) > 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MAFD
pausetime = 8,10
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Light
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, -6
air.recover = 0
fall.recover = 0
down.velocity = 0,0


[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 5
value = 1864

[State 1852, 8]
type = ChangeState
trigger1 = movecontact = 1
value = 1863

; Forward diving kick Rebound
[Statedef 1863]
type = A
movetype = I
Physics = N
anim = 13007
ctrl = 0
sprpriority = 2

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

[State 1852, 6] ; Rebound
type = Velset
trigger1 = Time = 0
x = 5.2
y = -7

[State 2001, 8]
type = turn
;trigger1 = p2bodydist x < -5
trigger1 = animelem = 6
persistent = 0

[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 0
value = 1803


; Roundhouse diving kick
[Statedef 1862]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 13005
ctrl = 0
sprpriority = 2

[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255

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

[State 1852, 6] ; stop!
type = Velmul
trigger1 = Time = [0,9]
x = 0.83
y = 0.83

[State 1852, 6] ; moving
type = Velset
trigger1 = Animelem = 2
x = 6
y = 7

[State 1852, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 9
y = .30

[State 1852, 7]
type = HitDef
trigger1 = time > 0
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 8,10
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -5
air.velocity = -5, 3
air.recover = 0
fall.recover = 0
down.velocity = 0,0

[State 1852, 8]
type = ChangeAnim
trigger1 = movecontact = 1
persistent = 0
value = 13006

[State 1852, 8]
type = ctrlset
trigger1 = movecontact = 1
value = 1

[State 1852, 8]
type = ChangeState
triggerall = movecontact = 0
trigger1 = pos y >= 5
value = 1864

[State 1852, 8]
type = ChangeState
triggerall = movecontact = 1
trigger1 = pos y >= 5
value = 1803


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

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

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

[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=  (Var(10)=0)* -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=  (Var(10)=0)* -1000
ctrl = 0
anim = 2100
velset = 0,0
sprpriority = 1

[State 2200, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 20

[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


;---------------------------------------------------------------------------
; FIERCE SHORYUREPPA!
[Statedef 3450]
type = S
movetype = A
physics = N
juggle = 3
poweradd=  (Var(10)=0)* -1000
anim = 1500
velset = 2,0
ctrl = 0
sprpriority = 2

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100

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

[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 21
value = 0

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

[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 1,3
volume = 255
channel = 0

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

[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
;persistent     = 0

[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
;persistent     = 0

[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3450, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 2

[State 3450, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 33
sprpriority = 3
movetime = 2

[State 3450, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
;anim = 4902
anim = 10060
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999

[State 3450, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
;anim = 4902
anim = 10061
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3450, X-Ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 200

[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 200

[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1

[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 93
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3450, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
time = 153
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3450, HitDefa]
type = HitDef
;trigger1 = AnimELem = 2
trigger1 = AnimElem = 3
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -50
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -1
air.velocity = -2, -6
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0


[State 3450, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 4,0
volume = 255

[State 3450, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 3454

;----------------------------------------------------------
; Shoryureppa first part going up
[Statedef 3454]
type = A
movetype = A
ctrl = 0

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

[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 5
y = -4.5

[State 1500, 0]
type = Varadd
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
v = 21
value = 1


[State 3450, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 45, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -2
getpower=  (Var(10)=0)* 0
air.velocity = -2.5, -4
air.type = Low
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0

[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .85

[State 1510, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .44

[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 = 3453

;All Dragon Punch (land on ground) (done)
[Statedef 3453]
type = S
movetype = I
physics = S
anim = 1520
velset = 1,0
ctrl = 0

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

[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 3455
ctrl = 0





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

[State 3450, 9]
type = ChangeANim
triggerall = var(21) > 2
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 1500

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

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

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

[State 3455, HitDefa]
type = HitDef
trigger1 = AnimELem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7,9
sparkxy = 0, -50
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
getpower=  (Var(10)=0)* 0
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2
air.velocity = -2, -3
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0

[State 3450, 6]
type = PlaySnd
trigger1 = Animelem = 3
value = 4,1
volume = 255

[State 3450, 9]
type = ChangeState
triggerall = var(21) < 3
triggerall = AnimElem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 3454

[State 3450, 9]
type = ChangeState
triggerall = var(21) >= 3
triggerall = AnimElem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 3451

[State 3450, 9]
type = ChangeState
triggerall = AnimElem = 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3451


;----------------------------------------------------------
; Shoryureppa second part going up
[Statedef 3451]
type = A
movetype = A
ctrl = 0

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

[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 5
y = -4.5

[State 3455, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 45, 10
animtype = Back
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 28
getpower=  (Var(10)=0)* 0
ground.velocity = -2
air.velocity = -3, -4
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0

[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .85

[State 1510, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .44

[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 = 3452

;All Dragon Punch (land on ground) (done)
[Statedef 3452]
type = S
movetype = I
physics = S
anim = 1520
velset = 1,0
ctrl = 0

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

[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 3460
ctrl = 0

;-----------------------------------------------
; FIERCE SHORYUREPPA 3rd PART
[Statedef 3460]
type = S
movetype = A
physics = N
anim = 3410
velset = 7,0
sprpriority = 2
ctrl = 0

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

[State 3455, FloorFire]
type = Explod
triggerall = time = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
id = 2650
anim = 2650
postype = p1
pos = -40,-2
sprpriority = 3
ownpal = 1

[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 7

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

[State 3460, Fist Fire Frame 1 & 2]
type = explod
triggerall = animelem = 1 || animelem = 2
trigger1 = var(46) < 90
trigger1 = var(28) < 3
anim = ifelse(animelemtime(1)=0,2600,2601)
id = ifelse(animelemtime(1)=0,2600,2601)
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
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, Fist 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 = 15
;sprpriority = 3
;scale = ifelse(animelemtime(3)=0,1,0.8), 1
;ownpal = 1
;removeongethit = 1

[State 3460, Fist Fire 3]
type = explod
triggerall = animelem = 3
trigger1 = var(46) < 90
trigger1 = var(28) < 3
anim = 2602
id = 2603
pos = ifelse(animelemtime(3)=0,0,-3),ifelse(animelemtime(3)=0,0,-6)
postype = p1
bindtime = -1
removetime = 15
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 = 2603

[State 3460, Fist Fire 4]
type = explod
triggerall = animelem = 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
anim = 2603
id = 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, Sound]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 6,9


[State 3460, 2]
type = PlaySnd
triggerall = time = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 4,2
volume = 255

[State 3460, HitDef]
type = HitDef
trigger1 = AnimELem = 2
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7,9
sparkxy = 0, -55
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,3
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
down.velocity = -1,-2
fall.recover = 0

[State 3460, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 45, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7,9
sparkxy = 0, -55
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2, -2
air.velocity = -2.5, -2
getpower=  (Var(10)=0)* 0
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192
fall.animtype = Hard
air.fall = 1
forcestand = 1
down.velocity = -1,-2
fall.recover = 0

[State 3460, FireB] ; Fire from Fierce Dragon Punch
type = Explod
triggerall = MoveHit = 1
triggerall = numexplod(2500) < 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
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
triggerall = MoveHit = 1
triggerall = numexplod(2500) < 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
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
triggerall = AnimElem = 3,1
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 60053

[State 3460, 9]
type = ChangeState
triggerall = AnimElem = 4,1
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3470

;---------------------------------------------------
; FIERCE Shoryureppa (4th Part)
[Statedef 3470]
type = A
movetype = A
physics = N
velset = 14, -13.5
sprpriority = 2
ctrl = 0

[State 3470, 9]
type = HitDef
trigger1 = TimeMod = 2, 0
trigger1 = time < 10
attr = A, HA
damage = 28, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 5,4
sparkxy = -18, -80
;sparkno = S10420
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -3, -14
air.velocity = -3, -14
fall = 1
fall.recover = 0
fall.animtype = Hard
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192
down.velocity = -1,-2

[State 191, Button Mashing!]
type = HitDef
triggerall = TimeMod = 2, 1
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = Var(30) = 59
attr = A, HA
damage = 12,12
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 5, 4
sparkxy = -18, -80
;sparkno = S10421
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = High
getpower=  (Var(10)=0)* 0
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -3, -14
air.velocity = -3, -14
fall = 1
fall.recover = 0
fall.animtype = Hard
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192
down.velocity = -1,-2

;[State 3470, 9]
;type = HitDef
;trigger1 = time > 25 
;trigger1 = time < 35
;trigger1 = TimeMod = 3, 1
;attr = A, HA
;damage = 6, 10
;animtype = Hard
;priority = 6, Hit
;hitflag = MAF
;guardflag = MA
;pausetime = 9, 9
;sparkxy = 8, -80
;sparkno = 2
;guard.sparkno = S9300
;hitsound = S6,5
;guardsound = S0,100
;ground.type = High
;ground.slidetime = 5
;ground.hittime = 5
;ground.velocity = -10, -17
;air.velocity = -8, -11
;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 = .88

[State 3470, 4] ; gravity
type = VelAdd
trigger1 = Time >= 0
y = .44

[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 1500, 0]
type = Varset
trigger1 = vel y > 0 && pos y >= 0
v = 28
value = 0


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


;--------------------------------------------------------------------------
; SHINRYUKEN
[Statedef 3700]
type = S
movetype = A
juggle = 6
poweradd=  (Var(10)=0)* -1000
anim = 3500
velset = 0,0
ctrl = 0
sprpriority = 2

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100

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

[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 65
ignorehitpause = 1
invertall = 1
;persistent     = 0

[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
;persistent     = 0

[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3700, Kurai]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = time = 0
value = 3,9
channel = 0

[State 3700, Push]
type = playerpush
trigger1 = time >= 0
value = 1

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 90
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 65
movetime = 13
sprpriority = 3

[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 32
movetime = 13
sprpriority = 3

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060 ;4912
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061 ;4912
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, FC1] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10410 ;4912
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, FC2] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10411 ;4912
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, FC1] 
type = Explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 10412 ;4912
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, FC2] 
type = Explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 10413 ;4912
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 1700, Fist Fire Frame 1]
type = explod
triggerall = var(28) = 0
trigger1 = animelem = 1
anim = 2610
id = 2600
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 4
ownpal = 1
supermove = 1
pausemovetime = 9999

[State 1700, Fist Fire Frame 1]
type = explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 2611
id = 2600
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 4
ownpal = 1
supermove = 1
pausemovetime = 9999

[State 1700, Remove Fist Fire 1]
type = RemoveExplod
;trigger1 = anim = 1500
trigger1 = animelem = 6
id = 2600

[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3700, charge snd]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 5
value = 7,3
volume = 255

[State 3700, charge snd]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 5
value = 0,12
volume = 255

[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 5
v = 28
value = 1

[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 5
trigger1 = var(46) >= 90 || var(28) = 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3700, Shinryuken]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,10
channel = 0

[State 3450, Wind effect2] 
type = Explod
trigger1 = AnimElem = 7
anim = 9403
pos = -5,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999

[State 3450, Rising Dragon] 
type = Explod
trigger1 = AnimElem = 6
anim = 10200
sprpriority = 0
pos = -2,0
postype = p1
;supermove = 1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.3,0.9
removeongethit = 1

[State 3450, Rising Dragon] 
type = Explod
trigger1 = AnimElem = 6
anim = 10201
sprpriority = 2
pos = -2,0
postype = p1
;supermove = 1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.35,0.95
removeongethit = 1



[State 3450, Column Fire] 
type = Explod
trigger1 = AnimElem = 6
anim = 10100
pos = -2,0
sprpriority = -4
postype = p1
;supermove = 1
bindtime = 1
ownpal = 1
id = 10100
removeongethit = 1

[State 3450, Column Fire] 
type = Explod
trigger1 = AnimElem = 6
anim = 10101
pos = -2,1
sprpriority = -1
postype = p1
;supermove = 1
bindtime = 1
ownpal = 1
id = 10100
removeongethit = 1


;[State 3450, small fire column] 
;type = Explod
;trigger1 = AnimElem = 6,=6;
;anim = 10430
;vel = 0,-1
;accel = 0,-2
;pos = 25,-117
;sprpriority = 3
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1
;id = 10100

[State 1700, Fist Fire Frame 2]
type = explod
trigger1 = animelem = 6
anim = 2601
id = 2601
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 10

[State 1700, Remove Fist Fire 2]
type = RemoveExplod
;trigger1 = anim = 1500
trigger1 = animelem = 7
id = 2601

[State 3460, Fist Fire 3]
type = explod
trigger1 = animelem = 7
anim = 2602
id = 2602
pos = ifelse(animelemtime(7)=0,0,-3),ifelse(animelemtime(7)=0,0,-6)
postype = p1
bindtime = -1
removetime = 4
sprpriority = 3
scale = ifelse(animelemtime(7)=0,1,0.8), 1
ownpal = 1
removeongethit = 1

[State 1700, Remove Fist Fire 3]
type = RemoveExplod
trigger1 = stateno = 3710
id = 2602

[State 3700, 3]
type = HitDef
trigger1 = AnimELem = 6
trigger2 = AnimElem = 7
attr = S, HA
damage = 20, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7, 0
sparkxy = -5, -50
sparkno = 3
guard.sparkno = 9300
hitsound = S2,7
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 3,-8
air.velocity = 3, -8
down.velocity = 3,-8
fall = 1
fall.animtype = hard

[State 3700, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3710

[State 3700, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 3711

;---------------------------------------------------------------------------
;Shinryuken Level 3 Rising
[Statedef 3710]
type = A
movetype = A
physics = N
anim = 3520
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1

[State 3710, 2]
type = velset
trigger1 = 1
x = 0

;[State 3710, 2]
;type = Sprpriority
;trigger1 = 1
;value = -5

[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = movehit = 1
persistent = 0
value = 2,3
;channel = 0

[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0

[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = -13.3

[State 3710, 1]
type = palfx
trigger1 = Time = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100

[State 3710, 7]
type = HitDef
;triggerall = time <= 20
triggerall = hitcount < 20
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = S, SA
damage = 31, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
sparkxy = -5, -130
;sparkno = 3
guard.sparkno = S9300
;hitsound = S6,10
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, -7
air.velocity = 0, -7
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7

[State 3710, 9]
type = HitDef
;triggerall = time <= 20
triggerall = hitcount >= 20
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = S, SA
damage = 31, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 2,0
sparkxy = -5, -130
getpower=  (Var(10)=0)* 0
;sparkno = 3
guard.sparkno = S9300
;hitsound = S6,10
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3, -14
air.velocity = -3, -14
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7


;[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 = 25, 10
;animtype = Hard
;priority = 5, Hit
;hitflag = MAFD
;guardflag = MA
;pausetime = 4,3
;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, -7
;air.velocity = -4, -7
;fall = 1
;down.velocity = -1,-2

[State 3710, Button Mashing!]
type = HitDef
;triggerall = TimeMod = 2,1
triggerall = Hitcount < 20
triggerall = P2BodyDist X < 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59
attr = S, SA
damage   = 16,5
velset = 0,-10
;animtype = heavy
guardflag = MA
hitflag = MAFD
getpower=  (Var(10)=0)* 0
pausetime = 2,1
;hitsound = S6,10;5
guardsound = S0,100
sparkxy = -5, -130
;sparkno = -1
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0,-7
fall = 1
fall.animtype = Hard
;air.animtype = Hard
air.velocity = 0,-7
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7

[State 3710, Button Mashing! suck in]
type = HitDef
;triggerall = TimeMod = 2,1
triggerall = Hitcount < 20
triggerall = P2BodyDist X >= 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59
attr = S, SA
damage   = 16,5
velset = 0,-10
;animtype = heavy
guardflag = MA
getpower=  (Var(10)=0)* 0
hitflag = MAFD
pausetime = 2,1
;hitsound = S6,10;5
guardsound = S0,100
sparkxy = -5, -130
;sparkno = -1
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0,-7
fall = 1
fall.animtype = Hard
;air.animtype = Hard
air.velocity = 2,-8
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7


[State 3710, Button Mashing!]
type = HitDef
;triggerall = TimeMod = 2,1
triggerall = Hitcount >= 20
triggerall = Hitcount < 25
triggerall = P2BodyDist X < 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59
attr = S, SA
getpower=  (Var(10)=0)* 0
damage   = 15,5
velset = 0,-10
;animtype = heavy
guardflag = MA
hitflag = MAFD
pausetime = 2,1
;hitsound = S6,10;5
guardsound = S0,100
sparkxy = -5, -130
;sparkno = -1
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-14
fall = 1
fall.animtype = Hard
;air.animtype = Hard
air.velocity = -3,-14
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7

[State 3710, Button Mashing! suck in]
type = HitDef
;triggerall = TimeMod = 2,1
triggerall = Hitcount >= 20
triggerall = Hitcount < 25
triggerall = P2BodyDist X > 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59
attr = S, SA
damage   = 15,5
velset = 0,-10
getpower=  (Var(10)=0)* 0
;animtype = heavy
guardflag = MA
hitflag = MAFD
pausetime = 2,1
;hitsound = S6,10;5
guardsound = S0,100
sparkxy = -5, -130
;sparkno = -1
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-14
fall = 1
fall.animtype = Hard
;air.animtype = Hard
air.velocity = -5,-14
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7


[State 3710, 4] ; Gravity
type = VelAdd
trigger1 = Time > 5
y = .44

;[State 3710, 4];Remove column
;type = removeexplod
;trigger1 = vel y > -1
;trigger1 = time > 1
;id = 10100

;[State 3710, Column Fire End] 
;type = modifyExplod
;id = 10100
;trigger1 = vel y > -1
;trigger1 = time > 1
;anim = 10101
;pos = -5,0
;sprpriority = 4
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1

[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount < 18
trigger1 = movehit = 1
trigger1 = timemod = 5,4
value = 2,8
volume = -255
channel = 3
;persistent = 0

[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount >= 19
trigger1 = movehit = 1
trigger1 = timemod = 5,4
value = 2,9
volume = -255
channel = 3
;persistent = 0

[State 3880, 9]
type = EnvShake
triggerall = vel y < 0
trigger1 = timemod = 3,2
Trigger1 = movehit = 1
;persistent = 0
ignorehitpause = 1
time = 4
ampl = -5
freq = 100
phase = 1

[State 1710, 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,-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 3450, Spark] 
type = Explod
triggerall = vel y < 0
trigger1 = timemod = 4,3
trigger1 = Movehit = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 3880, 1]
type = envcolor
triggerall = vel y < 0
trigger1 = Hitcount > 18
trigger1 = Movehit = 1
value = 255, 10, 10
under = 1
;persistent = 0
time = 1

[State 3710, 5]
type = ChangeAnim
trigger1 = vel y > -1
trigger1 = time > 1
value = 1510
persistent = 0

[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0

[State 3710, 7] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520

;---------------------------------------------------------------------------
;Shinryuken Level 3 Rising Superimpose
[Statedef 3711]
type = A
movetype = A
physics = N
anim = 3520
sprpriority = 2

[State 170, 1]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1

[State 3710, 2]
type = velset
trigger1 = 1
x = 0

;[State 3710, 2]
;type = Sprpriority
;trigger1 = 1
;value = -5

[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 0
trigger1 = movehit = 1
value = 2,3
;channel = 0

[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0

[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = -13.3

[State 3710, 1]
type = palfx
trigger1 = Time = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100

[State 3710, 7]
type = HitDef
;triggerall = time <= 20
triggerall = hitcount < 20
trigger1 = (gametime%3) = 1;AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = S, SA
damage = 21, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
sparkxy = -5, -130
;sparkno = 3
guard.sparkno = S9300
;hitsound = S6,10
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, -7
air.velocity = 0, -5
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7


[State 3710, 4] ; Gravity
type = VelAdd
trigger1 = Time > 5
trigger1 = time < 40
y = .20

[State 3710, 4] ; Gravity
type = VelAdd
trigger1 = Time > 40
y = .44

;[State 3710, 4];Remove column
;type = removeexplod
;trigger1 = vel y > -1
;trigger1 = time > 1
;id = 10100

;[State 3710, Column Fire End] 
;type = modifyExplod
;id = 10100
;trigger1 = vel y > -1
;trigger1 = time > 1
;anim = 10101
;pos = -5,0
;sprpriority = 4
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1

[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount < 18
trigger1 = movehit = 1
trigger1 = timemod = 5,4
value = 2,8
volume = -255
channel = 3
;persistent = 0

[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount >= 19
trigger1 = movehit = 1
trigger1 = timemod = 5,4
value = 2,9
volume = -255
channel = 3
;persistent = 0

[State 3880, 9]
type = EnvShake
triggerall = vel y < 0
trigger1 = timemod = 3,2
Trigger1 = movehit = 1
;persistent = 0
ignorehitpause = 1
time = 4
ampl = -5
freq = 100
phase = 1

[State 1710, 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,-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 3450, Spark] 
type = Explod
triggerall = vel y < 0
trigger1 = timemod = 4,3
trigger1 = Movehit = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0

[State 3710, 7] ;Hit Ground
triggerall = movecontact = 1
trigger1 = time = 40
type = ChangeState
value = 3712

[State 3710, 7] ;Hit Ground
triggerall = movecontact = 0
trigger1 = time = 40
type = ChangeAnim
value = 1510

[State 3710, 7] ;Hit Ground
triggerall = movecontact = 0
trigger1 = time > 10
trigger1 = pos Y >= -5
type = ChangeState
value = 1520

;DRILL DOWNWARDS
[Statedef 3712]
type = A
movetype = A
physics = N
anim = 3521
sprpriority = -5

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1


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

[State 3710, 2]
type = velset
trigger1 = 1
x = 0

;[State 3710, 2]
;type = Sprpriority
;trigger1 = 1
;value = -5

[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 0
trigger1 = movehit = 1
value = 2,3
;channel = 0

[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0

[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = 9

[State 3710, 1]
type = palfx
trigger1 = Time = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100

[State 3710, 7]
type = HitDef
;triggerall = time <= 20
triggerall = hitcount < 20
trigger1 = (gametime%3) = 1;AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = S, SA
damage = 21, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
sparkxy = -5, -130
;sparkno = 3
guard.sparkno = S9300
;hitsound = S6,10
guardsound = S0,100
ground.type = Trip
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, -7
air.velocity = 0, 8
fall = 1
fall.animtype = Hard
down.velocity = -1,7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = -2
airguard.velocity = -2,3


[State 3710, 4] ; Gravity
type = VelAdd
trigger1 = Time > 0
y = .3

;[State 3710, 4];Remove column
;type = removeexplod
;trigger1 = vel y > -1
;trigger1 = time > 1
;id = 10100

;[State 3710, Column Fire End] 
;type = modifyExplod
;id = 10100
;trigger1 = vel y > -1
;trigger1 = time > 1
;anim = 10101
;pos = -5,0
;sprpriority = 4
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1

[State 3800, flame sound]
type = PlaySnd
triggerall = vel y > 0
trigger1 = movehit = 1
trigger1 = timemod = 5,4
value = 2,8
volume = -255
channel = 3
;persistent = 0

[State 3880, 9]
type = EnvShake
trigger1 = Pos Y >= -5
;persistent = 0
ignorehitpause = 1
time = 40
ampl = -10
freq = 100
phase = 1

[State 1710, 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,-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 3450, Spark] 
type = Explod
triggerall = vel y > 0
trigger1 = timemod = 4,3
trigger1 = Movehit = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 3880, 1]
type = envcolor
trigger1 = pos y >= -5
value = 255, 10, 10
under = 1
;persistent = 0
time = 3

[State 3450, Rising Dragon] 
type = Explod
trigger1 = time = 0
anim = 10202
sprpriority = 2
pos = 0,-50
postype = p1
;supermove = 1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.35,0.95
removeongethit = 1

[State 3450, Rising Dragon] 
type = Explod
trigger1 = time = 0
anim = 10203
sprpriority = 0
pos = 0,-50
postype = p1
;supermove = 1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.3,0.9
removeongethit = 1

[State 1500, 0]
type = Varset
trigger1 = pos y >= -5
v = 28
value = 0

[State 3800, Crash]
type = PlaySnd
trigger1 = Pos Y >= -5
value = 2,9
volume = 255

[State 3800, Bam]
type = PlaySnd
trigger1 = Pos Y >= -5
value = 3,3
volume = 255

[State 3450, Implosion] 
type = Explod
trigger1 = Pos Y >= -5
anim = 10451
sprpriority = 5
pos = 0,10
postype = p1
;supermove = 1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
ontop = 1
scale = 1.3,1.3
removeongethit = 1

[State 3710, 7] ;Hit Ground
trigger1 = Pos Y >= -5
type = ChangeState
value = 3713

; Rebound
[Statedef 3713]
type = A
movetype = I
Physics = N
anim = 1821
ctrl = 0
sprpriority = 2

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 40
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 1852, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .44

[State 1852, 6] ; Rebound
type = Velset
trigger1 = Time = 0
x = 5
y = -9

[State 2001, 8]
type = turn
trigger1 = time = 0
persistent = 0

[State 1852, 8]
type = ChangeState
triggerall = time > 5
trigger1 = pos y >= 0
value = 107;1803
ctrl = 0


;--------------------------------------------------------------------------
; SHIPPU JINRAI KYAKU
[Statedef 3800]
type = S
movetype = A
juggle = 3
poweradd=  (Var(10)=0)* -1000
anim = 3800
velset = 0,0
ctrl = 0
sprpriority = 2

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100

[State 3800, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1

[State 3800, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3700, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
time = 160
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[STate 3800, width]
type = width
trigger1 = animelem = 3, >= 0
value = 30

[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,350
time           = 57
ignorehitpause = 1
invertall = 1
;persistent     = 0

[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
;persistent     = 0

[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3800, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 57
pos = -19, -29
movetime = 4
sprpriority = 3

[State 3800, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -19, -29
movetime = 4
sprpriority = 3

[State 3800, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060 ;4920
pos = -22, -29
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

[State 3800, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061 ;4920
pos = -22, -29
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 30,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3800, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 3
value = 7,3
volume = 255

[State 3800, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 3
value = 0,12
volume = 255

[State 1500, 0]
type = Varadd
trigger1 = animelem = 3
v = 28
value = 1

[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 3
trigger1 = var(46) >= 90 || var(28) = 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3800, Shippu]
type = PlaySnd
trigger1 = time = 0
value = 1,5
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 = 40, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -60
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
ground.velocity = ifelse(movehit=0,5,-6)
guard.velocity = -3
air.velocity = 1, -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 = 40, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -70
sparkno = 3
getpower=  (Var(10)=0)* 0
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
triggerall = Animelem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 3820

[State 3800, 9]
type = ChangeState
trigger1 = animtime = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3820

; Shippu Jinrai Kyaku Knee ---------
[Statedef 3820]
type = S
movetype = A
physics = S
anim = 3820
sprpriority = 2
ctrl = 0

[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 = 6,11
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    = 45
hitflag = MAF
guardflag = MA
priority = 5, Hit
getpower=  (Var(10)=0)* 0
pausetime = 15,5
sparkno = 3
sparkxy = 0,-50
guard.sparkno = S9300
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-5
air.velocity = -1,-5
forcestand = 1
fall = 1
fall.recover = 0
air.recover = 0

[State 210, 1]
type = AfterImageTime
trigger1 = moveguarded = 1
trigger2 = movecontact=  0 && animtime = 0
Time = 0

[State 3800, 9]
type = ChangeState
triggerall = moveHit = 1
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 3842

[State 3820, 8]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3840

[State 1500, 0]
type = Varset
triggerall = AnimTime = 0
trigger1 = MoveGuarded = 1 || Movecontact = 0
v = 28
value = 0

[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
ctrl = 0

[State 3840, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3840, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 110
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3840, 1]
type = Posadd
trigger1 = time = 0
x = 40

[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,4
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 = 3841
sprpriority = 2
velset = 5, -5.5
ctrl = 0

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 3841

[State 3860, 6]
type = Velset
trigger1 = time != 1
x = 3

[State 1531, 5]
type = VelMul
trigger1 = time >= 0
y = .95

[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 3860, 2]
type = VelMul
trigger1 = 1
x = 0.95

[State 3865, Flames] 
type = Explod
triggerall = time < 46
trigger1 = Animelem = 4
anim = 13010
pos = 40, -59
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1

[State 3865, Flames] 
type = Explod
triggerall = time < 46
trigger1 = Animelem = 2
anim = 13012
pos = -25, -59
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1

[State 3860, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 25, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
snap = 40,-0
pausetime = 4,2
sparkxy = 0, -50
;sparkno = 3
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 20, -2
air.velocity = 16, -2
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
sprpriority = -1
air.cornerpush.veloff = -40

[State 3860, 9]
type = HitDef
trigger1 = animelem = 3
attr = A, HA
damage = 25, 10
snap = -40,-0
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4,2
sparkxy = 0, -50
;sparkno = 3
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -20, -2
air.velocity = -16, -2
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.cornerpush.veloff = -40

[State 3880, 9]
type = EnvShake
;triggerall = vel y < 0
trigger1 = timemod = 3,2
Trigger1 = movehit = 1
;persistent = 0
ignorehitpause = 1
time = 4
ampl = -2
freq = 100
phase = 1

[State 1710, FireB] ; Fire from Fierce Dragon Punch
type = Explod
triggerall = time >= 45
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -15,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1710, FireA] ; Fire from Fierce Dragon Punch
type = Explod
triggerall = time >= 45
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 0, Var(32)reset]
type = Varset
trigger1 = time = 0
v = 32
value = 0

[State 5150, Var(32) Add]
type = VarAdd
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59
trigger2 = time > 0
v = 32
value = 1

[State 1500, 0]
type = Varset
triggerall = Var(32) = 0
triggerall = Var(30) != 59
trigger1 = time = 39
v = 28
value = 0

[State 3860, 9]
type = ChangeState
triggerall = Var(32) = 0
triggerall = Var(30) != 59
trigger1 = time = 39
value = 3861

[State 1500, 0]
type = Varset
triggerall = Var(32) <= 8
triggerall = Var(30) != 59
trigger1 = time = 48
v = 28
value = 0

[State 3860, 9]
type = ChangeState
triggerall = Var(32) <= 8
triggerall = Var(30) != 59
trigger1 = time = 48
value = 3861

[State 1500, 0]
type = Varset
triggerall = Var(32) > 9
triggerall = Var(32) <= 16
triggerall = Var(30) != 59
trigger1 = time = 55
v = 28
value = 0

[State 3860, 9]
type = ChangeState
triggerall = Var(32) > 9
triggerall = Var(32) <= 16
triggerall = Var(30) != 59
trigger1 = time = 55
value = 3861

[State 1500, 0]
type = Varset
;triggerall = Var(32) > 17
trigger1 = time = 62
trigger2 = Var(30) = 59
trigger2 = time = 62
v = 28
value = 0

[State 3860, 9]
type = ChangeState
;triggerall = Var(32) > 17
trigger1 = time = 62
trigger2 = Var(30) = 59
trigger2 = time = 62
value = 3861


;-----------------------------------------------
; Shippu Jinrai Kyaku Hurricane Kick Start
[Statedef 3842]
type = A
movetype = A
physics = N
velset = 0,-3
anim = 3840
sprpriority = 2
ctrl = 0

[State 3840, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3840, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 120
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3840, 1]
type = Posadd
trigger1 = time = 0
x = 40

[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,4
channel = 0

[State 3850, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3862

; Shippu Jinrai Kyaku Vertical
[Statedef 3862]
type = A
movetype = A
physics = N
anim = 3841
sprpriority = 2
velset = 0, -10.5
ctrl = 0

[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 3841

[State 3860, 6]
type = Velset
trigger1 = time != 1
x = 0

[State 1531, 5]
type = VelMul
trigger1 = time >= 0
y = .97

[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 0

[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 4
anim = 13010
pos = 40, -59
sprpriority = -2
postype = p1
supermove = 1
ownpal = 1

[State 3865, Flames] 
type = Explod
triggerall = time < 62
trigger1 = Animelem = 2
anim = 13012
pos = -25, -59
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1

[State 3860, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 50, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
snap = 40,-0
pausetime = 4,2
sparkxy = 0, -50
;sparkno = 3
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 20, -2
air.velocity = 16, -2
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
sprpriority = -1
air.cornerpush.veloff = -40

[State 3860, 9]
type = HitDef
trigger1 = animelem = 3
attr = A, HA
damage = 40, 10
snap = -40,-0
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4,2
sparkxy = 0, -50
;sparkno = 3
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -20, -2
air.velocity = -16, -2
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6


[State 3880, 9]
type = EnvShake
;triggerall = vel y < 0
trigger1 = timemod = 3,2
Trigger1 = movehit = 1
;persistent = 0
ignorehitpause = 1
time = 4
ampl = -2
freq = 100
phase = 1

[State 1710, FireB] ; Fire from Fierce Dragon Punch
type = Explod
triggerall = time >= 61
trigger1 = MoveHit = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -15,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1710, FireA] ; Fire from Fierce Dragon Punch
type = Explod
triggerall = time >= 61
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 1500, 0]
type = Varset
;triggerall = Var(32) > 17
trigger1 = time = 62
trigger2 = Var(30) = 59
trigger2 = time = 62
v = 28
value = 0

[State 3860, 9]
type = ChangeState
;triggerall = Var(32) > 17
trigger1 = time = 62
trigger2 = Var(30) = 59
trigger2 = time = 62
value = 3863

;Slammy kick
[Statedef 3863]
type = A
movetype = A
physics = N
anim = 3952
velset = 0,0
sprpriority = 2

[State 1811, 0]
type = posadd
trigger1 = time = 0
y = -8
x = -28

[State 3950, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3

[State 3950, HAH]
type = PlaySnd
trigger1 = animelem = 4
value = 4,7
volume = 255

[State 3950, 2]
type = HitDef
trigger1 = animelem = 6
attr = A, S
damage = 70
anim = Medium
priority = 4, Hit
guardflag = MAF
hitflag = HAFD
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
pausetime = 50,50
getpower=   (Var(10)=0)*  30
givepower = 15
hitsound   = S6,4
guardsound = S0,100
ground.type = trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,9
air.type = trip
air.velocity = -1,9
air.hittime = 15
air.fall = 1
fall.recover = 0
fall.damage = 20
fall = 1
fall.yvelocity = -30
bounce = 1
fall.envshake = 1
fall.envshake.time = 30
fall.envshake.freq = 100
fall.envshake.ampl = -6
fall.envshake.phase = 1
envshake = 1
envshake.time = 30
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 1

[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1839
ctrl = 0

[Statedef 1839]
type = A
movetype = A
physics = A

[State 1811, 0]
type = posadd
trigger1 = time = 0
y = 8
x = 28

[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 3951





;----------------------------------------------------------
; All Hurricane Kick GROUND SHORT (Coming Down)
[Statedef 3861]
type = A
movetype = A
physics = N

[State 0, Var(32)reset]
type = Varset
trigger1 = time = 0
v = 32
value = 0

[State 271, Gravity]
type = VelAdd
trigger1 = Time >= 30
y = .40

[State 1531, 5]
type = VelMul
trigger1 = time >= 0
trigger1 = time < 30
y = .95

[State 271, Gravity]
type = Velmul
trigger1 = Time >= 5
x = .65

[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 13020

[State 3860, 9]
type = ChangeState
trigger1 = pos Y >= -5
value = 52



;--------------------------------------------------------------------------
; Ken's Rave
[Statedef 3865]
type = S
movetype = A
juggle = 3
poweradd=  (Var(10)=0)* -2000
anim = 3865
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3865, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1

[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3865, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 299
length = 21
PalBright   =   0,  0,  0
PalContrast = 0,0,542
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
;length = 21
;PalBright   =   -10,  -10,  100
;PalContrast = 60,60,60
;PalPostBright = 0,0,50
;PalAdd      =   0,0,0
;PalMul      =  0.5,0.5,0.5
;FrameGap = 10
;Trans = Add1

[State 3865, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 57
pos = 81, -29
movetime = 4
sprpriority = 3

[State 3865, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = 81, -29
movetime = 4
sprpriority = 3

[State 3865, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 3
anim = 10060 ;4920
pos = 82, -30
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

[State 3865, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 3
anim = 10061 ;4920
pos = 82, -30
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

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

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

[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 3
anim = 9402
scale = 0.7,0.7
pos = 30,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3865, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 3
value = 7, 3
volume = 255

[State 3865, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 3
value = 0,12
volume = 255

[State 3865, chiargesound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,10
channel = 0

[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 3
v = 28
value = 1

[State 3870, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 8
value = 0, 1
volume = 25

[State 3870, Forward huneh]
type = PlaySnd
trigger1 = animelem = 5 
value = 4, 4
volume = 25
channel = 0

[State 3870, RoundHouse]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
damage = 35, 5
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkxy = -5, -55
sparkno = 2
guard.sparkno = S9300
hitsound = S6,4
guard.pausetime = 12,12
guardsound = S0,100
getpower=  (Var(10)=0)* 0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4
guard.velocity = -1
forcestand = 1
air.fall = 0
p2facing = 1
fall.recover = 0
ground.cornerpush.veloff = 0
snap = 70,0

[State 3870, RoundHouse]
type = HitDef
trigger1 = animelem = 9
attr = S, HA
damage = 35, 5
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkxy = 5, -65
sparkno = 2
guard.sparkno = S9300
hitsound = S6,4
guardsound = S0,100
getpower=  (Var(10)=0)* 0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -1
guard.velocity = -1
air.velocity = -1, -1
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 3800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 3866

[State 210, 1]
type = varset
trigger1 = animelem = 6 && movehit = 0
v = 28
value = 0

[State 210, 1]
type = AfterImageTime
trigger1 = animelem = 6 && movehit = 0
Time = 0

[State 3800, 9]
type = ChangeState
trigger1 = animelem = 6 && movehit = 0
value = 273



; sidekick
[Statedef 3866]
type = S
movetype = A
anim = 3866
velset = 0,0
ctrl = 0


[State 3870, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 3
volume = 25

;[State 3870, Forward]
;type = PlaySnd
;trigger1 = animelem = 4
;value = 4, 8
;volume = 25
;channel = 0

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

[State 270, width]
type = velset
trigger1 = animelem = 3
x = 1

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


[State 3870, RoundHouse]
type = HitDef
trigger1 = animelem = 4
attr = S, HA
damage = 45, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkxy = -12, -60
sparkno = 2
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 30
getpower=  (Var(10)=0)* 0
ground.hittime = 30
ground.velocity = -5
guard.velocity = -3
air.velocity = -1, -2
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0


[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3867
ctrl = 0

; Turning kick
[Statedef 3867]
type = S
movetype = A
anim = 3867
velset = 0.5,0
ctrl = 0

[State 3870, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 3|| animelem = 4
value = 0, 4
volume = 25

[State 3870, Forward]
type = PlaySnd
trigger1 = animelem = 4
value = 4, 8
volume = 25
channel = 0

[State 3870, RoundHouse]
type = HitDef
trigger1 = animelem = 4 || animelem = 5
attr = S, HA
damage = 35, 5
animtype = Heavy
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkxy = 0, -60
sparkno = 2
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime = 30
ground.velocity = -1
guard.velocity = -1
air.velocity = -1, -4
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3868
ctrl = 0

; Twin KICK! Still on Ground (done)
[Statedef 3868]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3868
sprpriority = 2

;[State 270, AttackVoice1]
;type = PlaySnd
;trigger1 = animelem = 3
;value = 4, 1
;channel = 0

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

[State 270, PosAdd]
type = posadd
trigger1 = time = 0
x = 11

[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 = 3869

; Twin Kick In air
[Statedef 3869]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -3
sprpriority = 2
ctrl = 0

[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 = 0.30

[State 271, Whiff]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 11
value = 0,2
channel = 0

[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 55
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 4,5
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = low
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -3
getpower=  (Var(10)=0)* 0
air.velocity = -3,-4

[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 12
attr = S, NA
animtype = heavy
damage    = 55
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 5,6
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = high
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -3, 0
air.velocity = -3,-4
getpower=  (Var(10)=0)* 0
air.type = low
fall.recover = 0

[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= -5
value = 3870

; Twin Kick Land
[Statedef 3870]
type = S
movetype = I
physics = S
velset = 1, 0
anim = 271
ctrl = 0

[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 = 3871
ctrl = 0

; Rushing Gut Punch
[Statedef 3871]
type = S
movetype = A
physics = C
anim = 3869
velset = 0,0
ctrl = 0

[State 1900, Slide Sound]
type = PlaySnd
trigger1 = AnimElem = 1
;value = 4, 3
value = 0,11
volume = 25
channel = 0

[State 1900, 2]
type = Velset
trigger1 = time = 0
x = 15

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

[State 1900, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 70,10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 4, 5
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
getpower=  (Var(10)=0)* 0
ground.type = Low
ground.slidetime = 10
ground.hittime = 30
ground.velocity = -1.2
air.velocity = -4, -3

[State 1900, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3872
ctrl = 0

; Hop kick Still on Ground (done)
[Statedef 3872]
type    = S
movetype= A
physics = S
ctrl = 0
velset =2,-1
anim = 3870
sprpriority = 2

[State 271, PosAdd]
type = Posadd
trigger1 = time = 0
y = -17

;[State 271, PosAdd]
;type = Posadd
;trigger1 = time = 0
;x = 10

[State 270, AttackVoice1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,7
channel = 0

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

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

[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 2
y = -12

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 1
x = 3

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
x = 4

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
y = -1

[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 3
value = 3873

; Hop Kick In air
[Statedef 3873]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -2
sprpriority = 2
ctrl = 0

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

[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 4
y = 18

[State 270, PosAdd]
type = posadd
trigger1 = animelem = 4
x = 1

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

[State 271, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .54

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

[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 70,15
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 4,5
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,6
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = high
ground.slidetime = 14
ground.hittime  = 30
ground.velocity = -3
air.velocity = -4,-4
kill = 0

[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 6
value = 3875

;Earthshake Rave
[Statedef 3875]
type = S
movetype = A
anim = 3871
velset = 0,0
ctrl = 0
sprpriority = 2


[State 3870, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 10
value = 3,5
volume = 255

[State 3871, posset]
type = posset
trigger1 = time = 0
y = 0

[State 3700, SuperLight charge for Shun Goku Shoryuken] 
type = Explod
trigger1 = Animelem = 10
anim = 10086
pos = -45,-45
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999

[State 3700, X-ism]
type = PlaySnd
trigger1 = AnimElem = 10,=50
value = 2,1
volume = 255

[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect3] 
type = Explod
trigger1 = Animelem = 10
anim = 10020;9403
pos = 15,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 36
ownpal = 1
pausemovetime = 9999

[State 3450, groundshockwave] 
type = explod; gamemakeanim
trigger1 = AnimElem = 10
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1


[State 3875, 4]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = Hard
damage    = 80
hitflag = MAFD
guardflag = MA
priority = 5, Hit
pausetime = 4,6
getpower=  (Var(10)=0)* 0
sparkno = 2
sparkxy = 0,-70
guard.sparkno = S9300
hitsound   = S6,4
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = -2, 0
air.velocity = -2, -2
forcestand = 1
fall.yvelocity = -6
down.velocity = 0,-12
down.hittime = 10
bounce = 1
hitonce = 1
kill = 0


[State 3875, 4]
type = HitDef
trigger1 = animelem = 10
attr = S, HA
animtype  = Up
damage    = 220
hitflag = MAFD
guardflag = 
priority = 5, Hit
pausetime = 10,10
sparkno = 62
sparkxy = 0,0
guard.sparkno = S9300
hitsound   = S3,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = 0, -12
air.velocity = 0,-12
forcestand = 1
getpower=  (Var(10)=0)* 0
air.fall = 1
fall.recover = 0
fall.recovertime = 9999
fall.damage = 50
fall = 1
fall.animtype = hard
fall.yvelocity = -6
down.velocity = 0,-12
down.bounce = 1
down.hittime = 10
bounce = 1
hitonce = 1
kill = 0

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,0

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,7

[State 195, 5]
type = EnvShake
trigger1 = AnimElem = 10
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15


[State 7800, 3]
type = BGPalfx
trigger1 = time = 31
invertall = 1
supermove = 1
time = 82
add = 0,-255,-255
sinadd = 400,400,400,125

[State 195, posadd]
type = PosAdd
trigger1 = animtime = 0
x = -35

[State 3875, Shun Goku Shoryuken Charge up Slow Motion ] ;Slowdown by Necromancer
type = Pause 
trigger1 = (GameTime%2) = 0 &&roundstate = 2 && stateno = 3875
time = 1 
movetime = 1 
ignorehitpause = 1 

[State 1500, 0]
type = Varset
trigger1 = animtime = 0
v = 28
value = 0

[State 3875, 8]
type = ChangeState
trigger1 = animtime = 0
value = 3880


;DIZZY STATE
[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

;-----------------------------------------------
; shungokushoryuken
[Statedef 3880]
type = A
movetype = A
physics = N
anim = 13000
sprpriority = 2

[State 3860, 9]
type = ChangeState
trigger1 = time = 8
value = 3881

[Statedef 3881]
type = A
movetype = A
physics = N
sprpriority = 2

[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 3880, 1]
type = EnvColor
trigger1 = movehit = 1
value = 255, 255, 255
persistent = 0
time = 2

[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3880, 1]
type = VelSet
trigger1 = Time = 0
x = 13
y = -13.5

[State 3880, 2]
type = VelMul
trigger1 = Time >= 0
x = .88

[State 3880, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .44

[State 3880, 9]
type = HitDef
trigger1 = animElem = 5
attr = A, HA
damage = 390, 50
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 72
guard.sparkno = S9300
hitsound = S7,2
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5, -8
air.hittime = 10
air.velocity = 0, -10
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable

[State 3880, 9]
type = EnvShake
Trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15

[State 3450, Spark] 
type = Explod
trigger1 = Movehit = 1
anim = 9420
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
removetime = 12
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 3860, 9]
type = changeanim
trigger1 = time = 26
value = 13001

[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0

[State 1510, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1570

;---------------------------
;Shin hadouken

[Statedef 3885]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* -1000
juggle = 0
ctrl = 0
anim = 3905
velset = 0,0
sprpriority = 2

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100

[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1

[State 3700, flame charge]
type = PlaySnd
trigger1 = AnimElem = 1,=4
value = 3,1
supermove = 1

[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,390
time           = 80
ignorehitpause = 1
invertall = 1
;persistent     = 0

[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
;persistent     = 0

[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 80
pos = -29, -63
movetime = 4
sprpriority = 3

[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -29, -63
movetime = 4
sprpriority = 3

[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4800
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4804
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4804
pos = 6,1
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4800
pos = 6,1
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999

[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10086
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999

[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 10087
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999

[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10810
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.52,0.52
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10811
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.50,0.50
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10812
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.48,0.48
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10813
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.46,0.46
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10814
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.44,0.44
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10815
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.42,0.42
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10816
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.4,0.4
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10817
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.38,0.38
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10818
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.36,0.36
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10819
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.34,0.34
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10820
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.32,0.32
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10821
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.3,0.3
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10822
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.28,0.28
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10823
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.26,0.26
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10824
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.24,0.24
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10825
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.2,0.2
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10826
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
removetime = 81
ownpal = 1
scale = 0.18,0.18
shadow = 0,50,100
pausemovetime = 9999
;==============================================

[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10830
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.2,0.2
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10831
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.25,0.25
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10832
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.3,0.3
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10833
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.35,0.35
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10834
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.4,0.4
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10835
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.45,0.45
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10836
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.5,0.5
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10837
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.55,0.55
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10838
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.6,0.6
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10839
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.65,0.65
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10840
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.7,0.7
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10841
pos = -29,-63
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
removetime = 81
ownpal = 1
shadow = 0,50,100
scale = 0.75,0.75
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -29,-63
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -29,-63
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

;[State 3885, SuperLight] 
;type = Explod
;trigger1 = Animelem = 1
;anim = 4920
;pos = -29, -63
;sprpriority = 4
;postype = p1
;supermove = 1
;bindtime = 57
;ownpal = 1

[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255

[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255

[State 3865, chiargesound]
type = PlaySnd
trigger1 = time = 0
value = 2,2
channel = 0

[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1

[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) = 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3885, HadokenVoice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,3 ;4,2
channel = 0
volume = 0

[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1009
ownpal = 1
size.xscale = 1.2
size.yscale = 1

[State 1700, hadouken hit helper]
type = Helper
triggerall = animelem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1013
ownpal = 1
size.xscale = 1
size.yscale = 1.2


[State 3885, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50

[State 1500, 0]
type = Varset
trigger1 = AnimTime = 0
v = 28
value = 0

[State 3885, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;RAGING DEMON!!!!! ZOOM!

[Statedef 3890]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* -3000
ctrl = 0
anim = 3890
velset = 0

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 50
range = 0, 100

[State 1531, 5]
type = PosFreeze
trigger1 = time <= 30

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,1

[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 200
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 60
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 4120, 1]
type = Pause
triggerall = var(28) = 0
trigger1 = time = 0
movetime = 30
time = 60
pos = 7, -95
anim = -1

[State 4120, 1]
type = Pause
triggerall = var(28) > 0
trigger1 = time = 0
movetime = 30
time = 32
pos = 7, -95
anim = -1

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060;4920
pos = 4, -102
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061;4920
pos = 4, -102
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7, 3
volume = 255

[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255

;[State 1500, 0]
;type = Varadd
;trigger1 = AnimElem = 1
;v = 28
;value = 1

[State 182, 2]
type = NotHitBy
trigger1 = Time <= 31
value = SCA
time = 1

;[State 1531, 5]
;type = PlaySnd
;trigger1 = time = 31
;value = 2,4
;volume = 255

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

[State 1531, 5]
type = PlaySnd
trigger1 = time = 30
value = S21,6

[State 4120, 1]
type = ChangeAnim
trigger1 = time = 30
value = 3891

[State 4120, 1]
type = Velset
trigger1 = time = 30
x = 5 

[State 610, 3]
type = HitDef
trigger1 = Time >= 30
attr = S, HT
p2facing = 1 
damage    = 0
getpower=  (Var(10)=0)* 0
givepower = 0
guardflag =
hitflag = M
priority = 5, hit
pausetime = 0,0
snap = 40
;sparkno = -1
sparkxy = -1, 100
hitsound   = S0,8
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.Velocity = 0
;snap = 35,0,0
p1stateno = 3891
p2stateno = ifelse(var(50)>= 50, 3895,3898)
kill = 0

[State 210, 1]
type = AfterImageTime
trigger1 = time = 80
Time = 0

[State 210, 1]
type = AfterImageTime
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
Time = 0


[State 1500, 0]
type = Varadd
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
trigger2 = Time = 90
v = 28
value = 0

[State 610, 1]
type = ChangeState
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
value = 0
ctrl = 1

[State 610, 4]
type = ChangeState
trigger1 = Time = 90
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;RAGING DEMON (Grab)
[Statedef 3891]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3893
velset = 0
sprpriority = 2

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

[State 210, 1]
type = Posadd
trigger1 = time = 0
x = 10

;[State 4120, 1]
;type = SuperPause
;trigger1 = time = 0
;movetime = 10
;time = 160
;pos = 7, -95
;anim = -1

;[State 3450, Wind effect] 
;type = Explod
;trigger1 = time = 0
;anim = 9404
;pos = 0,0
;sprpriority = 0
;postype = p1
;supermove = 1
;bindtime = 36
;removetime = 36
;ownpal = 1


[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=10
trigger1 = Time <=450
flag = NoMusic


;[State 3885, A-ism]
;type = PlaySnd
;trigger1 = time = 0
;value = 1,4
;volume = 255

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

[State 7800, 3]
type = BGPalfx
trigger1 = time = 0
supermove = 1
time = 50
add = 0,0,0
sinadd = -400,-400,-400,295

[State 610, 4]
type = targetLifeAdd
trigger1 = time = 45
value = ifelse(var(50)>= 50, -600,-400)
kill = 0

[State 1531, 5]
type = EnvColor
trigger1 = time = 43
value = 0,0,0
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 45
value = 10,10,10
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 47
value = 20,20,20
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 49
value = 30,30,30
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 51
value = 40,40,40
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 53
value = 50,50,50
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 55
value = 60,60,60
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 57
value = 70,70,70
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 59
value = 80,80,80
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 61
value = 90,90,90
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 63
value = 100,100,100
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 65
value = 110,110,110
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 67
value = 120,120,120
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 69
value = 130,130,130
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 71
value = 140,140,140
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 73
value = 150,150,150
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 75
value = 160,160,160
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 77
value = 170,170,170
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 79
value = 180,180,180
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 81
value = 190,190,190
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 83
value = 200,200,200
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 85
value = 210,210,210
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 87
value = 220,220,220
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 89
value = 230,230,230
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 91
value = 240,240,240
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 93
value = 250,250,250
time = 2

[State 1531, 5]
type = EnvColor
trigger1 = time = 95
value = 255,255,255
time = 40

[State 610, 3]
type = PosAdd
trigger1 = Time = 95
persistent = 1
x = 50

[State 1531, 5]
type = Explod
trigger1 = time >= 41
trigger1 = TimeMod = 4, 3
trigger1 = time <= 98
Anim = 9420
scale = 0.7,0.7
pos = 30, -50
random = 100,50
ontop = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time >= 41
trigger1 = TimeMod = 4, 3
trigger1 = time <= 98
value = 6,5

[State 1531, 5]
type = HitAdd
trigger1 = time >= 41
trigger1 = TimeMod = 4, 3
trigger1 = time <= 98
value = 1

[State 610, 4]
type = ChangeState
trigger1 = Time = 98
value = ifelse(var(50)>= 50, 3892,3893)

;---------------------------------------------------------------------------
;RAGING DEMON (END)
[Statedef 3892]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 0
sprpriority = 3
ctrl = 0
anim = 3892

[State 1530, 5]
type = Sprpriority
trigger1 = Time = 0
value = 3

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

[State 610, 4]
type = targetLifeAdd
trigger1 = time = 39
value = -1

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
persistent = 0
value = 7,1

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 4900,1

[State 7800, 3]
type = BGPalfx
trigger1 = time = 50
supermove = 1
time = 12
mul = 158,158,158

[State 7800, 3]
type = BGPalfx
trigger1 = time = 40
supermove = 1
time = 12
mul = 138,138,138

[State 7800, 3]
type = BGPalfx
trigger1 = time = 30
supermove = 1
time = 12
mul = 118,118,118

[State 7800, 3]
type = BGPalfx
trigger1 = time = 20
supermove = 1
time = 12
mul = 98,98,98

[State 7800, 3]
type = BGPalfx
trigger1 = time = 10
supermove = 1
time = 12
mul = 78,78,78

[State 7800, 3]
type = BGPalfx
trigger1 = time = 0
supermove = 1
time = 12
mul = 58,58,58


[State 610, 3]
type = PlayerPush
trigger1 = Time >= 1
Value = 0

[State 1530, 5]
type = Sprpriority
trigger1 = Time = 140
value = 1

[State 1500, 0]
type = Varset
trigger1 = time = 200
v = 28
value = 0

[State 7800, 3]
type = Palfx
trigger1 = time = 150 && var(50) < 50
time = 51
add = -255,-255,-255

[State 210, var(44) Defense up!]
type = varset
trigger1 = time = 200
v = 50
value = 0

[State 610, 4]
type = ChangeState
trigger1 = time = 200
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;RAGING DEMON (END) ALTERNATE
[Statedef 3893]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 0
sprpriority = -5
ctrl = 0
anim = 12202

[State 1531, 5]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 15
under = 1

[state 3451, white fadein]
type           = BGPalFx
trigger1     = time = 14
add            = 255,-155,-155
sinadd         = -255,-255,-255,200
time           = 65
ignorehitpause = 1
invertall = 1

[state 3451, white fadein]
type           = BGPalFx
trigger1     = time = 79
add            = 0,-400,-400
sinadd         = 255,255,255,300
time           = 65
ignorehitpause = 1
invertall = 1

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

[State 7800, 3]
type = Palfx
trigger1 = time = 0
time = 14
add = -255,-255,-255

[State 3700, SuperLight] 
type = Explod
trigger1 = time = 16
anim = 13033
pos = 42,-50
sprpriority = 5
supermove = 1
ownpal = 1

[State 195, 5]
type = EnvShake
trigger1 = time = 16
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15

[State 3700, SuperLight] 
type = Explod
trigger1 = time = 81
anim = 13034
pos = 42,-50
sprpriority = 3
supermove = 1
ownpal = 1
scale = 0.5, 0.5

[State 610, 4]
type = targetLifeAdd
trigger1 = time = 16
value = -200

[State 610, 4]
type = targetLifeAdd
trigger1 = time = 81
value = -100

[State 610, 4]
type = hitadd
trigger1 = time = 16 || time = 81
value = 1

[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 16
value = 6,12
volume = 255


[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 81
value = 6,12
volume = -255

[State 3450, fist] 
type = Explod
trigger1 = time = 15
anim = 12203
pos = 42,-62
sprpriority = 5
postype = p1
supermove = 1
removetime = 65
bindtime = 100
ownpal = 1

[State 1530, 5]
type = Sprpriority
trigger1 = Time = 0
value = -5


[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
persistent = 0
value = 7,1

[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 4900,1

[State 610, 3]
type = PlayerPush
trigger1 = Time >= 1
Value = 0

[State 1530, 5]
type = Sprpriority
trigger1 = Time = 140
value = 1

[State 610, 3]
type = TargetDrop
trigger1 = Time = 200

[State 1500, 0]
type = Varset
trigger1 = time = 200
v = 28
value = 0

[State 210, var(44) Defense up!]
type = varset
trigger1 = time = 200
v = 50
value = 0

[State 610, 4]
type = ChangeState
trigger1 = time = 200
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;RAGING DEMON (Hit By)
[Statedef 3895]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 0
ctrl = 0
velset = 0,0,0
sprpriority = 1

[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0

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

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

[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 3895

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 610, 3]
type = SelfState
trigger1 = alive = 0
value = 5150
ctrl = 1

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
alive = 0
value = 3896

;---------------------------------------------------------------------------
;RAGING DEMON (Dead)
[Statedef 3896]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 3000
ctrl = 0
velset = 0,0,0

[State 610, 1]
type = Velset
trigger1 = time >= 0
x = 0
y = 0

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

[State 610, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 3897

[State 610, 3]
type = SelfState
trigger1 = alive = 0
value = 5150
ctrl = 1

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

[State 1530, 5]
type = Sprpriority
trigger1 = Time >= 50
value = -1

[State 610, 4]
type = SelfState
trigger1 = Time = 250
trigger1 = alive = 1
value = 5120

;---------------------------------------------------------------------------
;RAGING DEMON (Hit By) ALT
[Statedef 3898]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 0
ctrl = 0
velset = 0,0,0
sprpriority = 1

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

[State 820, 1]
type = screenbound
Trigger1 = Time >= 0
value = 0
movecamera = 0,0

[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0

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

[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 3895

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 610, 3]
type = SelfState
trigger1 = alive = 0
trigger1 = Time = 50
value = 5150
ctrl = 1

[State 610, 4]
type = ChangeState
trigger1 = Time = 50
alive = 0
value = 3899

;---------------------------------------------------------------------------
;RAGING DEMON (Dead) ALT
[Statedef 3899]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 3000
ctrl = 0
velset = 0,0,0
sprpriority = 4

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

[State 7800, 3]
type = Palfx
trigger1 = time = 0
time = 62
add = -255,-255,-255

[State 610, 1]
type = Velset
trigger1 = time >= 0
x = 0
y = 0

[State 610, 1]
type = posadd
trigger1 = time = 0
x = -50

[State 820, 1]
type = screenbound
Trigger1 = Time >= 0
value = 0
movecamera = 0,0


;[State 610, 2]
;type = ChangeAnim2
;trigger1 = time = 0
;value = 3897

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

[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time = 199
value = SCA
time = 200

[State 610, 4]
type = ChangeAnim
trigger1 = time = 200
value = 5070

[State 610, 4]
type = SelfState
trigger1 = Time = 200
value = 5071
ctrl = 0



;---------------------------------------------------------------------------
;Earthshake!
[Statedef 3900]
type = S
movetype = A
juggle = 0
poweradd=  (Var(10)=0)* -1000
anim = 3900
velset = 0,0
ctrl = 0
sprpriority = 2

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100

[state 3451, black fadeout]
type           = BGPalFx
triggerall     = time = 4
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
add            = 0,0,0
sinadd         = -255,-255,-255,360
time           = 180
ignorehitpause = 1
;persistent     = 0

[State 3700, this means shinryuken]
type = PlaySnd
triggerall     =animelem = 10
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 2,10
volume = 255
channel = 0

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,350
time           = 60
ignorehitpause = 1
invertall = 1
;persistent     = 0

[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
;persistent     = 0

[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
movetime = 3
time = 60
pos = 7, -95
anim = -1

[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
movetime = 3
time = 32
pos = 7, -95
anim = -1

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060;4912
pos = 30,-3
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061;4912
pos = 30,-3
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect3] 
type = Explod
trigger1 = Animelem = 10
anim = 10020;9403
pos = 15,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 36
ownpal = 1
pausemovetime = 9999

[State 3450, groundshockwave] 
type = explod; gamemakeanim
trigger1 = AnimElem = 10
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1

[State 3450, groundshockwave] 
type = explod; gamemakeanim
trigger1 = AnimElem = 10
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1

[State 1700, Dragon]
type = Helper
triggerall = animelem = 10
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
helpertype = normal
name = "Rising Dragon"
pos = 0,0
postype = p2
stateno =1014
ownpal = 1
;pausemovetime = 9999
shadow = 0,50,100

[State 920, 1]
type = screenbound
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 0
movecamera = 0,0

[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 48
range = -80, 80

[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 49
range = -80, 80

[State 1700, Geyser]
type = Helper
triggerall = time = [23,150]
triggerall = timemod = 9,8
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
helpertype = normal
name = "Geyser"
id = 3
pos = var(48),2
postype = p2
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1

[State 1700, Geyser]
type = Helper
triggerall = time = 22
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
helpertype = normal
name = "Geyser"
id = 3
pos = 0,2
postype = p2
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1

[State 1700, Geyser]
type = Helper
triggerall = time = [23,150]
triggerall = timemod = 9,8
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
helpertype = normal
name = "Geyser"
id = 3
pos = var(49),2
postype = p2
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8

;[State 3450, groundshockwave] 
;type = explod; gamemakeanim
;triggerall = time = [23,150]
;triggerall = timemod = 9,8
;trigger1 = var(46) >= 90
;trigger2 = var(28) = 3
;anim = 12200
;pos = 15,2
;sprpriority = 3
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1
;random = 100,0

;[State 3450, groundshockwave] 
;type = explod; gamemakeanim
;triggerall= time = [23,150]
;triggerall = timemod = 9,8
;trigger1 = var(46) >= 90
;trigger2 = var(28) = 3
;anim = 12200
;pos = 15,2
;sprpriority = 3
;postype = p1
;supermove = 1
;bindtime = 1
;ownpal = 1
;random = 200,0
;scale = 0.8,0.8

[State 3700, this means shinryuken]
type = PlaySnd
triggerall= time = [23,148]
triggerall = timemod = 8,7
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
channel = 3
value = 2,7

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7, 3
volume = 255

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255

[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5;3
channel = 0

[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1

[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) = 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3875, 4]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = Hard
damage    = 60
hitflag = MAFD
guardflag = MA
priority = 5, Hit
pausetime = 5,5
getpower=  (Var(10)=0)* 0
sparkno = 2
sparkxy = 0,-70
guard.sparkno = S9300
hitsound   = S6,4
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = -2, 0
air.velocity = -2, -2
forcestand = 1
fall.yvelocity = -6
down.velocity = 0,-12
down.hittime = 10
bounce = 1
hitonce = 1

[State 3875, 4]
type = HitDef
triggerall = animelem = 10
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = S, HA
animtype  = Up
damage    = 320
hitflag = MAFD
guardflag = 
priority = 5, Hit
pausetime = 8,8
getpower=  (Var(10)=0)* 0
sparkno = 62
sparkxy = 0,0
guard.sparkno = S9300
hitsound   = S3,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = 0, -12
air.velocity = 0,0
forcestand = 1
air.fall = 1
air.type = trip
fall.recover = 0
fall.damage = 30
fall = 1
fall.animtype = hard
fall.yvelocity = -6
down.velocity = 0,0
down.bounce = 1
down.hittime = 10
bounce = 1
hitonce = 1


[State 3875, 4]
type = HitDef
triggerall = animelem = 10
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
attr = S, HA
animtype  = Up
damage    = 190
hitflag = MAFD
guardflag = 
priority = 5, Hit
pausetime = 8,3
getpower=  (Var(10)=0)* 0
sparkno = 62
sparkxy = 0,0
guard.sparkno = S9300
hitsound   = S3,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 50
ground.velocity = 0, 0
air.velocity = 0,0
forcestand = 1
air.fall = 1
fall.recover = 0
fall.damage = 30
fall = 1
fall.animtype = hard
fall.yvelocity = -6
down.velocity = 0,-12
down.bounce = 1
down.hittime = 10
bounce = 1
hitonce = 1

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,0

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 6,11

[State 195, 5]
type = EnvShake
trigger1 = AnimElem = 10
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15

[State 195, posadd]
type = PosAdd
trigger1 = animtime = 0
x = -35

[State 1500, 0]
type = Varset
trigger1 = AnimTime = 0
v = 28
value = 0

[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Rage Burst!
[Statedef 3910]
type = S
movetype = A
anim = 196
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 17
time = 99999
length = 18
PalBright   =   0,  0,  0
PalContrast = 200,200,200
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 5
Trans = Add1

[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,3
channel = 0

[state 3451, blue fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 0,0,0
mul = 200,200,300
sinadd         = 100,100,255,320
time           = 150
ignorehitpause = 1
;persistent     = 0

[State 3700, SuperPause]
type = Pause
trigger1 = time = 0
movetime = 49
time = 159
pos = 7, -95
anim = -1

[State 3885, Sonar Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,5
volume = 255

[State 3700, SuperLight] 
type = Explod
trigger1 = Animelem = 5
anim = 10085
pos = -15,-50
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
shadow = 100,50,0
pausemovetime = 9999

[State 3700, SuperLight2] 
type = Explod
trigger1 = Animelem = 5
anim = 10080
pos = -15,-50
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 1.3,1.3
shadow = 90,40,0
pausemovetime = 9999


[State 3700, SuperLight3] 
type = Explod
trigger1 = Animelem = 5
anim = 10081
pos = -15,-50
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 1.6,1.6
shadow = 80,30,0
pausemovetime = 9999

[State 3700, SuperLight4] 
type = Explod
trigger1 = Animelem = 5
anim = 10082
pos = -15,-50
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 1.9,1.9
shadow = 70,20,0
pausemovetime = 9999

[State 3700, SuperLight5] 
type = Explod
trigger1 = Animelem = 5
anim = 10083
pos = -15,-50
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 2.2,2.2
shadow = 60,10,0
pausemovetime = 9999

[State 3700, SuperLight6] 
type = Explod
trigger1 = Animelem = 5
anim = 10084
pos = -15,-50
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 2.5,2.5
shadow = 50,0,0
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem  = 5
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

;[State 9000, TimerSet]
;type = VarSet 
;trigger1 = Animelem = 1 
;v = 10
;value = 700 ; Timer value 

[State 2000, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 1000

[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Rage Burst Air!
[Statedef 3911]
type = A
movetype = A
anim = 13008
ctrl = 0
sprpriority = 2

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 1
time = 99999
length = 18
PalBright   =   0,  0,  0
PalContrast = 200,200,200
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 5
Trans = Add1

[state 3451, blue fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 0,0,0
mul = 200,200,300
sinadd         = 100,100,255,320
time           = 150
ignorehitpause = 1
;persistent     = 0

[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3
channel = 0

[State 3700, SuperPause]
type = Pause
trigger1 = time = 0
movetime = 0
time = 150
pos = 7, -95
anim = -1

[State 3885, Sonar Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,5
volume = 255

[State 3700, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 10085
pos = -2,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
shadow = 100,50,0
pausemovetime = 9999

[State 3700, SuperLight2] 
type = Explod
trigger1 = Animelem = 1
anim = 10080
pos = -2,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 1.3,1.3
shadow = 90,40,0
pausemovetime = 9999


[State 3700, SuperLight3] 
type = Explod
trigger1 = Animelem = 1
anim = 10081
pos = -2,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 1.6,1.6
shadow = 80,30,0
pausemovetime = 9999

[State 3700, SuperLight4] 
type = Explod
trigger1 = Animelem = 1
anim = 10082
pos = -2,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 1.9,1.9
shadow = 70,20,0
pausemovetime = 9999

[State 3700, SuperLight5] 
type = Explod
trigger1 = Animelem = 1
anim = 10083
pos = -2,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 2.2,2.2
shadow = 60,10,0
pausemovetime = 9999

[State 3700, SuperLight6] 
type = Explod
trigger1 = Animelem = 1
anim = 10084
pos = -2,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 2.5,2.5
shadow = 50,0,0
pausemovetime = 9999

;[State 9000, TimerSet]
;type = VarSet 
;trigger1 = Animelem = 1 
;v = 10
;value = 700 ; Timer value 

[State 2000, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 1000

[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3912
ctrl = 1

[Statedef 3912]
type = A
movetype = A
physics = A

[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 3951



;---------------------------------------------------------------------------
;MEGA END! rushing gutpunch
[Statedef 4000]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* -2000
anim = 1900
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 3455, FloorFire]
type = Explod
trigger1 = animelem = 3,=6
id = 2650
anim = 2650
postype = p1
pos = -40,-2
sprpriority = 3
ownpal = 1

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

[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 3,=6
x = 13

[State 3460, VelMul]
type = VelMul
trigger1 = 1
x = 0.9


[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 0,0,542
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1


[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 3
time = 60
pos = 7, -95
anim = -1

[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 3
time = 32
pos = 7, -95
anim = -1

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 3
anim = 10060;4912
pos = 25,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 3
anim = 10061;4912
pos = 25,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 3
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 3
value = 7, 3
volume = 255

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 3
value = 0,12
volume = 255

[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,3
channel = 0

[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 3
v = 28
value = 1

[State 3460, Sound]
type = PlaySnd
trigger1 = AnimElem = 3,6
value = 6,9

[State 3700, grunt]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,8
volume = 255
channel = 0

[State 1900, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 60,10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 1, 2
sparkxy = 0, -60
sparkno = 2
air.juggle = 4
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 40
ground.hittime = 40
ground.velocity = -6
air.velocity = -3, -5
kill = 0

[State 1900, 5]
type = ChangeState
trigger1 = animtime = 0
value = 4005
ctrl = 0


;---------------------------------------------------------------------------
;Aerial Destruction! high uppercut strike
[Statedef 4005]
type = S
movetype = A
anim = 10480
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0

[State 1910, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 50
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 3, 10
getpower=  (Var(10)=0)* 0
sparkxy = -5, -80
Facing = 1
sparkno = 2
guard.sparkno = S9200
hitsound = S6,3
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1.2
air.velocity = -1.2, -2
kill = 0

[State 4019, 5]
type = ChangeState
trigger1 = animtime = 0
value = 4019
ctrl = 0

[Statedef 4019]
type = S
movetype = A
juggle = 0
anim = 10481
velset = 0,0
ctrl = 0
sprpriority = 2

[State 4019, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60
animtype = Up
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 1, 34
sparkxy = -5, -80
sparkno = 2
getpower=  (Var(10)=0)* 0
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1.2, -3
air.velocity = -1.2, -10
snap = 30,0
P2stateno = 4001
kill = 0

[State 210, 1]
type = AfterImageTime
trigger1 = movehit = 0
trigger1 = animtime = 0
trigger2 = animtime = 0
trigger2 = P2life <= 0
Time = 0

[State 4019, 5]
type = ChangeState
trigger1 = movehit = 0
trigger1 = animtime = 0
trigger2 = animtime = 0
trigger2 = P2life <= 0
value = 0
ctrl = 1

[State 1900, 5]
type = ChangeState
trigger1 = movehit = 1
trigger1 = animtime = 0
trigger1 = P2life > 0
value = 4010
ctrl = 0

;ASCENDING DRAGON PUNCH
[Statedef 4010]
type = S
movetype = A
juggle = 3
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2

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

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

[State 1500, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 4011

;----------------------------------------------------------
; SWITCH FROM DRAGON PUNCH TO READY 
[Statedef 4011]
type = A
movetype = A

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

[State 1531, 5]
type = Explod
trigger1 = time = 0
anim = F3
postype = p2
pos = 0, -60
ontop = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = S6,5

[State 1500, MEGA]
type = PlaySnd
trigger1 = time = 6
value = 3,6
channel = 0
volume = 255

;[State 1955, PosFreeze]
;type = Posfreeze
;trigger1 = time < 4

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

[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 12
y = -15

[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .38

[State 1510, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .44

[State 1510, 5]
type = ChangeAnim
trigger1 = time = 8
value = 1510
persistent = 0

[State 1510, 5]
type = ChangeAnim
trigger1 = time = 16
value = 41
persistent = 0

[State 1510, 9] 
trigger1 = time = 24
type = Changestate
value = 4012 ;10460

;----------------------------------------------------------
; DOWN STRIKE FOLLOWED BY HADOUKEN
[Statedef 4012]
type = A
movetype = A
Anim = 10460

[State 1531, 5]
type = HitAdd
trigger1 = time = 8
value = 1

[State 1531, 5]
type = explod
trigger1 = time = 8
anim = F3
postype = p2
pos = 0, -60
ontop = 1

[State 1531, 5]
type = PlaySnd
trigger1 = time = 8
value = S6,5

[State 1500, END!]
type = PlaySnd
trigger1 = time = 8
value = 3,7
channel = 0
volume = 255

[State 1531, 5]
type = HitAdd
trigger1 = time = 35
value = 1

[State 1531, 5]
type = HitAdd
trigger1 = time = 155
value = 1

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

[State 1510, 5]
type = Posadd
trigger1 = time = 0
y = -60

[State 3700, flame charge]
type = PlaySnd
trigger1 = time = 75
value = 3,1

[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10810
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.52,0.52
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10811
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.50,0.50
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10812
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.48,0.48
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10813
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.46,0.46
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10814
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.44,0.44
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10815
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.42,0.42
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10816
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.4,0.4
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10817
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.38,0.38
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10818
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.36,0.36
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10819
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.34,0.34
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10820
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.32,0.32
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10821
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.3,0.3
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10822
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.28,0.28
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10823
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.26,0.26
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10824
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.24,0.24
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10825
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.2,0.2
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10826
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
removetime = 81
ownpal = 1
scale = 0.18,0.18
shadow = 0,50,100
pausemovetime = 9999


;==============================================

[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10830
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.2,0.2
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10831
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.25,0.25
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10832
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.3,0.3
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10833
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.35,0.35
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10834
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.4,0.4
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10835
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.45,0.45
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10836
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.5,0.5
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10837
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.55,0.55
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10838
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.6,0.6
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10839
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.65,0.65
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10840
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.7,0.7
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10841
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
removetime = 81
ownpal = 1
shadow = 0,50,100
scale = 0.75,0.75
pausemovetime = 9999



[State 1500, Aaaaahh!]
type = PlaySnd
trigger1 = time = 70
value = 2,3
channel = 0
volume = 255

[State 3700, hadouken whiff]
type = PlaySnd
trigger1 = time = 131
value = 0,7
volume = 255

[State 3700, earth crash]
type = PlaySnd
trigger1 = time = 35
value = 3,3

[State 5100, 8]
type = Explod
trigger1 = Time = 35
postype = p2
anim = F62
pos = 0, 0
ontop = 1

[State 1531, 5]
type = explod
trigger1 = time = 155
anim = 10450
pos = 0, 2
postype = p2
ontop = 1
persistent = 0
shadow = 0,50,100
ownpal = 1

[State 1710, FireB] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = timemod = 4,3
trigger1 = time > 160
trigger1 = time < 195
trigger1 = numexplod(2500) < 4
postype = p2
ignorehitpause = 1
anim = 2500
id = 2500
pos = -10,-10
random = 50,10
bindtime = -1
sprpriority = 2
ownpal = 1

[State 1710, FireA] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = timemod = 4,3
trigger1 = time > 160
trigger1 = time < 195
trigger1 = numexplod(2500) < 4
postype = p2
ignorehitpause = 1
anim = 2501
id = 2500
pos = 20,-10
random = 50,10
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3450, Spark] 
type = Explod
trigger1 = timemod = 4,3
trigger1 = time > 160
trigger1 = time < 195
postype = p2
anim = ifelse(random>500,10421,10420)
pos = 0,-20
;persistent = 0
ignorehitpause = 1
sprpriority = 2
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 999
supermovetime = 999
random = 25,0
scale = 0.7,0.7


[State 3700, hadouken crash]
type = PlaySnd
trigger1 = time = 155
value = 2,9
volume = 255

[State 3700, implosion]
type = PlaySnd
trigger1 = time = 159
value = 3,2
channel = 0

;[State 1510, 5]
;type = velset
;trigger1 = time = 0
;x = 0
;y = -3

[State 1510, Gravity]
type = Posadd
trigger1 = time > 0
y = .44

[State 1510, 5]
type = velset
trigger1 = AnimElem = 7
x = 0
y = -14

[State 1510, 5]
type = veladd
trigger1 = time > 35
trigger1 = time < 50
x = 0
y = 0.58

[State 1510, 5]
type = Screenbound
trigger1 = time > 0
trigger1 = time < 55
trigger2 = time > 135
value = 0

[State 1510, 5]
type = Screenbound
trigger1 = time > 135
value = 0

;[State 1510, 5]
;type = Screenbound
;trigger1 = time > 56
;trigger1 = time < 100
;movecamera = 0,1
;value = 1

[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time > 24
trigger1 = time < 128

[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal
name = "hadouken"
pos = 5,90
postype = p1
stateno = 1010
ownpal = 1
pausemovetime = 9999
shadow = 0,50,100
size.xscale = 0.6
size.yscale = 0.6

[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 75
anim = 10086
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999

[State 7800, 3]
type = BGPalfx
trigger1 = time = 70
invertall = 1
supermove = 1
time = 70
add = 0,-255,-255
sinadd = 400,400,400,145

[State 1500, 0]
type = Varset
trigger1 = time = 178
v = 28
value = 0

[State 1531, 6]
type = changestate
trigger1 = time = 178
value = 4013
ctrl = 0


[Statedef 4013];STAND POSE
type = S
movetype = A
Anim = 10470
vel = 0,0
sprpriority = -1

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

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

[State 1510, 5]
type = posset
trigger1 = time = 0
Y = 0

[State 1510, 5]
type = posadd
trigger1 = time = 0
x = 5
y = 0

[State 1510, 5]
type = velset
trigger1 = time = 0
x = 0
y = 0

[State 0, Var(32)reset]
type = Varset
trigger1 = time = 0
v = 32
value = 0

[State 5150, Var(32) Add]
type = VarAdd
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59
trigger2 = time > 0
v = 32
value = 1

[State 1531, 6]
type = changestate
trigger1 = time = 100
trigger1 = var(32) <= 10
value = 0
ctrl = 1

[State 1531, 6]
type = changestate
trigger1 = time = 100
trigger1 = var(32) > 10
trigger2 = time = 100
trigger2 = Var(30) = 59
value = 4014
ctrl = 0

;---------------------------------------------------------------------------
;Stomp on opponent
[Statedef 4014]
type = S
movetype = A
anim = 3900
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1510, 5]
type = posadd
trigger1 = time = 0
x = -5
y = 0

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 21
PalBright   =   0,  0,  0
PalContrast = 0,0,542
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1


[State 3450, Wind effect3] 
type = Explod
trigger1 = Animelem = 10
anim = 10020;9403
pos = 15,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 36
ownpal = 1
pausemovetime = 9999

[State 3450, groundshockwave] 
type = explod; gamemakeanim
trigger1 = AnimElem = 10
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1

[State 3875, 4]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = Hard
damage    = 10
hitflag = MAFD
guardflag = MA
priority = 5, Hit
pausetime = 5,5
sparkno = 2
sparkxy = 0,-70
guard.sparkno = S9300
hitsound   = S6,4
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = -2, 0
air.velocity = -2, -2
forcestand = 1
fall.yvelocity = -6
down.velocity = 0,-12
down.hittime = 10
bounce = 1
hitonce = 1


[State 3875, 4]
type = HitDef
trigger1 = animelem = 10
attr = S, SP
damage   = 40,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.Velocity = -3
air.animtype = Back
air.Velocity = -4,4
air.juggle = 3
air.fall = 1
down.Velocity = 0,0
down.hittime = 30
down.bounce = 0

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,0

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 3,5

[State 195, 5]
type = EnvShake
trigger1 = AnimElem = 10
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15

[State 195, posadd]
type = PosAdd
trigger1 = animtime = 0
x = -35


[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Hit by first part
[Statedef 4001]
type = A
movetype = H
velset = 0,0

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

[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time < 6

[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5051;5030
;ignorehitpause = 1

[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && Animtime = 0
value = 5061;5035
;ignorehitpause = 1

;[State 1955, Change to Staggering]
;type = ChangeAnim
;trigger1 = alive = 1 && time = 14
;value = 5050
;ignorehitpause = 1

[State 1955, fly]
type = Velset
trigger1 = time = 6
y = -6.5

[State 1955, Gravity]
type = Veladd
trigger1 = time >= 6
y = .44

[State 1955, 9]
type = changeState
trigger1 = time = 21;16
value = 4002
ctrl = 0

;Hit by second part
[Statedef 4002]
type = A
movetype = H
velset = 0,0

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

;[State 1955, PosFreeze]
;type = Posfreeze
;trigger1 = time < 4

[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5051;5030
;ignorehitpause = 1

;[State 1955, Change to Staggering]
;type = ChangeAnim
;trigger1 = alive = 1 && Animtime = 0
;value = 5061;5035
;ignorehitpause = 1

;[State 1955, Change to Staggering]
;type = ChangeAnim
;trigger1 = alive = 1 && time = 14
;value = 5050
;ignorehitpause = 1



[State 1531, 5]
type = lifeadd
trigger1 = time = 0
value = -80
kill = 0


[State 1955, fly]
type = Velset
trigger1 = time = 0
y = -12

[State 1956, Gravity]
type = Veladd
trigger1 = time >= 0
y = .44

[State 1955, 9]
type = ChangeState
trigger1 = time = 32
value = 4003
ctrl = 0

;Hit by third part
[Statedef 4003]
type = A
movetype = H
velset = 0,0

[State 1956, Gravity]
type = PosAdd
trigger1 = time = 0
x = 10

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

[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5061;5070
;ignorehitpause = 1

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

;[State 1510, 5]
;type = Screenbound
;trigger1 = time > 11
;movecamera = 0,1
;value = 1

[State 1531, 5]
type = lifeadd
trigger1 = time = 0
value = -90
kill = 0

[State 1955, fly]
type = Velset
trigger1 = time = 0
trigger1 = Pos Y < 0
y = 5

[State 1955, Gravity]
type = Veladd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .44

[State 1955, 9]
type = changestate 
trigger1 = time = 27
value = 4004

;Hit Ground
[Statedef 4004]
type = L
movetype = H
velset = 0,0
physics = C

[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
trigger1 = time < 120
value = SCA, NP, SP
time = 1

[State 1510, 5]
type = posadd
trigger1 = time = 0
x = 15
y = 0

[State 1531, 5]
type = lifeadd
trigger1 = time = 0
value = -100
kill = 0

;[State 4004, 5]
;type = Screenbound
;trigger1 = time < 10
;movecamera = 0,1
;value = 1

[State 4004, 5]
type = Screenbound
trigger1 = time > 11
trigger1 = time < 61
value = 0

[State 1955, fly]
type = Velset
trigger1 = time = 0
y = 0

[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5101;5100


[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 6
value = 5110;5110

[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 120
value = 5080

[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 140
value = 5110

[State 1510, 5]
type = posset
trigger1 = time = 0
Y = 0

[State 191, 5]
type = EnvShake
trigger1 = time = 0
persistent = 0
time = 20
ampl = -9
freq = 100
phase = 10

[State 191, 5]
type = EnvShake
trigger1 = time = 120
persistent = 0
time = 20
ampl = -9
freq = 100
phase = 10

[State 1531, 5]
type = palfx
trigger1 = time = 123
time = 60
add = 32,0,0
mul = 300,192,192
sinadd = 64, 5, 5, 6

[State 3880, 1]
type = EnvColor
trigger1 = time = 120
value = 255, 10, 10
;persistent = 0
time = 2



[State 1531, 5]
type = lifeadd
trigger1 = time = 123
value = -120

[State 1955, 9]
type = SelfState
trigger1 = time = 300
trigger1 = alive = 1
value = 5120
ctrl = 0

[State 1955, 9]
type = SelfState
trigger1 = time = 150
trigger1 = alive= 0
value = 5150
ctrl = 1


;---------------------------------------------------------------------------
;Kuuchuu Hado Buster
[Statedef 4020]
statetype = A
movetype = A
anim = 10490
physics = N
poweradd=  (Var(10)=0)* -1000
velset = 0,0
ctrl = 0
sprpriority = 2

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 120
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 60
ignorehitpause = 1
invertall = 1
;persistent     = 0

[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
;persistent     = 0

[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
move = 4
time = 60
pos = 7, -95
anim = -1

[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
move = 4
time = 32
pos = 7, -95
anim = -1

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060;4912
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061;4912
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255


[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
volume = 255
channel = 0

[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1

[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) = 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3700, grunt]
type = PlaySnd
trigger1 = time = 1
value = 2,2
channel = 0

[State 3700, flamesnd]
type = PlaySnd
trigger1 = time = 1
value = 6,9

[State 1531, 5]
type = explod
trigger1 = Animelem = 4
anim = 10491
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1

[State 1531, 5]
type = explod
trigger1 = Animelem = 4
anim = 10800
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1

[State 1900, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
damage   = 60,10
animtype = heavy
getpower=   (Var(10)=0)*  0,0
getpower=  (Var(10)=0)* 0
guardflag = MA
hitflag = MAFP
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
air.cornerpush.veloff = -10


[State 1955, fly]
type = Velset
trigger1 = AnimElem = 4
x = 10
y = -4

[State 1955, gravity]
type = Veladd
trigger1 = time > 0
y = 0.44

[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 5
v = 28
value = 0

[State 1955, 9]
type = changestate
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = movecontact = 1
value = 4021
ctrl = 0

[State 1955, 9]
type = changestate
triggerall = movecontact = 1
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 4023 
ctrl = 0

[State 1510, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 5
type = ChangeState
value = 4044

;---------------------------------------------------------------------------
;Burst beam
[Statedef 4021]
type = A
movetype = A
anim = 10492
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9

[State 1955, jerk back]
type = Posadd
trigger1 = time > 4
x = -.5

[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 100

[State 3700, grunt]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 255
value = 0,10
channel = 0

[State 3700, oddshrieboom]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,4
volume = 255

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10500
projhitanim = 10502
projremanim = 10502
projhits = 9
projmisstime = 0
projshadow = 0,50,100
projpriority = 30
projremovetime = 30
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
Velocity = 0.001,0.001
offset = 36,-68
attr = S, HP
damage   = 30/(Var(22)),10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
;hitspark = S2013
;sparkno = -1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -12,-6
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -12,-6
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6

[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2

[State 1710, FireB] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
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 = ProjHit2000 = 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 3450, Spark] 
type = Explod
;triggerall = 
trigger1 = timemod = 4,3
trigger1 = Projhit2000 = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7


[State 1955, jerk back]
type = velset
trigger1 = time = 34
x = -5

[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0

[State 1955, 9]
type = changestate
trigger1 = time = 35
value = 4022
ctrl = 0

;---------------------------------------------------------------------------
;Burst beam
[Statedef 4023]
type = A
movetype = A
anim = 10492
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9

[State 1955, jerk back]
type = Posadd
trigger1 = time > 4
x = -.5

[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 100

[State 3700, grunt]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 4,7
channel = 0

[State 3700, grunt]
type = PlaySnd
trigger1 = time = 40
volume = 255
value = 0,10
channel = 0

[State 3700, oddshrieboom]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,4
volume = 255

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10500
projhitanim = 10502
projremanim = 10502
projhits = 10
projmisstime = 0
projshadow = 0,50,100
projpriority = 30
projremovetime = 30
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
Velocity = 0.001,0.001
offset = 36,-68
attr = S, HP
damage   = 30/(Var(22)),10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
;hitspark = S2013
;sparkno = -1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -12,-6
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -12,-6
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6

[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2

[State 1710, FireB] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
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 = ProjHit2000 = 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 3450, Spark] 
type = Explod
;triggerall = 
trigger1 = timemod = 4,3
trigger1 = Projhit2000 = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7


[State 1955, jerk back]
type = velset
trigger1 = time = 69
x = -5

[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0

[State 1955, 9]
type = changeanim
trigger1 = time = 35
value = 10492
ctrl = 0

[State 1955, 9]
type = changestate
trigger1 = time = 70
value = 4022
ctrl = 0


;---------------------------------------------------------------------------
;Whee, fly backwards
[Statedef 4022]
type = A
physics = A
movetype = A
anim = 46
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1955, jerk back]
type = velset
trigger1 = time = 0
x = -7


[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 10

[State 1955, 9]
type = changeanim
trigger1 = time = 0
value = 46
ctrl = 0
;---------------------------
;Kuuchuu Shin hadouken

[Statedef 4030]
type    = A
movetype= A
physics = N
poweradd=  (Var(10)=0)* -1000
juggle = 0
ctrl = 0
anim = 10504
velset = 0,0
sprpriority = 2

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100

[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9

[State 1955, fly]
type = Veladd
trigger1 = AnimElem = 4
x = -3
y = -2

[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1

[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 12
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
time = 12
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,540
time           = 80
ignorehitpause = 1
invertall = 1
;persistent     = 0

[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
;persistent     = 0

[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 80
pos = -29, -63
sprpriority = 3

[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -29, -63
sprpriority = 3

[State 3700, flame charge]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,1
supermove = 1

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4801
pos = 17,-10
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4805
pos = 17,-10
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4805
pos = 18,-9
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4801
pos = 18,-9
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = -1
ownpal = 1
removeongethit = 1
pausemovetime = 9999

[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10086
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999

[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) > 0
trigger1 = AnimElem = 1
anim = 10087
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999

[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10810
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.52,0.52
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10811
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.50,0.50
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10812
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.48,0.48
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10813
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.46,0.46
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10814
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.44,0.44
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10815
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.42,0.42
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10816
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.4,0.4
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10817
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.38,0.38
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10818
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.36,0.36
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10819
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.34,0.34
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10820
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.32,0.32
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10821
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.3,0.3
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10822
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.28,0.28
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10823
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.26,0.26
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10824
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.24,0.24
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10825
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.2,0.2
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10826
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
removetime = 81
ownpal = 1
scale = 0.18,0.18
shadow = 0,50,100
pausemovetime = 9999


;==============================================

[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10830
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.2,0.2
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10831
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.25,0.25
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10832
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.3,0.3
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10833
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.35,0.35
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10834
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.4,0.4
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10835
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.45,0.45
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10836
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.5,0.5
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10837
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.55,0.55
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10838
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.6,0.6
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10839
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.65,0.65
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10840
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.7,0.7
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10841
pos = -12,-72
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
removetime = 81
ownpal = 1
shadow = 0,50,100
scale = 0.75,0.75
pausemovetime = 9999



[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -12,-72
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -12,-72
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999

;[State 3885, SuperLight] 
;type = Explod
;trigger1 = Animelem = 1
;anim = 4920
;pos = -29, -63
;sprpriority = 4
;postype = p1
;supermove = 1
;bindtime = 57
;ownpal = 1

[State 1955, gravity]
type = Veladd
trigger1 = time > 0
y = 0.44

[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255

[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255

[State 3865, chiargesound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
channel = 0

[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1

[State 3700, Shadows]
type = Afterimage
triggerall = time = 0
trigger1 = var(46) >= 90 || var(28) = 3
time = 12
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3885, HadokenVoice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,3 ;4,2
channel = 0
volume = 0

[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1009
ownpal = 1
size.xscale = 1.2
size.yscale = 1

[State 1700, hadouken hit helper]
type = Helper
triggerall = animelem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1013
ownpal = 1
size.xscale = 1.2
size.yscale = 1.8

[State 3885, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50

[State 3885, 9]
type = ChangeAnim
trigger1 = time = 12
value = 10503
ctrl = 0

[State 1500, 0]
type = Varset
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
v = 28
value = 0

[State 210, 1]
type = AfterImageTime
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
Time = 0

[State 1510, 9] ;Hit Ground
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
type = ChangeState
value = 1803


;---------------------------------------------------------------------------
;Ground Hado Buster
[Statedef 4040]
type = A
movetype = A
anim = 10493
physics = S
poweradd=  (Var(10)=0)* -1000
velset = 0,0
ctrl = 0

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 60
ignorehitpause = 1
invertall = 1
;persistent     = 0

[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
;persistent     = 0

[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
move = 4
time = 60
pos = 7, -95
anim = -1

[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
move = 4
time = 32
pos = 7, -95
anim = -1

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060;4912
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061;4912
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,3
sprpriority = -4
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem = 1,=6
anim = 10601
pos = 0,5
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255

[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
volume = 255
channel = 0

[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1

[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) = 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3700, grunt]
type = PlaySnd
trigger1 = time = 1
value = 2,2
channel = 0

[State 3700, flamesnd]
type = PlaySnd
trigger1 = time = 1
value = 6,9

[State 1955, 9]
type = changestate
trigger1 = Animelem = 3
value = 4043

[Statedef 4043]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = -5

[State 1955, jerk back]
type = Posadd
trigger1 = Animelem = 3
x = 25

[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 10491
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1

[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 10800
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1

[State 1955, 9]
type = changestate
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = movecontact = 1
value = 4041
ctrl = 0

[State 1955, 9]
type = changestate
triggerall = movecontact = 1
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 4045
ctrl = 0

[State 1900, 3]
type = HitDef
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = AnimElem = 3
attr = S, HP
damage   = 60,10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0

[State 1900, 3]
type = HitDef
triggerall = AnimElem = 3
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
sprpriority = -5
attr = S, HP
damage   = 60,10
animtype = light
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 200
ground.Velocity = 0,0
air.hittime = 200
fall.recover = 0
air.animtype = low
air.Velocity = 0,0
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
snap = 55,-20
yaccel = 0


[State 1955, fly]
type = Velset
trigger1 = AnimElem = 3
x = 12
y = -1

[State 1955, air resistance]
type = Veladd
trigger1 = time > 7
x = -.23
y = .44

[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0

[State 1510, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 4044



;----------------------------------------------------------
;Landing
[Statedef 4044]
type = S
movetype = I
physics = C
anim = 106
velset = 5,0

[State 1520, 3]
type = Posadd
trigger1 = time = 0
x = -5

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

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

[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 1520, 9]
type = ChangeState
trigger1 = Time = 11
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Burst beam
[Statedef 4041]
type = A
movetype = A
anim = 10492
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9

[State 1955, jerk back]
type = Posadd
trigger1 = time > 4
x = -.5

[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 100

[State 3700, grunt]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 255
value = 0,10
channel = 0

[State 3700, oddshrieboom]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,4
volume = 255

[State 184, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10500
projhitanim = 10502
projremanim = 10502
projhits = 9
projmisstime = 0
projshadow = 0,50,100
projpriority = 30
projremovetime = 30
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
Velocity = 0.001,0.001
offset = 36,-68
attr = S, HP
damage   = 30/(Var(22)),10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
;hitspark = S2013
;sparkno = -1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -12,-6
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -12,-6
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6

[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2

[State 1710, FireB] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
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 = ProjHit2000 = 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 3450, Spark] 
type = Explod
;triggerall = 
trigger1 = timemod = 4,3
trigger1 = Projhit2000 = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
;persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7


[State 1955, jerk back]
type = velset
trigger1 = time = 34
x = -5

[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0

[State 1955, 9]
type = changestate
trigger1 = time = 35
value = 4042
ctrl = 0

;Thrashing
[Statedef 4045]
type = A
movetype = A
anim = 10496
velset = 0,0
ctrl = 0
sprpriority = -5

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

[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = time = 0
id = 100

[State 1700, Afterimage hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Look! A fist!"
id = 12202
pos = 58, -71
postype = p1
stateno = 12202
ownpal = 1
pausemovetime = 0

[State 1531, 5]
type = explod
trigger1 = time = 0
anim = 10800
id = 100
pos = 57, -71
sprpriority = -1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1


[State 3700, grunt]
type = Sprpriority
trigger1 = movehit = 1
value = -3

[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2

[State 1900, 3]
type = HitDef
trigger1 = timemod = 20,10
attr = S, HP
damage   = 50,10
animtype = light
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,18
sparkxy = 0, -60
;sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S2,8
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
ground.Velocity = 0,0
air.hittime = 30
fall.recover = 0
air.animtype = low
air.Velocity = 0,0
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
yaccel = 0
sprpriority = -3
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
kill = 0

[State 1710, FireB] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = timemod = 20,10
;persistent = 0
;ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 3
ownpal = 1

[State 1710, FireA] ; Fire from Fierce Dragon Punch
type = Explod
trigger1 = timemod = 20,10
;persistent = 0
;ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1

[State 3450, Spark] 
type = Explod
;triggerall = 
trigger1 = timemod = 20,10
anim = ifelse(random>500,10421,10420)
pos = 0,-50
persistent = 1
;ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7

[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0

[State 1955, 9]
type = changestate
trigger1 = time = 100
value = 4041
ctrl = 0


;Thrashing
[Statedef 12202]
type = A
movetype = A
anim = 12204
velset = 0,0
ctrl = 0
sprpriority = 5

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

[state 6005, red build]
type           = PalFx
trigger1 = time = 0
trigger2     = timemod = 21,20
add            = 0,0,0
sinadd         = 512,62,-400,100
time           = 20
ignorehitpause = 1
;persistent     = 0

[State 6006,destroy]
type = destroyself
trigger1 = time = 100

;---------------------------------------------------------------------------
;Whee, fly backwards
[Statedef 4042]
type = A
physics = N
movetype = A
anim = 46
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1955, jerk back]
type = velset
trigger1 = time = 0
x = -7

[State 1955, gravity]
type = veladd
trigger1 = time >= 0
y = .44

[State 1955, 9]
type = changeAnim
trigger1 = time = 0
value = 105
ctrl = 0

[State 1510, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 107

;---------------------------------------------------------------------------
;Kuuchuu Super Dive Kick
[Statedef 4050]
statetype = A
movetype = A
anim = 13005
physics = N
poweradd=  (Var(10)=0)* -1000
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 21
value = 1

[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100

[State 11040, 2]
type = PlayerPush
triggerall = Time >= 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 0

[State 1710, 0]
type = NotHitBy
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = SCA, NP, SP
time = 1

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 90
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3885, Shadows]
type = Afterimage
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3700, Shadows]
type = Afterimage
trigger1 = pos y = -1
time = 1
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 60
ignorehitpause = 1
invertall = 1
;persistent     = 0

[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
;persistent     = 0

[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
movetime = 9
time = 60
pos = 7, -95
anim = -1

[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
movetime = 9
time = 32
pos = 7, -95
anim = -1

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060;4912
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999

[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061;4912
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255

[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255

[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
volume = 255
channel = 0

[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1

[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1
trigger1 = var(46) >= 90 || var(28) = 3
time = 500
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3700, grunt]
type = PlaySnd
trigger1 = time = 1
value = 2,2
channel = 0

[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255

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

[State 1852, 6] ; stop!
type = Velmul
trigger1 = Time = [0,10]
x = 0.83
y = 0.83

[State 1852, 6] ; moving
type = Velset
triggerall = Animelem = 3
trigger1 = var(46) < 90
trigger1 = var(28) < 3
x = 6
y = 9

[State 1852, 6] ; moving
type = Velset
triggerall = Animelem = 3
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
x = 9
y = 12

[State 1852, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 10
y = .30

[State 1852, 7]
type = HitDef
triggerall = animelem = 3
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
attr = A, SA
damage = 160, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 10,21
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -3, 0
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 0

[State 1852, 7]
type = HitDef
triggerall = timemod = 2,1
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = A, SA
damage = 60, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,11
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,4
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 0
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2
air.velocity = -3, 0
air.fall = 1
air.recover = 0
fall.recover = 0

[State 1852, 7]
type = HitDef
triggerall = command = "a" || command = "b" || command = "c"
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = A, SA
damage = 50, 20
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,11
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,4
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 0
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
air.recover = 0
fall.recover = 0

[State 11040, 1]
type = AfterImageTime
trigger1 = pos y >= 0
Time = 0

[state 6005, black fadeout]
type           = envcolor
triggerall = movecontact = 1
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 0,0,0
time           = 150
ignorehitpause = 1
persistent     = 0
under = 1

[State 1700, Afterimage hit helper]
type = Helper
triggerall = movecontact = 1
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
persistent = 0
helpertype = normal
name = "satsui no hado"
id = 301
postype = p1
stateno = 4056
ownpal = 1
pausemovetime = 9999

[State 1500, 0]
type = Varset
triggerall = movecontact = 0
;trigger1 = time = 40
trigger1 = pos y >= 5
v = 28
value = 0

[State 1852, 8]
type = ChangeState
triggerall = movecontact = 0
trigger1 = time >= 5
trigger1 = pos y >= 5
value = 1864


[State 1852, 8]
type = ChangeState
triggerall = movecontact = 1
trigger1 = var(46) < 90
trigger1 = var(28) < 3
trigger1 = time >= 5
trigger1 = pos y >= 5
value = 4052

[State 1852, 8]
type = ChangeState
triggerall = movecontact = 1
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = 4054


; Super diving kick Rebound
[Statedef 4054]
type = A
movetype = I
Physics = N
anim = 13031
ctrl = 0
sprpriority = 2

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1852, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 0
y = .60

[State 1852, 6] ; Rebound
type = Velset
trigger1 = Time = 0
x = 9
y = -8

[State 2001, 8]
type = turn
;trigger1 = p2bodydist x < -5
trigger1 = animelem = 6
persistent = 0

[State 1852, 8]
type = ChangeState
triggerall = time > 8
trigger1 = p2bodydist X >= 40
trigger2 = time > 25
value = 4055



;---------------------------------------------------------------------------
;Kuuchuu Super Dive Kick rebound attack Afterimage
[Statedef 4056]
statetype = A
movetype = A
anim = 13032
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1852, appear sound]
type = playsnd
trigger1 = time = 10
value = 4,5

[state 6005, black fadeout]
type           = PalFx
trigger1    = time = 10
add            = 0,0,0
sinadd         = -255,-255,-255,150
time           = 999

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

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

[State 1852, 6] ; stop!
type = Velmul
trigger1 = Time = [0,10]
x = 0.83
y = 0.83

[State 1852, 6] ; moving
type = Velset
trigger1 = Animelem = 3
x = 9
y = 12

[State 1852, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 10
y = .30

[State 1852, 7]
type = HitDef
triggerall = var(21) < 4
trigger1 = animelem = 3
attr = A, SA
damage = 70/(Parent, Var(22)), 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 10,41
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 0

[State 1852, 7]
type = HitDef
triggerall = var(21) >= 4
trigger1 = animelem = 3
attr = A, SA
damage = 90/(Parent, Var(22)), 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 30,41
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
air.recover = 0
fall.recover = 0
envshake = 1
envshake.time = 30
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 1
kill = 0

[State 1500, 0]
type = Varset
triggerall = movecontact = 0
;trigger1 = time = 40
trigger1 = pos y >= 5
v = 28
value = 0

[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 21
value = 1

[State 1852, 8]
type = Destroyself
trigger1 = pos y >= 100

;---------------------------------------------------------------------------
;Kuuchuu Super Dive Kick rebound attack
[Statedef 4055]
statetype = A
movetype = A
anim = 13005
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2

[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1710, 0]
type = NotHitBy
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
value = SCA, NP, SP
time = 1

[State 3700, Shadows]
type = Afterimagetime
trigger1 = pos y = -1
time = 0

[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255

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

[State 1852, 6] ; stop!
type = Velmul
trigger1 = Time = [0,10]
x = 0.83
y = 0.83

[State 1852, 6] ; moving
type = Velset
trigger1 = Animelem = 3
x = 9
y = 12

[State 1852, 6] ; Gravity
type = VelAdd
trigger1 = Time >= 10
y = .30

[State 1852, 7]
type = HitDef
triggerall = var(21) < 5
trigger1 = animelem = 3
attr = A, SA
damage = 70, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 10,41
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 0

[State 1852, 7]
type = HitDef
triggerall = var(21) >= 5
trigger1 = animelem = 3
attr = A, SA
damage = 110, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 40,60
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
fall = 1
air.recover = 0
fall.recover = 0
envshake = 1
envshake.time = 30
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 1
bounce =  1

[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 1700, Afterimage hit helper]
type = Helper
triggerall = var(21) < 5
trigger1 = movecontact = 1
persistent = 0
helpertype = normal
name = "satsui no hado"
id = 301
postype = p1
stateno = 4056
ownpal = 1
pausemovetime = 9999

[State 11040, 1]
type = AfterImageTime
trigger1 = pos y >= 0
Time = 0

[State 1500, 0]
type = Varset
trigger1 = pos y >= 5
v = 28
value = 0

[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 21
value = 1

[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 5
value = 4044;52

[State 1852, 8]
type = ChangeState
triggerall = var(21) < 5
trigger1 = movecontact = 1
value = 4054


;Land, Jab, punch!
[Statedef 4052]
type = A
physics = N
movetype = A
anim = 13009
velset = 1,0
ctrl = 0
sprpriority = 2

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 80
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 1852, 8]
type = posset
trigger1 = time = 0
y = 0

[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 6
value = 0,4

[State 1852, 7]
type = HitDef
trigger1 = animelem = 7
attr = A, SA
damage = 90, 10
animtype = Medium
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 3,3
sparkxy = 5, -50
sparkno = 3
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2
air.velocity = -2, -4
air.recover = 0
fall.recover = 0

[State 1852, 8]
type = ChangeState
trigger1 = AnimElem = 14
value = 4053

; Second follow up
[Statedef 4053]
type = A
movetype = A
velset = 7, -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 1852, wind sound]
type = playsnd
trigger1 = animelem = 13
value = 0,4

[State 1710, 4]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
damage = 100, 10
animtype = Diagup
getpower=   (Var(10)=0)*  0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -80
sparkno = 3
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7, -12
air.velocity = -7, -12
fall = 1
air.recover = 0
fall.recover = 0

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

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

[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0

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



;=================================================================================
;=================================================================================
; ;---------------------------------------------------------------------------
; Fatality!
[Statedef 60050]
type = S
movetype = A
physics = S
anim = 10900
velset = 0
ctrl = 0
sprpriority = 2

[State 3700, Shadows]
type = Afterimage
trigger1 = animelem = 2
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
;persistent     = 0

[State 3700, SuperPause]
type = Pause
trigger1 = animelem = 1
movetime = 4
time = 60
pos = 7, -95
anim = -1

[State 3700, SuperLight] 
type = Explod
trigger1 = Animelem = 1
anim = 10060;4912
pos = 18,-47
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 10,0
sprpriority = -4
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999

[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 7,3

[State 183, End] 
type = ChangeState 
trigger1 = time = 30
value = 60051
ctrl = 0

[State 182, WINDY]
type = explod
trigger1 = animelem = 1,= 10
anim = 9405
id = 9403
pos = 5,0
postype = p1
bindtime = -1
removetime = 65
sprpriority = -3
ownpal = 1
scale = 1
removeongethit = 1

[Statedef 60051]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
sprpriority = 2

[State 182, 2]
type = Playsnd
trigger1 = Animelem = 1
value = 9,4

[State 3700, twister snd]
type = PlaySnd
trigger1 = time = 0
;trigger2 = time = 75
;trigger3 = time = 145
;trigger4 = time = 215
;trigger5 = time = 285
;trigger6 = time = 355
;trigger7 = time = 425
;trigger8 = time = 495
;trigger9 = time = 565
value = 4,9
volume = 255

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12010
pos = 3, 4
postype = p1
sprpriority = -2
bindtime = -1
ignorehitpause = 1
ownpal = 1
supermove = 1
removetime = -1
scale = 1,1.1
removeongethit = 1
id = 10

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12011
pos = 3, 5
postype = p1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
ownpal = 1
supermove = 1
removetime = -1
scale = 1,1.1
removeongethit = 1
id = 10

[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time = 0
id = 20

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0
triggerall = time > 0
triggerall = time <= 10
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -100

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 11
triggerall = time <= 20
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -110

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 21
triggerall = time <= 30
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -120

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 31
triggerall = time <= 40
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -130

[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 40
trigger1 = command != "hold_x" 
trigger2 = command != "hold_y" 
trigger3 = command != "hold_z" 
value = -140

[State 182, End] 
type = ChangeState 
triggerall = time > 50
triggerall = power > 0
trigger1 = command = "hold_a" 
trigger2 = command = "hold_b" 
trigger3 = command = "hold_c" 
value = 60054
ctrl = 0

[State 182, End] 
type = ChangeState 
triggerall = time > 50
triggerall = power > 0
trigger1 = command != "hold_x" 
trigger1 = command != "hold_y" 
trigger1 = command != "hold_z" 
value = 60052
ctrl = 0

[State 182, End] 
type = ChangeState 
triggerall = time > 50
trigger1 = power = 0
value = 60056
ctrl = 0

;--------------------------------------------------------------
;Still Power Weak Blow Manual Release
[Statedef 60052]
type = S
movetype = A
physics = N
anim = 12090
velset = 0
ctrl = 0
sprpriority = 2

[State 3700, slidesnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,11

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 20
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3450, Wind effect] 
type = Explod
trigger1 = time = 4
anim = 10601
pos = 0,5
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999

[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12012
pos = 3, 2
postype = p1
sprpriority = 3
;bindtime = 0
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12013
pos = 3, 2
postype = p1
sprpriority = -2
;bindtime = 0
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11

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

[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 2,=1
x = 18

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

[State 183, End] 
type = ChangeState 
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 182, End] 
type = ChangeState 
triggerall = time > 5
trigger1 = P2bodydist X <= 40
value = 60053
ctrl = 0

;QUICK DRAGON PUNCH
[Statedef 60053]
type = A
movetype = A
physics = N
anim = 3880
sprpriority = 2

[State 3700, attacksnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,7

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 62
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) = 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable

[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12070
pos = 0,3
sprpriority = 3
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12080
pos = 0,3
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 3880, 1]
type = EnvColor
trigger1 = movehit = 1
value = 255, 255, 255
persistent = 0
time = 2

[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3880, 1]
type = VelSet
trigger1 = Time = 1
x = 13
y = -13.5

[State 3880, 2]
type = VelMul
trigger1 = Time >= 1
x = .88

[State 3880, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 1
y = .44

[State 3880, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 350
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 72
guard.sparkno = S9300
hitsound = S7,2
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -7, -10
air.hittime = 10
air.velocity = -7, -10
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable

[State 3880, 9]
type = EnvShake
Trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15

[State 3450, Spark] 
type = Explod
trigger1 = Movehit = 1
anim = 9420
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
removetime = 12
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 1500, 0]
type = Varset
trigger1 = vel y > 0 && pos y >= 0
v = 28
value = 0

[State 1510, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 52

;Kick override
[Statedef 60054]
type = A
movetype = A
physics = N
anim = 3880
sprpriority = 2

[State 3700, attacksnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,7

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 62
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1


[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12012
pos = 3, 2
postype = p1
sprpriority = 3
;bindtime = 0
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12013
pos = 3, 2
postype = p1
sprpriority = -2
;bindtime = 0
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11

[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable

[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12070
pos = 0,3
sprpriority = 3
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12080
pos = 0,3
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 3880, 1]
type = EnvColor
trigger1 = movehit = 1
value = 255, 255, 255
persistent = 0
time = 2

[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3880, 1]
type = VelSet
trigger1 = Time = 1
x = 13
y = -13.5

[State 3880, 2]
type = VelMul
trigger1 = Time >= 1
x = .88

[State 3880, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 1
y = .44

[State 3880, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 350
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 72
guard.sparkno = S9300
hitsound = S7,2
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -7, -10
air.hittime = 10
air.velocity = -7, -10
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable

[State 3880, 9]
type = EnvShake
Trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15

[State 3450, Spark] 
type = Explod
trigger1 = Movehit = 1
anim = 9420
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
removetime = 12
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999

[State 1510, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 52

;--------------------------------------------------------------
;Full power auto release
[Statedef 60056]
type = S
movetype = A
physics = N
anim = 12090
velset = 0
ctrl = 0
sprpriority = 2

[State 3700, slidesnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,11

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 20
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3450, Wind effect] 
type = Explod
trigger1 = time = 4
anim = 10601
pos = 0,5
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999

[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12012
pos = 3, 2
postype = p1
sprpriority = 3
;bindtime = 0
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11

[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12013
pos = 3, 2
postype = p1
sprpriority = -2
;bindtime = 0
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 1,1.1
id = 11

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

[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 2,=1
x = 18

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

[State 183, End] 
type = ChangeState 
trigger1 = animtime = 0
value = 0
ctrl = 1

[State 182, End] 
type = ChangeState 
triggerall = time > 5
trigger1 = P2bodydist X <= 40
value = 60057
ctrl = 0

;Full power hit!
[Statedef 60057]
type = A
movetype = A
physics = N
anim = 3881
sprpriority = 2

[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10

[State 1700, Afterimage hit helper]
type = Helper
trigger1 = movecontact = 1
helpertype = normal
name = "satsui no hado"
id = 300
postype = p1
stateno = 60100
ownpal = 1
pausemovetime = 9999

[State 3700, attacksnd]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 0,7

[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable

[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12070
pos = 0,3
sprpriority = 3
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999

[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12080
pos = 0,3
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 3880, 1]
type = EnvColor
trigger1 = movehit = 1
value = 255, 255, 255
persistent = 0
time = 3

[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3880, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 0
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 9999
guard.sparkno = S9300
;hitsound = S7,2
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -7, -10
air.hittime = 10
air.velocity = -7, -10
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable

;[State 3880, 9]
;type = EnvShake
;Trigger1 = movehit = 1
;persistent = 0
;ignorehitpause = 1
;time = 10
;ampl = -10
;freq = 150
;phase = 15

;[State 3450, Spark] 
;type = Explod
;trigger1 = Movehit = 1
;anim = 9420
;pos = 0,-50
;persistent = 0
;ignorehitpause = 1
;sprpriority = -1
;postype = p2
;supermove = 1
;bindtime = 1
;removetime = 12
;ownpal = 1
;ontop = 1
;pausemovetime = 999
;supermovetime = 999

[State 1510, 9] ;forward stance
trigger1 = movecontact = 1
type = ChangeState
value = 60058
ctrl = 0

[State 183, End] 
type = ChangeState 
triggerall = movecontact = 0
trigger1 = time = 30
value = 0
ctrl = 1

;Forward stance
[Statedef 60058]
type    = S
physics = S
movetype = I
anim = 3882

[State 1700, Camera]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0

[State 7800, 3]
type = Bgpalfx
trigger1 = time = 0
invertall = 1
supermove = 1
time = 200
add = 0,-255,-255
sinadd = 500,500,500,206

[State 1700, Freeze!]
type = pause
trigger1 = time = 0
time = 200
movetime = 100

[State 1700, Camera]
type = screenbound
trigger1 = 1
value = 0
movecamera = 1,1

[State 3880, 9]
type = EnvShake
Trigger1 = time = 101
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15


[State 3450, Spark] 
type = Explod
trigger1 = time = 101
anim = 9420
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
;removetime = 12
ownpal = 1
ontop = 1

[State 3450, Spark] 
type = Explod
trigger1 = time = 91
anim = 13030
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
;removetime = 12
ownpal = 1
ontop = 1
vel = -0.5, 0

[State 107, HitSound]
type = PlaySnd
trigger1 = time = 101
value = 7,2
volume = 100

[State 7800, 3]
type = BGPalfx
trigger1 = time = 101
supermove = 1
time = 5
add = 1,1,1
mul = 255,255,255
sinadd = 1,1,1

[State 3701, Shadows]
type = Afterimage
trigger1 = time = 0
time = 20
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
	
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 107, posadd]
type = posadd
trigger1 = Time = 0
x = 80

[State 3460, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;time

[State 107, 1]
type = velset
trigger1 = time = 0
y = 0
x = 6

[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, 5]
type = ChangeAnim
trigger1 = time = 110
value = 3884
ctrl = 0

[State 106, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;Full power afterimage helper
[Statedef 60100]
type = A
movetype = A
physics = N
anim = 60100
sprpriority = 2

[State 2010, 3] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 9999
add = 98,88,78
mul = 78,78,78
sinadd = 540,112,112,1250
invertall = 1

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 210
length = 8
PalBright   =   0,  0,  0
PalContrast = 188,88,88
PalAdd      =   18,  18,  18
;PalMul      =  88,88,88
;Palsinadd = 78,78,78,40
;palinvertall = 1
FrameGap = 2
Trans = Sub

[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = time =0
id = 10

[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable

[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4

[State 3880, 1]
type = EnvColor
trigger1 = movehit = 1
value = 255, 255, 255
persistent = 0
time = 2

[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3880, 1]
type = VelSet
trigger1 = Time = 50
x = 10
y = -13.5

[State 3880, 2]
type = VelMul
trigger1 = Time >= 50
x = .92

[State 3880, 3] ; Gravity
type = VelAdd
trigger1 = Time >= 50
y = .44

[State 3880, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 99999
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 72
guard.sparkno = S9300
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -7, -10
air.hittime = 10
air.velocity = -7, -10
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable
p2stateno = 2156
p2getp1state = 1

[State 3880, 9]
type = EnvShake
Trigger1 = movehit = 1
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15

[State 1510, 9] ;Hit Ground
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 60101

;Forward stance Afterimage
[Statedef 60101]
type    = S
physics = S
movetype = I
anim = 3883

[State 2010, 3] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 9999
add = 138,78,78
mul = 138,78,78
sinadd = 358,358,358,120
invertall = 1

[State 3460, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;time

[State 107, 1]
type = velset
trigger1 = time = 0
y = 0
x = 0

[State 107, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 107, timedistortend]
type = PlaySnd
trigger1 = time = 50
value = 2,1
volume = 100

[State 1510, 9]; destroy self
trigger1 = time = 90
type = destroyself

;===========================
;Hit By fatality
[Statedef 2156]
type = A
movetype = H
physics = N
velset = 0,0

[State 2155, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2156

[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 100
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 1
Trans = Add1


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

[State 2155, 3]
type = velset
trigger1 = hitshakeover = 1
x = -7
y = -12
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



;=========================================
;Comon! Combo confirmation
[Statedef 94070]
type = A
movetype= A
physics = N
ctrl = 0
anim = 998

[State 3885, Comon]
type = playsnd
trigger1 = time = 0
value = 1,1
channel = 1
volume = 50

[State 3885, die]
type = destroyself
trigger1 = time = 1

[Statedef 94071]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 998
velset = 0,0,0

[State 3885, I'm number one]
type = playsnd
trigger1 = time = 0
value = 3,5
channel = 1
volume = 50

[State 3885, die]
type = destroyself
trigger1 = time = 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 = N
ctrl = 1
anim = 40

[State 233, Var(23) continuos run preventive measure]
type = VarSet
trigger1 = time = 0
v = 23
value = 20

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[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, 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 = 1
velset = 0,0

[State 105, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk


[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 -2, Flying screen]
type = ScreenBound
trigger1 = Win = 1
value = 0

; L33T FINISH!
[Statedef 9999]
type = A
ctrl = 0
anim = 9999
sprpriority = -5
movetype = I
physics = N

[State 2100, 1]
type = Pause
trigger1 = time = 0
time = 5
movetime = 5

[State 191, 5]
type = EnvShake
trigger1 = time = 0 && (root, var(50) = 0 || root, var(50) = [50,100])
ignorehitpause = 1
persistent = 0
time = 5
ampl = 2
freq = 180
;phase = 0

[state 9999, varset]
type = varset
trigger1       = root, stateno = [0,1000]
trigger1 = time = 0
v = 42
value = 0

[state 9999, varset]
type = varset
trigger1       = root, stateno = [1000,3000]
trigger1 = time = 0
v = 42
value = 1

[state 9999, varset]
type = varset
trigger1 = var(28) < 3
trigger1       = root, stateno >= 3000
trigger1 = time = 0
v = 42
value = 2

[state 9999, varset]
type = varset
trigger1 = var(28) = 3
trigger1 = root, stateno >= 3000
trigger1 = time = 0
v = 42
value = 3

[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 1
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12;20
ignorehitpause = 1
persistent     = 0

[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 2 && (root, var(50) = 0 || root, var(50) = [50,100])
add            = 255,255,255
time           = 10
ignorehitpause = 1
persistent     = 0
pausemovetime = 9999

[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 10
trigger1       = var(42) = 2 && (root, var(50) = 0 || root, var(50) = [50,100])
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12;20
ignorehitpause = 1
persistent     = 0
pausemovetime = 9999

[state 6005, red fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 3 && (root, var(50) = 0 || root, var(50) = [50,100])
add            = 312,-512,-512
time           = 10
ignorehitpause = 1
;persistent     = 0

[state 6005, red fadeout]
type           = BGPalFx
triggerall     = time = 10
trigger1       = var(42) = 3 && (root, var(50) = 0 || root, var(50) = [50,100])
add            = 312,-512,-512
sinadd         = -312,512,512,50
time           = 12
ignorehitpause = 1
;persistent     = 0

;[state 6006, shaddap]
;type = assertspecial
;trigger1 = time <= 22
;trigger1       = var(42) = 1
;flag = nofg
;flag2 = nobardisplay
;flag = nomusic

;[state 6006, shaddap]
;type = assertspecial
;trigger1 = time <= 42
;trigger1       = var(42) = 2
;flag = nofg
;flag2 = nobardisplay
;flag = nomusic

[state 6006, silence]
type = assertspecial
trigger1 = time <= 42
trigger1       = var(42) = 3
flag = nofg
;flag2 = nobardisplay
;flag3 = nomusic

[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,var(50) > 50
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0

[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,var(50) > 0
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0

[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,var(50) > 0
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0

[State 6008]
type = DestroySelf
trigger1 = roundstate = 0


;============================================================================================================

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State -2, Var(33) AI Differentiate air combos]
type = Varset
trigger1 = stateno = 50 && Vel X = 0
v = 33
value = 1

[State -2, Var(33)reset AI Differentiate air combos Cummulative problems cautionary action]
type = Varset
trigger1 = stateno = 1852 && animtime = 0
v = 33
value = 0

[State -2, Removeburstknuckle]
type = RemoveExplod
trigger1 = stateno != 4020 && stateno != 4043
id = 100

[State 1710, Remove Fist Fire 4]
type = RemoveExplod
persistent = 1
trigger1 = stateno != 1710 && stateno != 3460 && stateno != 3470
id = 2603

[State -2, Stop Intro music]
type = StopSnd
trigger1 = roundstate = 2
channel = 2

[State -2, CountDown]
type = VarAdd 
trigger1 = Var(10) = 1
var(10) = -1 
ignorehitpause = 1

[State -2, CountDown]
type = VarAdd 
trigger1 = Var(11) > 0
var(11) = -1 
ignorehitpause = 1

[State -2, CountDown]
type = VarAdd 
trigger1 = Var(23) > 0
var(23) = -1 
ignorehitpause = 1

[State -2, time allow for dragon punch extra]
type = VarAdd 
trigger1 = Var(34) > 0
var(34) = -1 
;ignorehitpause = 1

;Rage Burst end Anim
;[State -2, RageBurstend]
;type = ChangeState
;trigger1 = Var(10) = 1
;trigger1 = Vel Y >= 0
;trigger1 = Vel Y <= 0
;value = 196
;ctrl = 0

;Powerminus for hit during Rage Burst
;[State -2, poweradd]
;type = poweradd
;trigger1 = Var(10) > 0 && p2movetype = H
;value = -10

;Infinite Juggle for Rage Burst
[State -2, AttackMulSetforRageBurst]
type = AssertSpecial
flag = nojugglecheck
trigger1 = Var(10) > 1

;Weaker Strength
[State -2, AttackMulSetforRageBurst]
type = AttackMulSet
trigger1 = Var(10) > 1
value = 0.55

; Combo MulSet Setting (Thanks Ragnarok Nemo!)
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = Var(10) = 0
trigger1 = Var(15)
trigger1 = Var(17) < 3
value = 1

[State -2, AttackMulSet]
type = AttackMulSet
triggerall = Var(10) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [3,6]
value = 0.8

[State -2, AttackMulSet]
type = AttackMulSet
triggerall = Var(10) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [7,9]
value = 0.6

[State -2, AttackMulSet]
type = AttackMulSet
triggerall = Var(10) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [10,12]
value = 0.4

[State -2, AttackMulSet]
type = AttackMulSet
triggerall = Var(10) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [13,15]
value = 0.2

[State -2, AttackMulSet]
type = AttackMulSet
triggerall = Var(10) = 0
trigger1 = Var(15)
trigger1 = Var(17) > 16
value = 0.1

[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = Var(44) = 1
value = 1.15

;No Blocking for Rage Mode
[State -2, no blocking]
type = Assertspecial
trigger1 = Var(10) > 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard

;Shadows remove precaution
[State -2, shadowrem]
type = afterimagetime
trigger1 = movetype = H
time = 0

;Rage Burst Remove if hit.
[State -2, VarSet]
type = VarSet
trigger1 = movetype = H
var(10) = 0

;MSSM charge Remove if hit.
[State -2, VarSet]
type = VarSet
trigger1 = movetype = H
var(28) = 0

;Afterimage remove if out of Rage Burst
[State -2, afterimages]
type = Afterimagetime
trigger1 = var(10) > 0
trigger1 = power = 0
persistent = 0
time = 0

;Rage Burst Remove if run out of power
[State -2, VarSet]
type = VarSet
triggerall = var(10) >= 1
trigger1 = power = 0
var(10) = 0

[State 3710, 1]
type = palfx
trigger1 = var(10) > 1
trigger1 = (GameTime%51) = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 112,30,-112,100

;-------------
;COMBO COUNTER ( Kamek's )
;-------------

[State -2, Set Up For Count]
type = VarSet
trigger1 = p2movetype = H
trigger1 = !Var(15)
v = 15
value = 1

[State -2, Keep Track Of Hit Count]
type = VarSet
trigger1 = UniqHitCount > 0
trigger1 = Var(15)
v = 16
value = UniqHitCount

[State -2, Add To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = UniqHitCount < Var(16)
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(16)

[State -2, Add Helper Hits To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = Var(19) != 0
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(19)

[State -2, Keep Track of Helper Hit Count]
type = VarSet
trigger1 = Var(19) != 0
trigger1 = Var(15)
v = 19
value = 0

[State -2, Projectile Hits]
type = VarSet
triggerall = Var(15)
trigger1 = ProjHit = 1
v = 17
value = Var(17) + 1

;[State -2, Display]
;type = DisplaytoClipboard
;trigger1 = Var(15)
;text = "Helper Flag: %d | Helper Total Hits: %d |Combo Meter: %d"
;params = Var(19), Var(14), Var(17)
;;text = "Combo System Detect: %d | Actual hits from move: %d" 
;;params = Var(17), hitcount

[State -2, Reset Current Hit Count]
type = VarSet
trigger1 = UniqHitCount < Var(16)
trigger1 = Var(15)
v = 16
value = UniqHitCount

[State -2, Combo Is Finished]
type = VarSet
trigger1 = p2movetype != H
trigger1 = Var(15)
v = 16
value = 0

;[State -2, Combo Is Finished]
;type = Helper
;triggerall = Var(15)
;triggerall = Var(17) = [20,25]
;triggerall = !NumHelper(94070)
;trigger1 = p2movetype != H
;trigger1 = p2stateno != [5000,5999]
;stateno = 94070
;ID = 9990

;[State -2, Combo Is Finished]
;type = Helper
;triggerall = Var(15)
;triggerall = Var(17) > 26
;triggerall = !NumHelper(94070)
;trigger1 = p2movetype != H
;;trigger1 = p2stateno != [5000,5999]
;stateno = 94071
;ID = 9990

[State -2, Reset]
type = VarSet
triggerall = Var(15)
trigger1 = p2movetype != H
;trigger1 = p2stateno != [5000,5999]
v = 15
value = 0

[State -2, Reset]
type = VarSet
trigger1 = p2movetype != H
v = 14
value = 0

[State -2, Reset]
type = VarSet
trigger1 = !NumHelper(9990)
trigger1 = !Var(15)
trigger1 = Var(17) > 0
v = 17
value = 0

[State 2100, 1]
type = Playerpush
trigger1 = winko; && var(49) = 1
value = 0

[State 210, KO Screen 1]
type = helper
trigger1 = winko
;trigger1 = roundstate = 2 && alive
trigger1 = numhelper(9999) = 0
helpertype = normal
name = "lookatdaflashyfxduhh..."
id = (9999)
pos = 0,0
bindtime = -1
postype = left
stateno = 9999
keyctrl = 0
;persistent = 0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999

;[State -2, Display]
;type = DisplaytoClipboard
;trigger1 = Var(28)
;trigger2 = Var(46)
;text = "Super cancelling: %d/3 | Random MSSM activate: %d/90"
;params = Var(28), Var(46)

;[State -2, Display]
;type = DisplaytoClipboard
;trigger1 = Var(10)
;text = "Custom combo mode detect = %D, Ctrl mode detect = %D"
;params = Var(10), ctrl

[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) < 9
v = 22
value = 1

[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) = [10,15]
v = 22
value = 2

[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) = [16,19]
v = 22
value = 3

[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) > 20
v = 22
value = 4

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------
[Statedef -3]

; 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

Rage Burst mode Power minus
[State -3, power]
type = poweradd
triggerall = (gametime%2) = 1
trigger1 = var(10) > 0
ignorehitpause = 1
value = -8

;[State -3, Rage Burst Time dimension effect] ;Slowdown by Necromancer
;type = Pause 
;triggerall = Var(10) > 1
;trigger1 = (GameTime%3) = 0
;trigger1 = roundstate = 2
;time = 1 
;movetime = 1 
;ignorehitpause = 1 

;Windy effects, KI overflow while in rage burst
;[State -3, wind]
;type = Explod
;triggerall = stateno = 0
;triggerall = timemod = 30,20
;trigger1 = var(10) > 1
;anim = 9404
;pos = 0, 0
;postype = p1
;bindtime = 1
;removetime = 18
;sprpriority = 0
;ownpal = 1
;persistent = 0
;scale = 0.5,0.5

;Afterimage remove if out of Rage Burst
;[State -3, afterimages]
;type = Afterimage
;trigger1 = var(10) > 0
;trigger1 = power = 0
;persistent = 0
;time = 1
;length = 10
;PalBright   =   0,  0,  0
;PalContrast = 128,128,128
;PalAdd      =   0,  0,  0
;PalMul      =  1,1,1
;FrameGap = 1
;Trans = add

;Haste/V-ism Sorrowedge's Haste code
[State -3, Speed] 
type = ChangeAnim
triggerall = (Var(10) > 1) && (RoundState = 2) && (MoveType != H)
trigger1 = AnimElemTime(AnimElemNo(0) + 1) < 0
trigger1 = AnimElemTime(AnimElemNo(0)) > floor ((AnimElemTime(AnimElemNo(0)) -AnimElemTime(AnimElemNo(0) + 1))/2)
ignorehitpause = 1
value = anim
elem = AnimElemNo(0) + 1


;Necromancer's AI Autoguard code.
;[State -3, StandGuard] 
;type = ChangeState 
;triggerall = (Var(30) = 59) && (StateType = S) && (Pos Y = 0) && (P2BodyDist Y <= 0) 
;triggerall = (P2BodyDist Y = -120) && (P2StateType != C) && (P2MoveType = A) 
;trigger1 = (P2BodyDist X <= 120) && (Random <= 799) && (Ctrl) 
;trigger2 = (StateNo = [140, 155]) || (StateNo = [100, 105]) 
;value = 130 

;[State -3, CrouchGuard] 
;type = ChangeState 
;triggerall = (Var(30) = 59) && (StateType != A) && (Pos Y = 0) && (P2BodyDist Y <= 0) 
;triggerall = (P2BodyDist Y = -50) && (P2StateType = C) && (P2MoveType = A) 
;trigger1 = (P2BodyDist X <= 120) && (Random <= 799) && (Ctrl) 
;trigger2 = (StateNo = [140, 155]) || (StateNo = [100, 105]) 
;value = 131

;[State -3, AirGuard] 
;type = ChangeState 
;triggerall = (Var(30) = 59) && (StateType = A) && (Pos Y = 0)  && (P2BodyDist Y = -120) 
;triggerall = (StateType = A) && (P2MoveType = A) 
;trigger1 = ((P2BodyDist X <= 120) && (Ctrl)) || (StateNo = [140, 155]) 
;value = 132 











;END