[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 1
guard.sparkno = 40
KO.echo = 0
volume = -5

[Size]
xscale = 1
yscale = 1
ground.back = 24
ground.front = 9
air.back = 12
air.front = 12
z.width = 3
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90

[Velocity]
walk.fwd  = 2.7
walk.back = -2.4
run.fwd  = 4.5, 0
run.back = -3.5,-5
jump.neu = 0,-7.5
jump.back = -2.75,-6.5
jump.fwd = 2.75,-6.5
runjump.fwd = 4.6
airjump.neu = 0,-6.5
airjump.back = -2.75,-6.5
airjump.fwd = 2.75,-6.5

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .35
stand.friction = .8
crouch.friction = .8

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

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

;---------------------------------------------------------------------------
; Win
[Statedef 180]
type = S
velset = 0

[State 180, 1]
type = ChangeState
trigger1 = command = "hold_x"
value = 181

[State 180, 2]
type = ChangeState
trigger1 = command = "hold_a"
value = 182

[State 180, 3]
type = ChangeState
trigger1 = command = "hold_y"
value = 183

[State 180, 4]
type = ChangeState
trigger1 = command = "hold_b"
value = 184

[State 180, 5]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 180, 6]
type = ChangeState
trigger1 = Var(1) = [0,24]
value = 181

[State 180, 7]
type = ChangeState
trigger1 = Var(1) = [25,49]
value = 182

[State 180, 8]
type = ChangeState
trigger1 = Var(1) = [50,74]
value = 183

[State 180, 9]
type = ChangeState
trigger1 = Var(1) = [75,100]
value = 184

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

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

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 6,0

[State 181, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 5,2

;---------------------------------------------------------------------------
; Win 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

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

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 6,2

[State 182, 3]
type = PlaySnd
trigger1 = AnimElem = 23
value = 6,1

[State 182, 4]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 16
value = 5,2

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

[State 183, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win 4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0,0

[State 184, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 184, 2]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 2,3

[State 184, 3]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
value = 0,2

[State 184, 4]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,0

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

[State 191, 2]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 3]
type = VarSet
trigger1 = Time = 65
v = 9
value = 0

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

;---------------------------------------------------------------------------
; Weak Kick
[Statedef 200]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 8
ctrl = 0
anim = 200
velset = 0

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


[State 200, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,5

[State 200, 3]
type = HitDef
trigger1 = Time = 3
attr = S, NA
damage    = 30
guardflag = MA
pausetime = 8,9
sparkxy = -10,-53
hitsound = S7,3
guardsound = S8,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.3,-2.5
airguard.velocity = -2.8    

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Kick
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 210
velset = 0,0,0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1

[State 210, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,6

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Med
damage   = 59
guardflag = MA
pausetime = 11,11
sparkxy = -10,-81
hitsound   = S7,4
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -5.9
air.type = Low
air.velocity = -3.3,-3.5
airguard.velocity = -3.2    

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hard Kick
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
anim = 225
velset = 0,0,0

[State 220, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0,2

[State 220, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 2
value = 2,0

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 83
animtype = Hard
guardflag = MA
pausetime = 13,13
sparkxy =  -13,-63
hitsound   = S7,5
guardsound = S8,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -7
air.type = Low
air.velocity = -4.1,-2.3
guard.velocity = -9
airguard.velocity = -5.2      

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hard Kick (Close)
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
anim = 220
velset = 0,0,0

[State 220, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0,2

[State 220, 2]
type = PlaySnd
trigger1 = Time = 7
value = 2,0

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 86
guardflag = MA
pausetime = 12,12
sparkxy =  -10,-97
hitsound   = S7,5
guardsound = S8,1
ground.type = Trip
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -2.1,-5.8     
air.type = Low
air.velocity = -2.1,-5.8
guard.velocity = -5
airguard.velocity = -4.5    
fall = 1

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Weak Punch
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 8
ctrl = 0
anim = 230
velset = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 230, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,5

[State 230, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 30
guardflag = MA
pausetime = 10,10
sparkxy =  -7,-68
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 11
ground.velocity = -3.2
air.velocity = -2,-3
airguard.velocity = -3   

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

;---------------------------------------------------------------------------
; Medium Punch
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 245
velset = 0,0,0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 240, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,5

[State 240, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 56
guardflag = MA
pausetime = 11,11
sparkxy = -3,-57
hitsound   = S7,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-3.2
airguard.velocity = -3     

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Medium Punch (Close)
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0,0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 240, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,6

[State 240, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 58
animtype  = Med
guardflag = MA
pausetime = 10,10
sparkxy =   -12,-45
hitsound   = S7,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-3.2
airguard.velocity = -3     

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hard Punch
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
velset = 0,0
ctrl = 0
anim = 250

[State 250, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 250, 2]
type = PlaySnd
trigger1 = random < 750
trigger1 = AnimElem = 1
value = 2,6

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 80
animtype  = Hard
guardflag = MA
pausetime = 12,12
sparkxy =  -13,-70
hitsound   = S7,2
guardsound = S8,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4     

[State 250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_A
[Statedef 400]
type    = S
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400
velset = 0,0,0

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

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 40
guardflag = LA
pausetime = 11,11
sparkxy = 10, 0
hitsound   = S7,3
guardsound = S8,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.1
air.type = High
air.velocity = -1.4,-3

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; CROUCH_B
[Statedef 410]
type    = S
movetype= A
physics = C
juggle  = 5
poweradd= 30
ctrl = 0
anim = 410
velset = 0,0,0

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 60
guardflag = LA
pausetime = 11,11
sparkxy = 10, 0
hitsound   = S7,4
guardsound = S8,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
air.type = High
air.velocity = -1.8,-3.1

[State 410, 3]
type = SprPriority
trigger1 = AnimElem = 4
value = -2

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

;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 420]
type    = S
movetype= A
physics = N
juggle  = 2
poweradd= 80
ctrl = 0
anim = 420
velset = 0,0,0

[State 420, 1]
type = PlaySnd
trigger1 = Time = 1
trigger2 = AnimElem = 8, 5
value = 0,2

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage   = 80
guardflag = L
pausetime = 11,12
sparkxy =  -7,-36
hitsound   = S7,5
guardsound = S8,1
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-3.1  
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3   
fall = 1

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

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

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 40
guardflag = MA
pausetime = 9,9
sparkxy = -5,-45
hitsound   = S7,0
guardsound = S8,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.type = High
air.velocity = -1.2,-3
guard.velocity = -5

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

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

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 60
guardflag = MA
pausetime = 11,11
sparkxy = -8,-45
hitsound   = S7,1
guardsound = S8,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.7
air.type = High
air.velocity = -1.5,-3.2

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

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

[State 450, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 450, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 80
animtype = Med
guardflag = MA
pausetime = 12,12
sparkxy = -12,-45
hitsound   = S7,2
guardsound = S8,1
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -9.5;-1.4    
air.type = Low
air.animtype = Back
air.velocity = -1.6,-6.5;-1.4,-7
airguard.velocity = -2.5      
;fall = 1

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

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

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

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

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 45
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-65
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3     

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_A (moving)
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 18
ctrl = 0
anim = 605

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

[State 605, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 45
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-65
hitsound   = S7,3
guardsound = S8,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3     

[State 600, 3]
type = velset
triggerall = movecontact = 1
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = -4.4
y = -3.4

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 610

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 65
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = S7,4
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3     

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_B (moving)
[Statedef 615]
type    = A
movetype= A
physics = A
poweradd= 32
ctrl = 0
anim = 615

[State 615, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 615, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 65
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy = 0,-53
hitsound = S7,4
guardsound = S8,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = -4.5
air.velocity = -2.1,-3.3

;---------------------------------------------------------------------------
;JUMP_STOMP
[Statedef 617]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 70
ctrl = 0
anim = 617

[State 620, 1]
type = PlaySnd
trigger1 = Time = 3
value = 0,1

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 65
guardflag = 
pausetime = 4,4
sparkxy = 15,0
hitsound   = S7,4
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-4.8
guard.velocity = -8

[State 600, 3]
type = velset
triggerall = movecontact = 1
trigger1 = time = 8
trigger2 = time = 9
trigger3 = time = 10
trigger4 = time = 11
trigger5 = time = 12
trigger6 = time = 13
trigger7 = time = 14
trigger8 = time = 15
x = -2.4
y = -4.8

[State 215, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_C
[Statedef 620]
number = 10
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 70
ctrl = 0
anim = 620

[State 620, 1]
type = PlaySnd
trigger1 = Time = 3
value = 0,2

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 85
guardflag = HA
pausetime = 12,11
sparkxy = -12,-82
hitsound   = S7,5
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

;---------------------------------------------------------------------------
;JUMP_C (moving)
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 625

[State 625, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 625, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 85
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = S7,5
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 625, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 85
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = 5,3
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 45
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-60
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3     

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;JUMP_X (moving)
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 635

[State 635, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,0

[State 635, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 45
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-70
hitsound   = S7,0
guardsound = S8,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3     

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 640

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 65
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-60
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3     

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

;---------------------------------------------------------------------------
;JUMP_Y (moving)
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 645

[State 645, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,1

[State 645, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 65
guardflag = HA
priority = 3
pausetime = 11,11
sparkxy =  -5,-70
hitsound   = S7,1
guardsound = S8,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3     

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

[State 650, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 85
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-60
hitsound   = S7,2
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

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

;---------------------------------------------------------------------------
;JUMP_Z (moving)
[Statedef 655]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 655

[State 655, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 655, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 85
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = S7,2
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     
;---------------------------------------------------------------------------
;SPECIAL JUMP B 
[Statedef 9599]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 50
ctrl = 0
anim = 9599

[State 655, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 655, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 85
guardflag = H
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = S7,2
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 9598
ctrl = 1
;---------------------------------------------------------------------------
;SPECIAL JUMP B moving
[Statedef 9598]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 9598

[State 1034, 6]
type = ChangeState 
trigger1 = animtime = 0
value = 9597
;---------------------------------------------------------------------------
;SPECIAL JUMP B moving
[Statedef 9597]
type    = A
movetype= A
physics = A
ctrl = 0
anim = 9597

[State 2999, 2]
type = VelSet
trigger1 = animelem = 1
x = -2
y = -5

[State 1034, 6] ;Hit ground 
;trigger1 = animtime = 0
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0
type = ChangeState 
value = 1035
;---------------------------------------------------------------------------
;SPECIAL JUMP C 
[Statedef 999]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 50
ctrl = 0
anim = 999
velocity = 2.75,-50

[State 1, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 998
ctrl = 1
;---------------------------------------------------------------------------
;SPECIAL JUMP C moving
[Statedef 998]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 50
ctrl = 0
anim = 998

[State 655, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 2999, 3]
type = VelSet
trigger1 = Time = 0
x = 1.6
y = -8

[State 655, 1]
type = veladd
trigger1 = Time >= 18
y = 0.1

[State 655, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 85
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = S7,5
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5   
air.velocity = -2.7,3.5
airguard.velocity = -3.4    
fall = 1

[State 1034, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0
type = ChangeState 
value = 1035
;---------------------------------------------------------------------------
; TAUNT
[Statedef 700]
type = S
movetype = A
physics = S
ctrl = 0
anim = 700
velset = 0

[State 700, 1]
type = CtrlSet
trigger1 = AnimElem = 3
value = 1

[State 700, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 6,0

[State 700, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5,2

[State 655, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 10
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-70
hitsound   = S7,2
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5   
air.velocity = -2.7,3.5
airguard.velocity = -3.4    
fall = 1

[State 700, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;--------------------------------------------------------------------------- 
; COUNTERATTACK 
[Statedef 745] 
type = S 
movetype = A 
physics = S 
poweradd = -1000 
anim = 745
ctrl = 0 

[State 745, 1] 
type = AfterImage 
trigger1 = Time = 0 
time = 35 

[State 745, 2] 
type = EnvColor 
trigger1 = Time = 0 
value = 231,231,231 
time = 1 

[State 745, 3] 
type = PlaySnd 
trigger1 = Animelem = 4
value = 2,0

[State 745, 4] 
type = PlaySnd 
trigger1 = Animelem = 4
value = 0,2 

[State 745, 5] 
type = HitDef 
trigger1 = AnimElem = 5 
attr = S, SA 
animtype = Back 
damage = 100 
priority = 1 
pausetime = 12,12 
sparkxy = 0,-55 
hitsound = S5,8
guardsound = S8,1 
ground.type = High 
ground.slidetime = 12 
ground.hittime = 15 
ground.velocity = -3.5      
air.velocity = -4.5,-1.5 
fall = 1 

[State 745, 6] 
type = PosAdd
trigger1 = AnimElem = 1
x = 20

[State 745, 6] 
type = ChangeState 
trigger1 = AnimTime = 0 
value = 0 
ctrl = 1 
;---------------------------------------------------------------------------
;buffet attack_X
[Statedef 9799]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 745
juggle  = 8

[State 100, 9]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 10]
type = MakeDust
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
pos = -15,-2

[State 745, 3] 
type = PlaySnd 
trigger1 = Animelem = 4
value = 2,0

[State 745, 4] 
type = PlaySnd 
trigger1 = Animelem = 4
value = 0,2 

[State 655, 1]
type = veladd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
x = 2

[State 745, 5] 
type = HitDef 
trigger1 = AnimElem = 5 
attr = S, SA 
animtype = Back 
damage = 150 ,15
priority = 1 
pausetime = 12,12 
sparkxy = 0,-55 
hitsound = S5,8
guardsound = S8,1 
ground.type = High 
ground.slidetime = 12 
ground.hittime = 15 
ground.velocity = -3.5      
air.velocity = -4.5,-1.5 
fall = 1 

[State 745, 6] 
type = ChangeState 
trigger1 = AnimTime = 0 
value = 0 
ctrl = 1 
;---------------------------------------------------------------------------
;buffet attack_y
[Statedef 9798]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 745
juggle  = 8

[State 100, 9]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 10]
type = MakeDust
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
pos = -15,-2

[State 745, 3] 
type = PlaySnd 
trigger1 = Animelem = 4
value = 2,0

[State 745, 4] 
type = PlaySnd 
trigger1 = Animelem = 4
value = 0,2 

[State 655, 1]
type = veladd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
x = 3

[State 745, 5] 
type = HitDef 
trigger1 = AnimElem = 5 
attr = S, SA 
animtype = Back 
damage = 120 ,12
priority = 1 
pausetime = 12,12 
sparkxy = 0,-55 
hitsound = S5,8
guardsound = S8,1 
ground.type = High 
ground.slidetime = 12 
ground.hittime = 15 
ground.velocity = -3.5      
air.velocity = -4.5,-1.5 
fall = 1 

[State 745, 6] 
type = ChangeState 
trigger1 = AnimTime = 0 
value = 0 
ctrl = 1 
;---------------------------------------------------------------------------
;buffet attack_z
[Statedef 9797]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 745
juggle  = 8

[State 100, 9]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 10]
type = MakeDust
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
pos = -15,-2

[State 745, 3] 
type = PlaySnd 
trigger1 = Animelem = 4
value = 2,0

[State 745, 4] 
type = PlaySnd 
trigger1 = Animelem = 4
value = 0,2 

[State 655, 1]
type = veladd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
x = 4

[State 745, 5] 
type = HitDef 
trigger1 = AnimElem = 5 
attr = S, SA 
animtype = Back 
damage = 100 ,10
priority = 1 
pausetime = 12,12 
sparkxy = 0,-55 
hitsound = S5,8
guardsound = S8,1 
ground.type = High 
ground.slidetime = 12 
ground.hittime = 15 
ground.velocity = -3.5      
air.velocity = -4.5,-1.5 
fall = 1 

;[State 745, 6] 
;type = PosAdd
;trigger1 = AnimElem = 1
;x = 20

[State 745, 6] 
type = ChangeState 
trigger1 = AnimTime = 0 
value = 0 
ctrl = 1 
;---------------------------------------------------------------------------
;KIKKOKEN_X
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1020

[State 1020, 1]
type = PlaySnd
trigger1 = Animelem = 6
value = 2,1

[State 1021, 2]
type = PlaySnd
trigger1 = Animelem = 7
value = 5,0

[State 1020, 4]
type = Projectile
trigger1 = Animelem = 7
projanim = 1025
projhitanim = 1027
offset = 55, 0
velocity = 3.5, 0
;remvelocity = 0, 0
;velmul = 1.01, 1
;accel = 0, 0
; HitDef part of projectile info
attr = S, SP
damage    = 100,10
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type        = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;KIKKOKEN_Y
[Statedef 1021]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1020

[State 1021, 1]
type = PlaySnd
trigger1 = Animelem = 6
value = 2,1

[State 1021, 2]
type = PlaySnd
trigger1 = Animelem = 7
value = 5,0

[State 1021, 4]
type = Projectile
trigger1 = Animelem = 7
projanim = 1025
projhitanim = 1027
offset = 53, 0
velocity = 4.5
; HitDef part of projectile info
attr = S, SP
damage   = 100,10
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1021, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;KIKKOKEN_Z
[Statedef 1022]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1020

[State 1022, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = Vel X > 0
x = 0

[State 1022, 1]
type = PlaySnd
trigger1 = Animelem = 6
value = 2,1

[State 1022, 2]
type = PlaySnd
trigger1 = Animelem = 7
value = 5,0

[State 1022, 4]
type = Projectile
trigger1 = Animelem = 7
projanim = 1025
projhitanim = 1027
offset = 50, 0
velocity = 5.5
; HitDef part of projectile info
attr = S, SP
damage   = 100,10
animtype = Medium
guardflag = MA
pausetime = 0,9
;sparkno = 0
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1022, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LIGHTNING_KICK_A
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1000

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,3

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,3

[State 1000, 3]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,3

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-91
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 6]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-80
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 7]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-67
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -11.7,-3.5
airguard.velocity = -3.4     

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LIGHTNING_KICK_A2
[Statedef 1004]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1004

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 2,3

[State 1000, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-91
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-91
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.7
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 6]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-80
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.7
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 7]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-67
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.7
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 15,5
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-80
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.7
air.velocity = -5,-3.5
airguard.velocity = -3.4     

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LIGHTNING_KICK_B
[Statedef 1001]
type    = S
movetype= A
physics = S
poweradd= 250
ctrl = 0
anim = 1001

[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,3

[State 1001, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,3

[State 1001, 3]
type = PlaySnd
trigger1 = AnimElem = 16
value = 2,3

[State 1001, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-50
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 6]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 7]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-80
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 8]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -20,-25
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 9]
type = HitDef
trigger1 = AnimElem = 9
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-75
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 10]
type = HitDef
trigger1 = AnimElem = 10
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-51
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 11]
type = HitDef
trigger1 = AnimElem = 11
attr = A, NA
damage   = 20
guardflag = HA
pausetime = 7,7
sparkxy =  -31,-65
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4.5     
air.type = Low
air.velocity = -4.5,-3.5
guard.velocity = -4.5
airguard.velocity = -2.5    
fall = 1

[State 1001, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LIGHTNING_KICK_B2
[Statedef 1006]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1004

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
value = 2,3

[State 1000, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-75
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-51
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 6]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 7]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-80
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 8]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -20,-25
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 9]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-75
hitsound   = S5,7
guardsound = S8,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1001, 10]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 18,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-51
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 20
guardflag = HA
pausetime = 7,7
sparkxy =  -31,-65
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -4.5     
air.type = Low
air.velocity = -4.5,-3.5
guard.velocity = -4.5
airguard.velocity = -2.5    
fall = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LIGHTNING_KICK_C
[Statedef 1002]
type    = S
movetype= A
physics = S
poweradd= 300
ctrl = 0
anim = 1002

[State 1002, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,3

[State 1002, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 2,3

[State 1002, 3]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2,3

[State 1002, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-50
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 6]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-80
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 7]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -20,-25
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 8]
type = HitDef
trigger1 = AnimElem = 9
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-75
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 9]
type = HitDef
trigger1 = AnimElem = 10
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-51
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 10]
type = HitDef
trigger1 = AnimElem = 11
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-98
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.5     
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5    
fall = 1

[State 1002, 17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LIGHTNING_KICK_C (Continue)
[Statedef 1003]
type    = S
movetype= A
physics = S
poweradd= 300
ctrl = 0
anim = 1003

[State 1002, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,3

[State 1002, 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,3

[State 1002, 3]
type = PlaySnd
trigger1 = AnimElem = 11
value = 2,3

[State 1002, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-50
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 6]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-80
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 7]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -20,-25
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 8]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-75
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 9]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-51
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 10]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -31,-65
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 11]
type = HitDef
trigger1 = AnimElem = 9
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-91
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
air.velocity = -8,-3.5
airguard.velocity = -3.4     

[State 1002, 16]
type = HitDef
trigger1 = AnimElem = 18
attr = A, NA
damage   = 14,4
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-98
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.5     
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5    
fall = 1

[State 1002, 17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; AIR_LIGHTNING_KICK
[Statedef 1005]
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 100
ctrl = 0
anim = 1005

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,3

[State 1005, 2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2,3

[State 1005, 3]
type = PlaySnd
trigger1 = AnimElem = 12
value = 2,3

[State 1005, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage   = 16,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1005, 5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage   = 16,5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-50
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1005, 6]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage   = 16,5
guardflag = HA
pausetime = 7,7
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1005, 7]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage   = 16,5
guardflag = HA
pausetime = 7,7
sparkxy =  -25,-80
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1005, 8]
type = HitDef
trigger1 = AnimElem = 8
attr = A, NA
damage   = 16,5
guardflag = HA
pausetime = 7,7
sparkxy =  -20,-25
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1005, 9]
type = HitDef
trigger1 = AnimElem = 9
attr = A, NA
damage   = 16,5
guardflag = HA
pausetime = 7,7
sparkxy =  -15,-75
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1005, 10]
type = HitDef
trigger1 = AnimElem = 10
attr = A, NA
damage   = 16,5
guardflag = HA
pausetime = 7,7
sparkxy =  -5,-51
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1005, 11]
type = HitDef
trigger1 = AnimElem = 11
attr = A, NA
damage   = 20,10
guardflag = HA
pausetime = 7,7
sparkxy =  -31,-65
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -8.5     
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5    
fall = 1

[State 1005, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------- 
;RISINGKICK_A (on the ground) 
[Statedef 1030] 
number = 5 
type = S 
movetype= A 
physics = N 
juggle = 8 
poweradd=140 
velset = 0 
ctrl = 0 
anim = 1030

[State 1030, 1]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1031

;--------------------------------------------------------------------------- 
; RISINGKICK_A2 (going up) 
[Statedef 1031] 
number = 8 
type = A 
movetype = A 
velset = 3,-4.7

[State 1031, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1031, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0
y = .195

[State 1031, 3] 
type = VelAdd 
trigger1 = Animelem >= 10
y = .4

[State 1031, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

[State 1031, 4]
type = VelSet
trigger1 = AnimElem = 11
x = .7
y = 3

[State 1031, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 57,10
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1031, 5]
type = HitDef
trigger1 = AnimElem = 8
attr = A, SA
damage    = 55,10
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-5
fall = 1

[State 1031, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1031

[State 1031, 7] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1032

;--------------------------------------------------------------------------- 
;RISINGKICK_A3 (land on ground) 
[Statedef 1032] 
type = S 
movetype= A 
physics = S 
anim = 1032
velset = 0,0 

[State 1032, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1032, 2] 
type = ChangeState 
trigger1 = Time = 5 
value = 0 
ctrl = 1 

;--------------------------------------------------------------------------- 
;RISINGKICK_B (on the ground) 
[Statedef 1033] 
number = 5 
type = S 
movetype= A 
physics = N 
juggle = 9 
poweradd=140 
velset = 0 
ctrl = 0 
anim = 1033

[State 1033, 1]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1034

;--------------------------------------------------------------------------- 
; RISINGKICK_B2 (going up) 
[Statedef 1034] 
number = 8 
type = A 
movetype = A 
anim = 1034
velset = 4.5,-4.2

[State 1034, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1034, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0 
y = .15

[State 1034, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

[State 1034, 4] 
type = VelAdd 
trigger1 = Animelem >= 21
y = .8

[State 1034, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 47,10
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1031, 4]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 18
attr = A, SA
damage    = 45,10
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -5,-100
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-4
fall = 1

[State 1034, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1034, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035

;--------------------------------------------------------------------------- 
;RISINGKICK_B3 (land on ground) 
[Statedef 1035] 
type = S 
movetype= A 
physics = S 
anim = 1035
velset = 0,0 

[State 1035, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1035, 2]
type = ChangeState 
trigger1 = Time = 5 
value = 0 
ctrl = 1 

;--------------------------------------------------------------------------- 
;RISINGKICK_C (on the ground) 
[Statedef 1036] 
number = 5 
type = S 
movetype= A 
physics = N 
juggle = 15 
poweradd=140 
velset = 0 
ctrl = 0 
anim = 1036

[State 1036, 1]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1037

;--------------------------------------------------------------------------- 
; RISINGKICK_C2 (going up) 
[Statedef 1037] 
number = 8 
type = A 
movetype = A 
anim = 1037
velset = 4.5,-4.2

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0 
y = .1

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

[State 1037, 4]
type = Veladd
trigger1 = AnimElem = 18
y = 2.2 

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 55,10
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 18
attr = A, SA
damage    = 53,10
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-4
fall = 1

[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035

;--------------------------------------------------------------------------- 
;RISINGKICK_C3 (land on ground) 
[Statedef 1038] 
type = S 
movetype= A 
physics = S 
anim = 1038
velset = 0,0 

[State 1038, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1038, 2] 
type = ChangeState 
trigger1 = Time = 5 
value = 0 
ctrl = 1 

;---------------------------------------------------------------------------
; SPINNING BIRD KICK_a
[Statedef 1060]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1060
velset = 5
juggle  = 10

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,8

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
value = 0,0

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
x = 4

[State 1036, 2]
type = VelSet 
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 16
x = 3.8

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 18
trigger2 = AnimElem = 19
trigger3 = AnimElem = 20
trigger4 = AnimElem = 21
trigger5 = AnimElem = 22
trigger6 = AnimElem = 23
x = -4.2

[State 1000, 4]
type = HitDef
;trigger1 = AnimElem = 9
trigger1 = AnimElem = 10
attr = A, NA
damage   = 60,10
guardflag = HA
pausetime = 7,7
sparkxy =  -30,-84
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -1,-5
airguard.velocity = -3.4     
fall = 1

[State 1034, 4]
type = HitDef
trigger1 = AnimElem = 13
attr = A, SA
damage    = 66,10
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy =  -30,-84
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6.2   
air.velocity = -6.2,-4
fall = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SPINNING BIRD KICK_b
[Statedef 1061]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1061
velset = 5
juggle  = 10

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,8

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 22
value = 0,1

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
x = 4

[State 1036, 2]
type = VelSet 
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 16
trigger10 = AnimElem = 17
trigger11 = AnimElem = 18
trigger12 = AnimElem = 19
trigger13 = AnimElem = 20
trigger14 = AnimElem = 21
trigger15 = AnimElem = 22
trigger16 = AnimElem = 23
trigger17 = AnimElem = 24
trigger18 = AnimElem = 25
x = 3.8

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 27
trigger2 = AnimElem = 28
trigger3 = AnimElem = 29
trigger4 = AnimElem = 30
trigger5 = AnimElem = 31
trigger6 = AnimElem = 32
x = -4.2

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 19
attr = A, NA
damage   = 41,10
guardflag = HA
pausetime = 7,7
sparkxy =  -30,-84
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -2.7,-4
airguard.velocity = -3.4     
fall = 1

[State 1034, 4]
type = HitDef
trigger1 = AnimElem = 23
attr = A, SA
damage    = 41,10
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy =  -30,-84
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6.2   
air.velocity = -6.2,-5
fall = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; SPINNING BIRD KICK_c
[Statedef 1062]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1062
velset = 5
juggle  = 10

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,8

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 22
trigger5 = AnimElem = 28
trigger6 = AnimElem = 31
value = 0,2

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
x = 4

[State 1036, 2]
type = VelSet 
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 12
trigger6 = AnimElem = 13
trigger7 = AnimElem = 14
trigger8 = AnimElem = 15
trigger9 = AnimElem = 16
trigger10 = AnimElem = 17
trigger11 = AnimElem = 18
trigger12 = AnimElem = 19
trigger13 = AnimElem = 20
trigger14 = AnimElem = 21
trigger15 = AnimElem = 22
trigger16 = AnimElem = 23
trigger17 = AnimElem = 24
trigger18 = AnimElem = 25
trigger19 = AnimElem = 26
trigger20 = AnimElem = 27
trigger21 = AnimElem = 29
trigger22 = AnimElem = 29
trigger23 = AnimElem = 30
trigger24 = AnimElem = 31
trigger25 = AnimElem = 32
trigger26 = AnimElem = 33
trigger27 = AnimElem = 34
x = 3.8

[State 1036, 2]
type = PosAdd
trigger1 = AnimElem = 36
trigger2 = AnimElem = 37
trigger3 = AnimElem = 38
trigger4 = AnimElem = 39
trigger5 = AnimElem = 40
trigger6 = AnimElem = 41
x = -4.2

[State 1000, 4]
type = HitDef
;trigger1 = AnimElem = 9
trigger1 = AnimElem = 10
trigger2 = AnimElem = 13
;trigger4 = AnimElem = 18
trigger3 = AnimElem = 19
trigger4 = AnimElem = 22
;trigger7 = AnimElem = 27
trigger5 = AnimElem = 28
attr = A, NA
damage   = 36,10
guardflag = HA
pausetime = 7,7
sparkxy =  -30,-84
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1.5   
air.velocity = -2.7,-5
airguard.velocity = -3.4     
fall = 1

[State 1034, 4]
type = HitDef
trigger1 = AnimElem = 31
attr = A, SA
damage    = 36,10
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy =  -30,-84
hitsound = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6.2   
air.velocity = -6.2,-5
fall = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SPINNING KICK a
[Statedef 1081]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1080
velset = 1
juggle  = 7

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,4

[State 1036, 2]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 1

[State 1036, 2]
type = VelSet
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 2

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 9
;trigger1 = AnimElem = 10
attr = A, NA
damage   = 120,12
hitflag  = MAFD
guardflag = H
pausetime = 7,7
sparkxy =  -15,-42
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; SPINNING KICK b
[Statedef 1082]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1080
velset = 5
juggle  = 7

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,4

[State 1036, 2]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 4

[State 1036, 2]
type = VelSet
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 2

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 9
;trigger1 = AnimElem = 10
attr = A, NA
damage   = 120,12
hitflag  = MAFD
guardflag = H
pausetime = 7,7
sparkxy =  -15,-42
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; SPINNING KICK c
[Statedef 1083]
type    = S
movetype= A
physics = S
poweradd= 200
ctrl = 0
anim = 1080
velset = 5
juggle  = 7

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,4

[State 1036, 2]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 6

[State 1036, 2]
type = VelSet
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
x = 3

[State 1000, 4]
type = HitDef
trigger1 = AnimElem = 9
;trigger1 = AnimElem = 10
attr = A, NA
damage   = 120,12
hitflag  = MAFD
guardflag = H
pausetime = 7,7
sparkxy =  -15,-42
hitsound   = S5,7
guardsound = S8,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;SUPER_KIKKO (Level 2)
[Statedef 1600]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 1600
velset = 0,0,0

[State 3000,1] 
type = Explod
trigger1 = Animelem = 1
anim = 4900
pos = 9,-48
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 1600, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1600, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,1

[State 1600, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 5,1

[State 1600, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1600, 3]
type = AfterImage
trigger1 = Animelem = 4
time = 1

[State 1600, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 5, < 0
time = 5

[State 1600, 3]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 77
;pos = 9, -48

[State 1600, 4]
type = HitDef
trigger1 = AnimElem = 12
attr = A, NA
damage   = 60,20
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1600, 5]
type = HitDef
trigger1 = AnimElem = 14
attr = A, NA
damage   = 60,20
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1600, 6]
type = HitDef
trigger1 = AnimElem = 16
attr = A, NA
damage   = 60,20
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1600, 7]
type = HitDef
trigger1 = AnimElem = 18
attr = A, NA
damage   = 60,20
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1600, 8]
type = HitDef
trigger1 = AnimElem = 20
attr = A, NA
damage   = 60,20
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1600, 9]
type = HitDef
trigger1 = AnimElem = 22
attr = A, NA
damage   = 60,20
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1600, 10]
type = HitDef
trigger1 = AnimElem = 24
attr = A, NA
damage   = 60,20
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1600, 11]
type = HitDef
trigger1 = AnimElem = 26
attr = A, NA
damage   = 60,20
guardflag = 
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8.5     
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5    
fall = 1

[State 1600, 38]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;SUPER_KIKKO (Level 1)
[Statedef 1650]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 1650
velset = 0,0,0

[State 3000,1] 
type = Explod
trigger1 = Animelem = 1
anim = 4900
pos = 9,-48
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1650, 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,1

[State 1650, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 5,1

[State 1650, 3]
type = AfterImage
trigger1 = Animelem = 4
time = 5

[State 1650, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 5, < 0
time = 1

[State 1650, 3]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 77
;pos = 9, -48

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 4]
type = HitDef
trigger1 = AnimElem = 12
attr = A, NA
damage   = 80,40
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1650, 5]
type = HitDef
trigger1 = AnimElem = 14
attr = A, NA
damage   = 80,40
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1650, 6]
type = HitDef
trigger1 = AnimElem = 16
attr = A, NA
damage   = 80,40
guardflag = HA
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = .8
air.velocity = 1.7,2.5
airguard.velocity = 1.7    

[State 1650, 11]
type = HitDef
trigger1 = AnimElem = 18
attr = A, NA
damage   = 80,40
guardflag = 
pausetime = 6,6
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8.5     
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5    
fall = 1

[State 1650, 38]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;MSH_SUPER_KIKKO (Level 3)
[Statedef 1500]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 1500

[State 1500, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,4

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 12
value = 4,3

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 13
value = 5,1

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 13
value = 5,10

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1500, 3]
type = AfterImage
trigger1 = Animelem = 4
time = 1

[State 1500, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 6, < 0
time = 5

[State 1500, 3]
type = SuperPause
trigger1 = AnimElem = 1
pos = 9,-48

[State 1500, 4]
type = HitDef
trigger1 = AnimElem = 13
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 5]
type = HitDef
trigger1 = AnimElem = 15
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -15,-50
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 5]
type = HitDef
trigger1 = AnimElem = 17
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 6]
type = HitDef
trigger1 = AnimElem = 19
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -25,-80
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 7]
type = HitDef
trigger1 = AnimElem = 21
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -20,-25
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 8]
type = HitDef
trigger1 = AnimElem = 23
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -15,-75
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 9]
type = HitDef
trigger1 = AnimElem = 25
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-51
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 10]
type = HitDef
trigger1 = AnimElem = 27
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -31,-65
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 11]
type = HitDef
trigger1 = AnimElem = 29
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -15,-91
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 13]
type = HitDef
trigger1 = AnimElem = 31
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 14]
type = HitDef
trigger1 = AnimElem = 33
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -2,-20
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 15]
type = HitDef
trigger1 = AnimElem = 35
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -6,-80
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 16]
type = HitDef
trigger1 = AnimElem = 37
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -25,-98
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 4]
type = HitDef
trigger1 = AnimElem = 39
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -20,-25
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 5]
type = HitDef
trigger1 = AnimElem = 41
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-51
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 7]
type = HitDef
trigger1 = AnimElem = 43
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 9]
type = HitDef
trigger1 = AnimElem = 45
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -25,-98
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 11]
type = HitDef
trigger1 = AnimElem = 47
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 13]
type = HitDef
trigger1 = AnimElem = 49
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -15,-91
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 15]
type = HitDef
trigger1 = AnimElem = 51
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-51
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = 1
air.velocity = 1.7,2.5
airguard.velocity = 2.4    

[State 1500, 16]
type = HitDef
trigger1 = AnimElem = 52
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 3,3
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 150
ground.velocity = -8.5     
air.type = Low
air.velocity = -8.5,-3.5
guard.velocity = -9
airguard.velocity = -4.5    
fall = 1

[State 1500, 17]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SUPER_LIGHTNING_KICK (Level 1)
[Statedef 1700]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 1700
juggle  = 14

[State 1701, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 33
trigger6 = AnimElem = 40
trigger7 = AnimElem = 47
trigger8 = AnimElem = 51
trigger9 = AnimElem = 55
value = 2,3

[State 1701, 3]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
value = 0,2

[State 1500, 3]
type = AfterImage
trigger1 = Animelem = 6
time = 1

[State 1500, 3]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 55, < 0
time = 5

[State 1701, 6]
type = SuperPause
trigger1 = AnimElem = 5
pos = -5,-44

[State 1701, 7]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
attr = A, NA
damage   = 30,5
guardflag = HA
pausetime = 9,15
sparkxy =  45,-84
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -6,-3
airguard.velocity = -3.4     

[State 1701, 9]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 34
trigger3 = AnimElem = 47
attr = A, NA
damage   = 20,5
guardflag = HA
pausetime = 5,15
sparkxy =  -15,-91
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1701, 10]
type = HitDef
trigger1 = AnimElem = 28
trigger2 = AnimElem = 36
trigger3 = AnimElem = 49
attr = A, NA
damage   = 20,5
guardflag = HA
pausetime = 5,15
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1701, 11]
type = HitDef
trigger1 = AnimElem = 30
trigger2 = AnimElem = 38
trigger3 = AnimElem = 51
attr = A, NA
damage   = 20,5
guardflag = HA
pausetime = 5,15
sparkxy =  -15,-50
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1701, 12]
type = HitDef
trigger1 = AnimElem = 32
trigger2 = AnimElem = 40
trigger3 = AnimElem = 53
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 5,15
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1701, 13]
type = HitDef
trigger1 = AnimElem = 43
attr = A, NA
damage   = 40,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4   
air.velocity = -5,-3
airguard.velocity = -3.4     
fall = 1

[State 1701, 14]
type = HitDef
trigger1 = AnimElem = 55
attr = A, NA
damage   = 40,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8.5      
air.type = Low 
air.velocity = -8.5,-3.5 
guard.velocity = -9 
airguard.velocity = -4.5     
fall = 1 

[State 1701, 15] 
type = VelSet 
Trigger1 = Animelem = 7, >= 0
x = 2

[State 1701, 16]
type = VelSet
trigger1 = AnimElem = 45
x = 3

[State 1701, 17]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,3

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; SUPER_LIGHTNING_KICK (Level 2)
[Statedef 1701]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 1701
juggle  = 14

[State 1701, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

[State 1701, 2]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 33
trigger6 = AnimElem = 40
trigger7 = AnimElem = 47
trigger8 = AnimElem = 51
trigger9 = AnimElem = 55
value = 2,3

[State 1701, 3]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
value = 0,2

[State 1701, 4]
type = AfterImage
trigger1 = Animelem = 7
time = 1

[State 1701, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 55, < 0
time = 5

[State 1701, 6]
type = SuperPause
trigger1 = AnimElem = 5
pos = -5,-44

[State 1701, 7]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 21
attr = A, NA
damage   = 28,5
guardflag = HA
pausetime = 9,9
sparkxy =  45,-84
hitsound   = S5,8
guardsound = S8,1
ground.type = Low
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = -6
air.velocity = -6,-3
airguard.velocity = -3.4     

[State 1701, 9]
type = HitDef
trigger1 = AnimElem = 26
trigger2 = AnimElem = 34
trigger3 = AnimElem = 47
attr = A, NA
damage   = 28,10
guardflag = HA
pausetime = 5,5
sparkxy =  -15,-91
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1701, 10]
type = HitDef
trigger1 = AnimElem = 28
trigger2 = AnimElem = 36
trigger3 = AnimElem = 49
attr = A, NA
damage   = 28,10
guardflag = HA
pausetime = 5,5
sparkxy =  -5,-70
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1701, 11]
type = HitDef
trigger1 = AnimElem = 30
trigger2 = AnimElem = 38
trigger3 = AnimElem = 51
attr = A, NA
damage   = 28,10
guardflag = HA
pausetime = 5,5
sparkxy =  -15,-50
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1701, 12]
type = HitDef
trigger1 = AnimElem = 32
trigger2 = AnimElem = 40
trigger3 = AnimElem = 53
attr = A, NA
damage   = 24,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1701, 13]
type = HitDef
trigger1 = AnimElem = 43
attr = A, NA
damage   = 32,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4   
air.velocity = -5,-3
airguard.velocity = -3.4     
fall = 1

[State 1701, 14]
type = HitDef
trigger1 = AnimElem = 55
attr = A, NA
damage   = 32,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8.5      
air.type = Low 
air.velocity = -8.5,-3.5 
guard.velocity = -9 
airguard.velocity = -4.5     
fall = 1 

[State 1701, 15] 
type = VelSet 
Trigger1 = Animelem = 7, >= 0
x = 2.3

[State 1701, 16]
type = VelSet
trigger1 = AnimElem = 45
x = 3

[State 1701, 17]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,3

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SUPER_LIGHTNING_KICK (Level 3)
[Statedef 1702]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 1702
juggle  = 14

[State 1702, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 50
value = 4,0

[State 1702, 2]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 14
trigger4 = AnimElem = 16
trigger5 = AnimElem = 19
trigger6 = AnimElem = 21
trigger7 = AnimElem = 24
trigger8 = AnimElem = 26
trigger9 = AnimElem = 29
trigger10 = AnimElem = 31
trigger11 = AnimElem = 33
value = 2,3

[State 1702, 3]
type = PlaySnd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 11
trigger3 = AnimElem = 14
trigger4 = AnimElem = 16
trigger5 = AnimElem = 19
trigger6 = AnimElem = 21
trigger7 = AnimElem = 24
trigger8 = AnimElem = 26
trigger9 = AnimElem = 29
trigger10 = AnimElem = 31
trigger11 = AnimElem = 33
value = 0,2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 7
time = 1

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 66, < 0
time = 5

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 5
pos = -5,-44

[State 1702, 7]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 14
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
trigger5 = AnimElem = 29
trigger6 = AnimElem = 33
attr = A, NA
damage   = 20,5
guardflag = HA
pausetime = 0,0
sparkxy =  45,-84
hitsound   = S5,7
guardsound = S8,1
ground.type = High
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = -4
air.velocity = -5,-3
airguard.velocity = -3.4     

[State 1702, 8]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 31
attr = A, NA
damage   = 30,5
guardflag = HA
pausetime = 0,0
sparkxy =  -71,-60
hitsound   = S5,7
guardsound = S8,1
ground.type = Low
ground.slidetime = 2
ground.hittime  = 15
ground.velocity = -4
air.velocity = -5,-3
airguard.velocity = -3.4     

[State 1702, 9]
type = HitDef
trigger1 = AnimElem = 36
trigger2 = AnimElem = 44
trigger3 = AnimElem = 56
attr = A, NA
damage   = 35,10
guardflag = HA
pausetime = 5,5
sparkxy =  -15,-91
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1702, 10]
type = HitDef
trigger1 = AnimElem = 38
trigger2 = AnimElem = 46
trigger3 = AnimElem = 58
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 5,5
sparkxy =  -5,-70
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1702, 11]
type = HitDef
trigger1 = AnimElem = 40
trigger2 = AnimElem = 48
trigger3 = AnimElem = 60
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 5,5
sparkxy =  -15,-50
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-1
airguard.velocity = -3.4     

[State 1702, 12]
type = HitDef
trigger1 = AnimElem = 42
trigger2 = AnimElem = 49
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-5
airguard.velocity = -3.4     

[State 1702, 13]
type = HitDef
trigger1 = AnimElem = 47
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4   
air.velocity = -5,-3
airguard.velocity = -3.4     
fall = 1

[State 1702, 14]
type = HitDef
trigger1 = AnimElem = 62
attr = A, NA
damage   = 30,10
guardflag = HA
pausetime = 5,5
sparkxy =  -7,-90
hitsound   = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8.5      
air.type = Low 
air.velocity = -8.5,-3.5 
guard.velocity = -9 
airguard.velocity = -4.5     
fall = 1 

[State 1702, 15]
type = PlaySnd
trigger1 = AnimElem = 44
trigger2 = AnimElem = 49
trigger3 = AnimElem = 54
trigger4 = AnimElem = 58
trigger5 = AnimElem = 60
trigger6 = AnimElem = 63
value = 2,3

[State 1702, 16] 
type = VelSet 
Trigger1 = Animelem = 7, >= 0
x = .87

[State 1702, 17] 
type = VelSet 
Trigger1 = Animelem = 57, >= 0
x = 3

[State 1702, 18]
type = PlaySnd
trigger1 = AnimElem = 5
value = 5,3

[State 1702, 19]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------
; SUPER_upper_KICK (Level 1)
[Statedef 9999]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 9999
juggle  = 10

[State 3000,1] 
type = Explod
trigger1 = Animelem = 1
anim = 4900
pos = -5,-44
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 77
;pos = -5,-44

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 9998
ctrl = 0
;--------------------------------------------------------------------------- 
; SUPER_upper_KICK (going up) 
[Statedef 9998] 
number = 8 
type = A 
movetype = A 
anim = 9998
velset = 4.5,-4.2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 18, < 0
time = 5

[State 1034, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1034, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0 
y = .1

[State 1034, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

[State 1034, 4] 
type = VelAdd 
trigger1 = Animelem = 18
y = 2.5

[State 1034, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 72,10
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1031, 4]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 18
attr = A, SA
damage    = 72,10
priority  = 5
guardflag = MA
pausetime = 7,7
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-4
fall = 1

[State 1034, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1034, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035
;----------------------------------------------------
; SUPER_upper_KICK (Level 2)
[Statedef 9997]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 9999
juggle  = 10

[State 3000,1] 
type = Explod
trigger1 = Animelem = 1
anim = 4900
pos = -5,-44
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 77
;pos = -5,-44

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 9996
ctrl = 0
;----------------------------------------------------
; SUPER_upper_KICK (Level 2)(going up) 
[Statedef 9996] 
number = 8 
type = A 
movetype = A 
anim = 9996
velset = 4.5,-4.2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 27, < 0
time = 5

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 10 
y = .09

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

[State 1037, 4]
type = Veladd
trigger1 = AnimElem = 28
y = 2.7

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 80,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 18
trigger4 = AnimElem = 23
trigger5 = AnimElem = 28
attr = A, SA
damage    = 80,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -1,-5.3
fall = 1

[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035
;----------------------------------------------------
; SUPER_upper_KICK (Level 3)
[Statedef 9499]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 9999
juggle  = 10

[State 3000,1] 
type = Explod
trigger1 = Animelem = 1
anim = 4900
pos = -5,-44
sprpriority = 2
postype = p1
supermove = 2
bindtime = 1

[State 1702, 6]
type = SuperPause
trigger1 = AnimElem = 1
anim = -1
time = 77
;pos = -5,-44

[State 1650, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,3

[State 1650, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1701, 18]
type = ChangeState
trigger1 = AnimTime = 0
value = 9498
ctrl = 0
;----------------------------------------------------
; SUPER_upper_KICK (Level 3)(going up) 
[Statedef 9498] 
number = 8 
type = A 
movetype = A 
anim = 9996
velset = 4.5,-4.2

[State 1702, 4]
type = AfterImage
trigger1 = Animelem = 1
time = 1

[State 1702, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 27, < 0
time = 5

[State 1037, 1] 
type = VelMul 
trigger1 = Time >= 0 
x = .95

[State 1037, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 10 
y = .09

[State 1037, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

[State 1037, 4]
type = Veladd
trigger1 = AnimElem = 28
y = 2.7

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 80,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0

[State 1037, 4]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 14
trigger6 = AnimElem = 18
trigger7 = AnimElem = 19
trigger8 = AnimElem = 23
trigger9 = AnimElem = 28
trigger10 = AnimElem = 29
attr = A, SA
damage    = 62,10
priority  = 5
guardflag = MA
pausetime = 5,5
sparkxy = -5,-100
hitsound = S5,8
guardsound = S8,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2   
air.velocity = -1,-5.3
fall = 1

[State 1037, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1037

[State 1037, 6] ;Hit ground 
trigger1 = Vel Y > 0 
trigger1 = Pos Y >= 0 
type = ChangeState 
value = 1035
;----------------------------------------------------
; air throw attempt
[Statedef 9699]
type = A
movetype = A
physics = A
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = time = 0
attr = A, NT
hitflag = A
guardflag = 
priority = 1
pausetime = 0,10
snap = 20;-40, 0, 0
sparkno = -1
p1stateno = 9698
p2stateno = 9696
hitsound = S5,9
fall = 1
fall.damage = 130

[State 800, 1]
type = HitDef
Trigger1 = time = 0
Trigger1 = Command = "holdback"
attr = A, NT
hitflag = A
guardflag = 
priority = 1
pausetime = 0,10
snap = 20;-40, 0, 0
sparkno = -1
p1facing = -1
p2facing = 1
p1stateno = 9698
p2stateno = 9696
hitsound = S5,9
fall = 1
fall.damage = 130

;---------------------------------------------------------------------------
; AirThrow Success
[Statedef 9698]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 810

[State 975, 1]
type = PosFreeze
trigger1 = Time >= 0
trigger1 = AnimElem = 2, <0

[State 975, 2]
type = VelSet
trigger1 = AnimElem = 2
y = 0

[State 975, 3]
type = PlaySnd
trigger1 = Time = 1
value = 3,0

[State 975, 4]
type = VelAdd
Trigger1 = AnimElem = 2, >= 0
y = .3

[State 975, 5] ;Hold target
trigger1 = Time >= 0
trigger1 = AnimElem = 3, <0
trigger1 = Pos Y < -20
trigger2 = AnimElem = 2, <0 ;Hold for all of first frame
type = TargetBind
pos = -20,10
time = 1

[State 975, 5] ;Hold target
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
trigger1 = Pos Y < -20
type = TargetBind
pos = 2,10
time = 1

[State 975, 6] ;Hold target
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 5, < 0
trigger1 = Pos Y < -20
type = TargetBind
pos = 2,10
time = 1

[State 975, 6] ;Release target (straight)
triggerall = Vel X = 0
trigger1 = AnimElem = 5
trigger2 = Pos Y >= -20
type = TargetVelAdd
persistent = 0
x = -2.5

[State 975, 6] ;Release target (back)
triggerall = Vel X < 0
trigger1 = AnimElem = 5
trigger2 = Pos Y >= -20
type = TargetVelAdd
persistent = 0
x = -5

[State 975, 6] ;Touch ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
type = ChangeState
value = 9697
;---------------------------------------------------------------------------
;AirThrow Success (land)
[Statedef 9697]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 976, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 976, 2]
type = ChangeState
trigger1 = Time = 5
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Thrown by AirThrow
[Statedef 9696]
type    = A
movetype= H
physics = N

[State 980, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 805

[State 980, 3] ;Acceleration
type = VelAdd
Trigger1 = AnimElem = 2, >= 0
y = .3

[State 980, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = SelfState
value = 5100
;----------------------------------------------------
; X throw
[Statedef 800]
type = S
movetype = A
physics = S
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
hitflag = M
guardflag = 
priority = 1
pausetime = 0,10
snap = -40, 0, 0
sparkno = -1
p2facing = 1
p1stateno = 810
p2stateno = 805
p2getp1state = 1
hitsound = S5,9

[State 800, 1]
type = HitDef
trigger1 = AnimElem = 1
Trigger1 = Command = "back_y"
trigger2 = AnimElem = 1
Trigger2 = Command = "back_z"
attr = S, NT
hitflag = M
guardflag = 
priority = 1
pausetime = 0,10
snap = -40, 0, 0
sparkno = -1
p1facing = -1
p2facing = 1
p1stateno = 810
p2stateno = 805
p2getp1state = 1
hitsound = S5,9

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

;----------------------------------------------------
; Thrown by X throw
[Statedef 805]
type = A
movetype = H
physics = N
ctrl = 0

[State 805, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 805
            
[State 805, 2]
type = velset
trigger1 = time = 13
x = -8
y = 2

[State 805, 2]
type = sprpriority
trigger1 = time = 16
value = 1

[State 805, 2]
type = posadd
trigger1 = Time = 24
x = -38

[State 805, 2]
type = ChangeState
trigger1 = Time = 24
value = 806

;---------------------------------------------------------------------------
; Thrown (hit ground)
[Statedef 806]
type    = L
movetype= H
physics = N
anim = 5100

[State 5100, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 3] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 4]
type = GameMakeAnim
trigger1 = Time = 1
value = 15
pos = 0, 0
under = 1

[State 5100, 5]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 5]
type = PlaySnd
trigger1 = Time = 1
value = F7, 0 ;Hit ground

[State 5100, 6]
type = PosFreeze
trigger1 = Time >= 0

[State 5100, 7]
type = ChangeState
trigger1 = Time = 3
value = 807

[State 5100, 8]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 255,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; Thrown (bounce into air)
[Statedef 807]
type    = L
movetype= H
physics = N
velset = -3

[State 5101, 0]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 1]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 3] ;Acceleration
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 5101, 4] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = SelfState
value = 5110

;----------------------------------------------------
; X throw (success)
[Statedef 810]
type = S
movetype = A
physics = N
anim = 810
velset = 0
    
[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0
    
[State 810, 1]
type = TargetLifeAdd
trigger1 = Time = 24
value = -120

[State 810, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
anim = 100
ctrl = 0

[State 100, 1]
type = PlaySnd
trigger1 = Time = 1
value = 1,1

[State 100, 1]
type = PlaySnd
trigger1 = Time = 25
value = 1,2

[State 100, 2]
type = VelSet
trigger1 = Time >= 0
trigger1 = AnimElem = 2, < 0
x = 8.3

[State 100, 3]
type = VelMul
trigger1 = AnimElem = 2, >= 0
x = 1.1

[State 100, 4]
type = VelMul
trigger1 = AnimElem = 3, >= 0
x = .80

[State 100, 5]
type = CtrlSet
trigger1 = AnimTime = -2
value = 1

[State 100, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 100, 7]
type = AfterImage
trigger1 = Time = 0
time = 1

[State 100, 8]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 5, < 0
time = 5

[State 100, 9]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 10]
type = MakeDust
trigger1 = AnimElem = 2, >= 0
pos = -15,-2

;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = A
physics = A

[State 105, 1]
type = PlaySnd
trigger1 = Time = 4.5
value = 1,3

[State 105, 1]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 105, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 105

[State 105, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 4]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 106]
type    = S
physics = S

[State 106, 1]
type = PlaySnd
trigger1 = Time = 15
value = 5,2

[State 106, 2]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 106, 3]
type = ChangeAnim
trigger1 = Time = 0
value = 47

[State 106, 4]
type = VelSet
trigger1 = Time = 0
y = 0

[State 106, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 6]
type = CtrlSet
trigger1 = Time = 7
value = 1

[State 106, 7]
type = ChangeState
trigger1 = Time = 7
value = 0

;---------------------------------------------------------------------------
; States that are always checked (use -2) :
;---------------------------------------------------------------------------

[Statedef -2]

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5000
value = 1,5

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5070
value = 1,4

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5010
value = 1,0

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5030
value = 1,6

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 5,2

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 40
value = 1,3

