;---------------------------------------------------------------------------
; Sagat's Cns, written by Koga
;---------------------------------------------------------------------------

[Data]
life = 1000   
attack = 90 
defence = 85 
fall.defence_up = 50 
liedown.time = 40    
airjuggle = 15        
sparkno = 2         
guard.sparkno = 40  
KO.echo = 1           

[Size]
xscale = 1
yscale = 1
ground.back = 24
ground.front = 23
air.back = 14
air.front = 14
z.width = 3
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 2
proj.doscale = 1
shadowoffset = -1

[Velocity]
walk.fwd  = 3
walk.back = -3      
run.fwd  = 4     
run.back = -4  
jump.neu = 0, -8.8     
jump.back = -3.4       
jump.fwd = 3.4
runjump.back = -4,-8.5
runjump.fwd = 4,-8.5     

[Movement]
airjump.num = 0      
airjump.height = 45  
yaccel = .48         
stand.friction = .85 
crouch.friction = .82 

;---------------------------------------------------------------------------
;Normal Attacks
;---------------------------------------------------------------------------
; Standing Jab (X)
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0,0
ctrl = 0
anim = 201
facep2 = 1

[State 201, 4] ; Attack sound
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 1

[State 201, 5]
type = HitDef
trigger1 = AnimElem = 2
animtype  = Light
attr = S, NA
damage   = 19
priority = 3
guardflag = M
pausetime = 8,9
sparkxy =  -5,-70
hitsound   = S4,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3     

[State 201, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Jab Close (X)
[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0,0
ctrl = 0
anim = 202
facep2 = 1

[State 202, 4] ; Attack sound
type = PlaySnd
trigger1 = AnimElem = 2
value = 2, 1

[State 202, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage   = 19
priority = 3
guardflag = M
pausetime = 8,9
sparkxy =  -5,-70
hitsound   = S4,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3     

[State 202, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch (Y)
[Statedef 211]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 222 
poweradd = 40
facep2 = 1

[State 212, 4] ; Attack sound
type = PlaySnd
trigger1 = AnimElem = 3
value = 2, 2

[State 222, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 66
animtype  = Hard
guardflag = M
pausetime = 12,12
sparkxy =  -15,-99
hitsound   = S4,2
guardsound = 6,0
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 222, 7]
type = NULL ;Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 222, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch Close (Y)
[Statedef 212]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0,0
anim = 212
facep2 = 1

[State 212, 4] ; Attack sound
type = PlaySnd
trigger1 = AnimElem = 3
value = 2, 2

[State 212, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage   = 47
guardflag = M
pausetime = 10,10
sparkxy =  -5,-54
hitsound   = S4,1
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-3.2
airguard.velocity = -3     
priority = 5

[State 212, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Standing Strong (Z) 
[Statedef 221]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 222 
poweradd = 40
facep2 = 1

[State 222, 7]
type = Playsnd ; Attack sound
trigger1 = AnimElem = 2
value = 0, 7

[State 222, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 66
animtype  = Hard
guardflag = M
pausetime = 12,12
sparkxy =  -15,-99
hitsound   = S4,2
guardsound = 6,0
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 222, 7]
type = NULL ;Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 222, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Standing Strong Close (Z) 
[Statedef 222]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 211 
poweradd = 40
facep2 = 1

[State 222, 7]
type = Playsnd ; Attack sound
trigger1 = AnimElem = 2
value = 0, 7

[State 222, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage    = 66
animtype  = Hard
guardflag = M
pausetime = 12,12
sparkxy =  -15,-99
hitsound   = S4,2
guardsound = 6,0
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 222, 7]
type = NULL ;Playsnd
trigger1 = AnimElem = 2
value = 21,3

[State 222, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick (A)
[Statedef 231]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 231
velset = 0
facep2 = 1

[State 231, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 2, 1

[State 231, 3]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage    = 23
guardflag = M
priority = 3
pausetime = 10,10
sparkxy = 0,-50
hitsound = S4,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -4
air.type = High
air.velocity = -1.3,-1
fall = 0

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Standing Strong Kick (B)
[Statedef 241]
type    = S
movetype= A
physics = N
juggle  = 4
poweradd= 20
ctrl = 0
anim = 241
velset = 0,0,0
facep2 = 1

[State 241, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 2, 2

[State 241, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 2
attr = S, NA
damage   = 57
animtype = Medium
guardflag = M
pausetime = 10,10
sparkxy =  0,-84
hitsound   = S4,4
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
ground.velocity = -2.5
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5     

[State 241, 3]
type = VelMul
trigger1 = AnimElem = 8, >= 0
trigger2 = Vel X < -2
x = .85

[State 241, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Standing Roundhouse (C)
[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
anim = 251
velset = 0,0
facep2 = 1

[State 251, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 0, 8

[State 251, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage   = 82
animtype = Hard
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkxy =  -15,-90
hitsound   = S4,6
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -7.5
air.velocity = -3,-5
airguard.velocity = -3.5   

[State 251, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Standing Roundhouse Close (Z)
[Statedef 252]
type    = S     
movetype= A     
physics = S     
juggle  = 1     
velset = 0,0
ctrl = 0  
anim = 252 
poweradd = 40
facep2 = 1

[State 252, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 0, 8

[State 252, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = S, NA
damage   = 43,1
animtype = Hard
guardflag = M
pausetime = 15,15
sparkxy =  -10,-50
hitsound   = S4,6
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
ground.velocity = -6
air.type = Low
air.velocity = -3.3,-4
airguard.velocity = -3.5    

[State 252, 3]
type = NULL ;Playsnd
trigger1 = AnimElem = 3,-1
value = 21,3

[State 252, 4]
type = NULL ;Playsnd
trigger1 = AnimElem = 3
value = 1,4

[State 252, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Jab (while Ducking + X)
[Statedef 400]
number = 6
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 0
ctrl = 0
anim = 400

[State 400, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 2, 1

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype  = Light
damage    = 16
guardflag = MA
pausetime = 9,9
sparkxy = -5,-50
hitsound   = S4,0
guardsound = 6,0
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

;---------------------------------------------------------------------------
; Crouching Medium Punch (while Ducking + Y)
[Statedef 410]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
anim = 410

[State 410, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 2, 2

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype  = Medium
damage    = 43
guardflag = MA
pausetime = 11,11
sparkxy = -7,-45
hitsound   = S4,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.7
air.type = High
air.velocity = -1.5,-3.2


[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching Fierce (while Ducking + Z)
[Statedef 420]
type    = S
movetype= A
physics = C
juggle  = 5
poweradd= 40
ctrl = 0
anim = 420

[State 420, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 2, 3

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 66
animtype  = Hard
guardflag = MA
pausetime = 12,12
sparkxy = -12,-60
hitsound   = S4,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -9.5
air.type = Low
air.animtype = Back
air.velocity = -1.6,-6.5
airguard.velocity = -2.5      

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = movecontact = 0
attr = S, NA
damage   = 66
animtype = Hard
guardflag = MA
pausetime = 12,12
sparkxy = -10,-109
hitsound   = S4,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -9.5
air.type = Low
air.animtype = Back
air.velocity = -1.6,-6.5
airguard.velocity = -2.5      

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

;---------------------------------------------------------------------------
; Crouching Light Kick (while Ducking + A)
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 0
ctrl = 0
anim = 430

[State 430, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 2, 1

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 18
AnimType  = Light
getpower  = 10
givepower = 8
hitflag = MAF
guardflag = L
pausetime = 8,9
sparkxy = -2,-5
hitsound   = S4,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -4.5,-3

[State 430, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Kick (while Ducking + B)
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 20
ctrl = 0
anim = 440

[State 440, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 2, 2

[State 440, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype  = Medium
damage    = 43
guardflag = L
pausetime = 11,11
sparkxy = -10,-21
hitsound   = S4,5
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
air.type = High
air.velocity = -1.8,-3.1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Roundhouse (while Ducking + C)
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 40
ctrl = 0
anim = 450
        
[State 450, 4] ; Attack sound
type = PlaySnd
trigger1 = Time = 2
value = 2, 3

[State 450, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Hard
damage   = 82
guardflag = LA
pausetime = 11,12
sparkxy =  -7,-20
hitsound   = S4,6
guardsound = 6,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2   
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3   
fall = 1

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

;---------------------------------------------------------------------------
; Jumping Jab (while in the air + X)
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 0
ctrl = 0
anim = 600

[State 600, 2]
Type = PosAdd
Trigger1 = Time = 0
y = -15

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 9
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-35
hitsound   = S4,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = NULL ;CtrlSet
trigger1 = Time = 5
value = 1

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

;---------------------------------------------------------------------------
; Jumping Medium Punch (while in the air + X)
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 610

[State 610, 2]
Type = PosAdd
Trigger1 = Time = 0
y = -15

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

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 54
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 8,14
sparkxy = -10,-51
hitsound   = S4,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage    = 54
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 8,14
sparkxy = -10,-61
hitsound   = S4,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[State 610, 4]
type = CtrlSet
trigger1 = Time = 27
value = 1

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

;---------------------------------------------------------------------------
; Jumping Fierce Punch (while in the air + Z)
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 40
ctrl = 0
anim = 620

[State 620, 2]
Type = PosAdd
Trigger1 = Time = 0
y = -15

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

[State 620, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 62
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-35
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4     

;---------------------------------------------------------------------------
; Jump Light Kick  (Not Moving in air + A)
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 0
ctrl = 0
anim = 630

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

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 23
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-65
hitsound   = S4,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3     

;---------------------------------------------------------------------------
; Jump Light Kick  (Moving in air + A)
[Statedef 632]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 0
ctrl = 0
anim = 632

[State 632, 2]
Type = PosAdd
Trigger1 = Time = 0
y = -15

[State 632, 1]
type = NULL ;PlaySnd
trigger1 = Time = 1
value = 0,0

[State 632, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 23
guardflag = HA
priority = 3
pausetime = 9,9
sparkxy =  -5,-20
hitsound   = S4,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3     

[State 631, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Strong Kick  (Not Moving in air + B)
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 20
ctrl = 0
anim = 640

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

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 35
guardflag = HA
priority = 3
pausetime = 9,11
sparkxy =  -5,-60
hitsound   = S4,5
guardsound = 6,0
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 Strong Kick  (Moving in air + B)
[Statedef 642]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 20
ctrl = 0
anim = 642

[State 642, 2]
Type = PosAdd
Trigger1 = Time = 0
y = -15

[State 642, 2]
type = NULL ;PlaySnd
trigger1 = Time = 2
value = 0, 2

[State 642, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 24
getpower  = 20
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,10
sparkxy = -13,-20
hitsound   = S4,5
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity = -1.3,-3

;---------------------------------------------------------------------------
; Jump Fierce Kick  (Not Moving in air + C)
[Statedef 650]
number = 10
type    = A
movetype= A
physics = A
juggle  = 6
poweradd= 40
ctrl = 0
anim = 650

[State 650, 1]
type = NULL ;PlaySnd
trigger1 = Time = 3
value = 0,2

[State 650, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Medium
damage    = 55
guardflag = HA
pausetime = 10,15
sparkxy = -15,-65
hitsound   = S4,6
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

;---------------------------------------------------------------------------
; Jump Fierce Kick  (Moving in air + C)
[Statedef 652]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 40
ctrl = 0
anim = 652

[State 652, 2]
Type = PosAdd
Trigger1 = Time = 0
y = -15

[State 652, 2]
type = NULL ;PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 652, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 60
getpower  = 50
givepower = 25
guardflag = HA
priority = 3
pausetime = 9,15
sparkxy = -10,-20
hitsound   = S4,6
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

;---------------------------------------------------------------------------
; Sagat's Special Moves
;---------------------------------------------------------------------------
; Tiger Uppercut Jab (X)
[Statedef 2020]
type    = A
movetype= A
juggle  = 10
poweradd= 150
VelSet = 0,0,0
Ctrl = 0
Anim = 2020

[State 2020, 2]    ; My Own mixed original sound (Tiger Uppercut!)
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4

[State 2040, 5]
type = HitDef
;trigger1 = time = 5
trigger1 = animelem = 1
attr = S, SA
priority = 4
damage    = 80,10
animtype  = Hard
getpower  = 10
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0, -7   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 5]
type = HitDef
trigger1 = time = 8
trigger2 = time = 18
attr = S, SA
priority = 5
damage    = 10,10
animtype  = Light
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -12, -7    
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 7]
type = VelSet 
trigger1 = Time = 10
x = 9.2
y = -6

[State 2040, 9]
type = VelMul
trigger1 = Time >= 19
x = .8

[State 2040, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .35

[State 2040, 9]
type = VelSet
trigger1 = Anim = 2021
x = 0

[State 2040, 2]
type = NotHitBy
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = SCA
time = 1

[State 2040, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 20
value = 2021
persistent = 0

[State 2040, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 20
type = ChangeState
value = 2022

;---------------------------------------------------------------------------
; Tiger Uppercut Medium Punch (Y)
[Statedef 2030]
type    = A
movetype= A
juggle  = 10
poweradd= 150
VelSet = 0,0,0
Ctrl = 0
Anim = 2020

[State 2020, 2]    ; My Own mixed original sound (Tiger Uppercut!)
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4

[State 2040, 5]
type = HitDef
;trigger1 = time = 5
trigger1 = animelem = 1
attr = S, SA
priority = 4
damage    = 80,10
animtype  = Hard
getpower  = 10
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0, -7   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 5]
type = HitDef
trigger1 = time = 8
trigger2 = time = 14
trigger3 = time = 20
attr = S, SA
priority = 5
damage    = 10,10
animtype  = Medium
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -12, -7   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 7]
type = VelSet 
trigger1 = Time = 10
x = 10.2
y = -7

[State 2040, 9]
type = VelMul
trigger1 = Time >= 19
x = .8

[State 2040, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .35

[State 2040, 9]
type = VelSet
trigger1 = Anim = 2021
x = 0

[State 2040, 2]
type = NotHitBy
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = SCA
time = 1

[State 2040, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 20
value = 2021
persistent = 0

[State 2040, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 20
type = ChangeState
value = 2022

;---------------------------------------------------------------------------
; Tiger Uppercut Fierce Punch (Z)
[Statedef 2040]
type    = A
movetype= A
juggle  = 10
poweradd= 150
VelSet = 0,0,0
Ctrl = 0
Anim = 2020

[State 2020, 2]    ; My Own mixed original sound (Tiger Uppercut!)
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4

[State 2040, 5]
type = HitDef
;trigger1 = time = 5
trigger1 = animelem = 1
attr = S, SA
priority = 4
damage    = 100,15
animtype  = Hard
getpower  = 10
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0, -7   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 5]
type = HitDef
trigger1 = time = 8
trigger2 = time=  12
trigger3 = time = 16
trigger4 = time = 20
trigger5 = time=  24
trigger6 = time = 25
attr = S, SA
priority = 5
damage    = 10,10
animtype  = Medium
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -12, -7
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 7]
type = VelSet 
trigger1 = Time = 10
x = 12
y = -9

[State 2040, 9]
type = VelMul
trigger1 = Time >= 19
x = .8

[State 2040, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .45

[State 2040, 9]
type = VelSet
trigger1 = Anim = 2021
x = 0

[State 2040, 2]
type = NotHitBy
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = SCA
time = 1

[State 2040, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 20
value = 2021
persistent = 0

[State 2040, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 20
type = ChangeState
value = 2022

;---------------------------------------------------------------------------
; Tiger Uppercut land on ground
[Statedef 2022]
type    = S
movetype= A
physics = S
velset = 0,0,0
anim = 2022

[State 2022, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2022, 5]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Knee Short Kick (A) 
[Statedef 2050]
type = A
movetype = A
juggle  = 4
poweradd= 130
ctrl = 0
velset = 0,0,0
anim = 2060
  
[State 2070, 3]    ; Tiger Crush!
type = PlaySnd
trigger1 = time = 0
value = 0, 5

[State 2071, 4]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
priority = 5
damage    = 60,5
animtype  = Hard
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1, 0    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 0
fall.recover = 0

[State 2071, 4]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
priority = 5
damage    = 60,5
animtype  = Hard
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0, -7    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 1
fall.recover = 0

[State 2050, 4]
type = VelAdd
trigger1 = Time = 0
y = -9
x = 10

[State 1110, 1]
type = VelAdd
trigger1 = Time > 0
y = .90

[State 1110, 1]
type = VelSet
trigger1 = AnimElemTime(3) > 4
y = 4

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2052

;---------------------------------------------------------------------------
; Tiger Knee Strong Kick (B) 
[Statedef 2060]
type = A
movetype = A
juggle  = 4
poweradd= 130
ctrl = 0
velset = 0,0,0
anim = 2060
  
[State 2070, 3]    ; Tiger Crush!
type = PlaySnd
trigger1 = time = 0
value = 0, 5

[State 2071, 4]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
priority = 5
damage    = 60,5
animtype  = Hard
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1, 0    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 0
fall.recover = 0

[State 2071, 4]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
priority = 5
damage    = 60,5
animtype  = Hard
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0, -7    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 1
fall.recover = 0

[State 2050, 4]
type = VelAdd
trigger1 = Time = 0
y = -9
x = 10

[State 1110, 1]
type = VelAdd
trigger1 = Time > 0
y = .90

[State 1110, 1]
type = VelSet
trigger1 = AnimElemTime(3) > 4
y = 4

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2052

;---------------------------------------------------------------------------
; Tiger Knee Roundhouse (C) 
[Statedef 2070]
type = A
movetype = A
juggle  = 4
poweradd= 130
ctrl = 0
velset = 0,0,0
anim = 2060
  
[State 2070, 3]    ; Tiger Crush!
type = PlaySnd
trigger1 = time = 0
value = 0, 5

[State 2071, 4]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
priority = 5
damage    = 60,5
animtype  = Hard
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1, 0    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 0
fall.recover = 0

[State 2071, 4]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
priority = 5
damage    = 60,5
animtype  = Hard
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0, -7    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 1
fall.recover = 0

[State 2050, 4]
type = VelAdd
trigger1 = Time = 0
y = -9
x = 10

[State 1110, 1]
type = VelAdd
trigger1 = Time > 0
y = .90

[State 1110, 1]
type = VelSet
trigger1 = AnimElemTime(3) > 4
y = 4

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 2052

;---------------------------------------------------------------------------
; Tiger Knee (The hangtime in the air)
[Statedef 2071]
type = A
movetype = A
velset = 3,0,0
ctrl = 0

[State 2061, 4] ; Attack sound
type = PlaySnd
Trigger1 = AnimElem = 4
value = 2, 4

[State 2071, 6]
type = Gravity
trigger1 = Time > 16

[State 2071, 9] ;Land on ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 2052

;---------------------------------------------------------------------------
; Tiger Knee (land on ground)
[Statedef 2052]
type    = S
movetype= A
physics = S
anim = 2052
velset = 0,0,0
ctrl = 0

[State 2052, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 2052,3]
type = ChangeState
trigger1 = Time = 4
trigger1 = Pos Y = 0
value = 0
ctrl = 1

; Tiger Shot Jab (Quarter Circle Foward + X) 
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1000
velset = 0

[State 1000, 2]    
type = PlaySnd
trigger1 = Time = 2
value = 0,3

[State 1000, 4]
type = Projectile
trigger1 = Time = 22
projanim = 1005      
projhitanim = 1006   
projshadow = -1
offset = 106, -79
velocity = 4, 0    
; HitDef part of projectile info
attr = S, SP
damage    = 90,5
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 0, 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1

[State 1000, 6]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Shot Medium Punch (Quarter Circle Foward + Y) 
[Statedef 1001]
type    = S
movetype= A
physics = S
poweradd= 105
anim = 1000
ctrl = 0
velset = 0,0,0

[State 1000, 2]    
type = PlaySnd
trigger1 = Time = 2
value = 0,3

[State 1000, 4]
type = Projectile
trigger1 = Time = 22
projanim = 1005      
projhitanim = 1006   
projshadow = 1
offset = 106, -79
velocity = 5, 0    
; HitDef part of projectile info
attr = S, SP
damage    = 90,5
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 0, 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1

[State 1001, 6]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Shot Fierce (Quarter Circle Foward + Z) 
[Statedef 1002]
type    = S
movetype= A
physics = S
poweradd= 105
anim = 1000
ctrl = 0
velset = 0,0,0

[State 1000, 2]    
type = PlaySnd
trigger1 = Time = 2
value = 0,3

[State 1002, 4]
type = Projectile
trigger1 = Time = 22
projtype = 1
projanim = 1005
projhitanim = 1006
projshadow = -1
offset = 106, -79
velocity = 6, 0
; HitDef part of projectile info
attr = S, SP
damage    = 100,7
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 0, 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1

[State 1002, 6]
type = ChangeState
trigger1 = Time = 48
value = 0
ctrl = 1

;--------------------------------------------------
; Tiger Shot Light Kick (Quarter Circle Foward + A) 
[Statedef 1003]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
anim = 1001
velset = 0

[State 1000, 2]    
type = PlaySnd
trigger1 = Time = 2
value = 0,3

[State 1003, 4]
type = Projectile
trigger1 = Time = 22
projanim = 1005      
projhitanim = 1006   
projshadow = -1
offset = 96, -48
velocity = 4, 0    
; HitDef part of projectile info
attr = S, SP
damage    = 90,5
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 0, 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1

[State 1003, 6]
type = ChangeState
trigger1 = Time = 40
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Shot Strong Kick (Quarter Circle Foward + B) 
[Statedef 1004]
type    = S
movetype= A
physics = S
poweradd= 105
anim = 1001
ctrl = 0
velset = 0,0,0

[State 1000, 2]    
type = PlaySnd
trigger1 = Time = 2
value = 0,3

[State 1004, 4]
type = Projectile
trigger1 = Time = 22
projanim = 1005      
projhitanim = 1006   
projshadow = 1
offset = 96, -48
velocity = 5, 0    
; HitDef part of projectile info
attr = S, SP
damage    = 90,5
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 0, 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1

[State 1004, 6]
type = ChangeState
trigger1 = Time = 44
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Shot Roundhouse (Quarter Circle Foward + C) 
[Statedef 1005]
type    = S
movetype= A
physics = S
poweradd= 105
anim = 1001
ctrl = 0
velset = 0,0,0

[State 1000, 2]    
type = PlaySnd
trigger1 = Time = 2
value = 0,3

[State 1005, 4]
type = Projectile
trigger1 = Time = 22
projtype = 1
projanim = 1005
projhitanim = 1006
projshadow = -1
offset = 96, -48
velocity = 6, 0
; HitDef part of projectile info
attr = S, SP
damage    = 100,7
getpower  = 60
givepower = 40
guardflag = MA
pausetime = 0,12
sparkno = 2
sparkxy = 0, 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -3.5      
air.velocity = -2.5,-5.5
air.juggle = 3
air.fall = 1

[State 1005, 6]
type = ChangeState
trigger1 = Time = 48
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Taunt
[Statedef 9000]
type = S
ctrl = 0
velset = 0,0,0

[State 9000, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 9000

[State 9000, 2]
type = VarSet
trigger1 = Anim = 9000
v = 2
value = 2

[State 9000, 3]
type = ChangeState
trigger1 = Anim = 9000
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 9000, 4]
type = CtrlSet
trigger1 = AnimElem = 2
value = 0
ctrl = 0

[state 9000, 5]
type = PlaySnd
trigger1 = time = 0
value = 4,8

;-------------------------------------------------------------------------
; Throw attempt
[Statedef 900]
type = S
physics = S
movetype = A
velset = 0,0
poweradd = 10
ctrl = 0
anim = 900
juggle = 0

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

[State 900, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 0   ; throw miss
channel = 0

[State 900, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NT
id = 900
getpower  = 40
givepower = 30
hitflag = H-
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
sparkxy = -25, -70
sparkno = -1
p2facing = 0
p1stateno = 905
p2stateno = 910
hitsound = 6,0
fall = 1
fall.damage = 26

[State 900, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Back Throw  attempt
[Statedef 901]
type = S
physics = S
movetype = A
velset = 0.0
poweradd = 10
id = 900
ctrl = 0
anim = 900
juggle = 0

[State 901, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 901, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 0   ; throw miss
channel = 0

[State 901, 3]
type = HitDef
Trigger1 = AnimElem = 2
Trigger1 = P2BodyDist X < 25
Trigger1 = Vel X < 4
attr = S, NT
getpower  = 40
givepower = 30
id = 900
hitflag = M-
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
sparkxy = -25, -70
sparkno = -1
p1facing = -1
p2facing = 0
p1stateno = 905
p2stateno = 910
hitsound = 6,0
fall = 1
fall.damage = 26

[State 901, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Air Throw  attempt
[Statedef 902]
type = A
physics = A 
movetype = A
poweradd = 8
ctrl = 0
anim = 902
juggle = 0

[State 902, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 0   ; throw miss
channel = 0

[State 902, 3]
type = HitDef
Trigger1 = AnimElem = 2
trigger1 = P2BodyDist X < 25
trigger1 = Vel X < 4
attr = A, NT
getpower  = 40
givepower = 30
id = 900
hitflag = A-
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
;snap = 20, 0, 0
sparkxy = -25, -70
sparkno = -1
p2facing = 0
p1stateno = 906
p2stateno = 910
hitsound = 6,0
fall = 1
fall.damage = 26

[State 902, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Air Throw  back attempt
[Statedef 903]
type = A
physics = A 
movetype = A
poweradd = 8
ctrl = 0
anim = 902
juggle = 0

[State 903, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 0   ; throw miss
channel = 0

[State 903, 0]
type = CtrlSet
trigger1 = time = 0
value = 0

[State 903, 3]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X < 25
trigger1 = Vel X < 4
attr = A, NT
getpower  = 40
givepower = 30
hitflag = A-
id = 900
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
;snap = 20, 0, 0
sparkxy = -25, -70
sparkno = -1
p1facing = -1
p2facing = 0
p1stateno = 906
p2stateno = 910
hitsound = 6,0
fall.damage = 26
fall = 1

[State 903, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Throw  success
[Statedef 905]
type    = S
movetype= A
physics = S
poweradd = 70
anim = 905

[State 905, 0]
type = TargetDrop
trigger1 = !time
excludeID = 900
keepone = 1

[State 905, 0]
type = PosAdd
trigger1 = AnimElem = 3
x = 15   ; 17

[State 905, 0]
type = PosAdd
trigger1 = AnimElem = 4
x = 16   ; 18

[State 905, 0]
type = PosAdd
trigger1 = AnimElem = 5
x = 4   ; 4

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 2, < 0 
pos = -20, -1

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 
trigger1 = AnimElem = 3, < 0
pos = -27, -90

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 
trigger1 = AnimElem = 4, < 0
pos = -7, -91

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 
trigger1 = AnimElem = 5, < 0 
pos = 24, -76

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 5
pos = 20,-45

[State 905, 0]
type = PlaySnd
trigger1 = time = 4
value = 905, 0   
channel = 0

[State 905, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 1   
channel = 0

;[State 905, 2]
;type = HitBy
;Trigger1 = Time >= 0
;value = SCA
;time = 1

[State 905, 1]
type = VelSet
Trigger1 = Time = 0
x = 0

[State 905, 8]
type = PosAdd
trigger1 = animtime = 0
x = -21

[State 905, 9]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Air Throw  success
[Statedef 906]
type    = A
movetype= A
physics = N
poweradd = 70
anim = 906

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 2, < 0 
pos = -20, -1

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 
trigger1 = AnimElem = 3, < 0
pos = -27, -90

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 
trigger1 = AnimElem = 4, < 0
pos = -7, -91

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 
trigger1 = AnimElem = 5, < 0 
pos = 24, -76

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 5
pos = 20,-45

[State 906, 0]
type = PlaySnd
trigger1 = time = 4
value = 905, 0  
channel = 0

[State 906, 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 1   
channel = 0

[State 906, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 906, 2]
type = PosFreeze
trigger1 = AnimElem = 5, < 0
time = 1

[State 906, 3]
type = ChangeState
trigger1 = AnimElem = 5
value = 907

[Statedef 907]
type = A
movetype = A
physics = A

[State 907, 0]
type = null
trigger1 = time = 0

; Thrown by Throw 
[Statedef 910]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0
facep2 = 1
velset = 0,0

[State 910, 0]
type = ScreenBound
trigger1 = 1
value = 0

[State 910, 1]
type = HitBy
Trigger1 = 1
value = SCA
time = 1

[State 910, 2]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 910, 2]
type = LifeAdd
trigger1 = AnimElem = 4
value = -60

[State 910, 3]
type = ChangeAnim2
Trigger1 = Time = 0
value = 910

[State 910, 0]
type = ChangeState
trigger1 = time < 3
trigger1 = command = "recovery"
value = 912

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 910, 10]
type = ChangeState
Trigger1 = AnimElem = 5
value = 911

[Statedef 911]
type    = A
movetype= H ;Get hit
physics = N
velset = 3.8,-4.8 

[State 911, 4] ;Acceleration
type = Gravity;VelAdd
trigger1 = 1;Time >= 0
;y = .45

[State 911, 5] ;If yvelocity > 0
type = SelfState
trigger1 = Vel Y >= 4.8
trigger1 = Pos Y > 0
value = 5100

[State 911, 7] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > -1
triggerall = Vel Y < 40 ;4
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

;---------------------------------------------------------------------------
; Alpha Counter (Tiger Uppercut)-{Not implimented yet.}
[Statedef 2110]
type    = S
movetype= A
juggle  = 4
poweradd= -1000
anim = 1175
velset = 0,0
ctrl = 0

[State 2110, 1]
type = NULL ;PlaySnd
trigger1 = Time = 2
value = 2, 0

[State 2110, 2]
type = NULL ;HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 60, 4
animtype = Medium
getpower  = 0
givepower = 15
priority = 7
hitflag = MAF
guardflag = 
pausetime = 11,9
sparkxy = -5,-50
sparkno = 1
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2
air.velocity = -1.2,-4

[State 2110, 4]
type = ChangeState
trigger1 = Time = 1
value = 2120

[State 2110, 5]
type = SuperPause
trigger1 = Time = 0
anim = -1
time = 15

;---------------------------------------------------------------------------
; Sagat's Counter (Sagat uprising, going up)-{Not implimented yet.}
[Statedef 2120]
type    = A
movetype= A
juggle  = 5
poweradd= 150
VelSet = 0,0,0
Ctrl = 0
Anim = 2020

[State 2120, 3]    
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 = Time = 2
value = 0, 4

[State 2120, 3]    
type = PlaySnd
trigger1 = Var(3) != 1
trigger1 = Time = 2
value = 3, 4

[State 2120, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
priority = 5
damage    = 150,20
animtype = Medium
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 15,15
sparkxy = -8,-60
sparkno = 2
hitsound   = 5,4
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.2   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1
fall.recover = 0

[State 2120, 7]
type = VelSet 
trigger1 = Time = 10
x = 4.2
y = -9.8

[State 2120, 9]
type = VelMul
trigger1 = Time >= 19
x = .8

[State 2120, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .45

[State 2120, 9]
type = VelSet
trigger1 = Anim = 2021
x = 0

[State 2120, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 10
value = 2021
persistent = 0

[State 2120, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 10
type = ChangeState
value = 2022

;---------------------------------------------------------------------------
; Sagat Counter (Triping opponent )-{Not implimented yet.}
[Statedef 2130]
type    = S
movetype= A
juggle  = 4
poweradd= -1000
anim = 1175
velset = 0,0
ctrl = 0

[State 2130, 4]
type = ChangeState
trigger1 = Time = 1
value = 2140

[State 1200, 5]
type = SuperPause
trigger1 = Time = 0
pos = 57, -78
time = 15
anim = -1

;---------------------------------------------------------------------------
; Sagat Counter (Tripping 2)-{Not implimented yet.}
[Statedef 2140]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450

[State 1210, 2]
type = NULL ;PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 1210, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 200,18
getpower  = 10
givepower = 8
hitflag = MAF
priority = 7
guardflag = L
pausetime = 9,12
sparkxy = -5,-5
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 23
ground.velocity = -2   
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3   
fall = 1
fall.recover = 0

[State 1210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 180, 1]
type = ChangeState
trigger1 = Life = 1000
value = 182

;[State 180, 1]
;type = ChangeState
;trigger1 = Life < 1000
;value = 181

[State 180, 2]
type = ChangeState
trigger1 = Random  <= 300
trigger1 = Life < 1000
trigger2 = Command = "hold_z"
value = 181

[State 180, 2]
type = ChangeState
trigger1 = Random  <= 300
trigger1 = Life < 1000
trigger2 = Command = "hold_x"
value = 184

[State 180, 2]
type = ChangeState
trigger1 = Random  <= 500
trigger1 = Life < 1000
trigger2 = Command = "hold_y"
value = 183

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

[State 181, 4]
type = PlaySnd
trigger1 = Time = 12
value = 5, 3

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,182] 
flag = roundnotover

;---------------------------------------------------------------------------
; Winpose #2
[Statedef 184]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 184, 4]
type = PlaySnd
trigger1 = Time = 12
value = 5, 3

[State 184, 1]
type = AssertSpecial
trigger1 = Time = [0,182] 
flag = roundnotover

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

[State 183, 4]
type = PlaySnd
trigger1 = Time = 4
value = 5, 2

[State 183, 1]
type = AssertSpecial
trigger1 = Time = [0,182] 
flag = roundnotover

;---------------------------------------------------------------------------
; Intro (Sagat VS anyone but Ryu)
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 192 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Ryu"
trigger2 = P4Name = "Ryu"
value = 194

[State 192 , 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = "Ryu Hoshi"
trigger2 = P4Name = "Ryu Hoshi"
value = 194

[State 192, begin] 
type = Assertspecial
trigger1 = Time = [0, 300]
flag = intro

[State 192, 4]
type = PlaySnd
trigger1 = Time = 4
value = 5, 2

[State 190, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0

;Intro vs ryu himself
[Statedef 194]
type = S
ctrl = 0
anim = 191
velset = 0,0,0

[State 192, begin] 
type = Assertspecial
trigger1 = Time = [0, 300]
flag = intro

[State 190, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0

;---------------------------------------------------------------------------
; Sagat's Supers
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Tiger Cannon (Level 1)
[Statedef 4000]
type    = S
movetype= A
physics = S
poweradd= -1000
ctrl = 0
anim = 4000
velset = 0,0,0

[State 4000, 0]
type = HitDef
trigger1 = Time = 0
attr = S, HA

[State 4000, 9]
type = BGPalfx
trigger1 = Animelem = 1
ignorehitpause = 0
time = 10
invertall = 1

[State 4030, 6]
type = SuperPause
trigger1 = Time = 0
Time = 20
Anim = -1

[State 4000, 2]
type = PlaySnd
trigger1 = Time = 4
value = F20, 0 ; Play fight sound of super

[State 4000, 2]    
type = PlaySnd
trigger1 = Time = 12
value = 0,3

[State 4000, 3]   ; Shot!
type = PlaySnd
trigger1 = Time = 11
value = 2, 0 

[State 4000, 4]
type = AfterImage
trigger1 = Time = 0
time = 1

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

[State 4000, 4]
type = Projectile
trigger1 = Time = 21
projanim = 1015
projhitanim = 1006
projshadow = -1
offset = 106, -79
velocity = 5, 0
;velmul = 1.00, 1
accel = 0, 0
projhits = 3
projmisstime = 2
; HitDef part of projectile info
attr = S, HP
damage    = 75,7
animtype  = Hard
getpower  = 0
givepower = 31
guardflag = M
pausetime = 4,6
sparkno = 2
sparkxy = 0, 0
hitsound   = S4,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2.5  
airguard.velocity = -3.5   
air.type = Low
air.velocity = -2.5,-5
air.juggle = 5
fall = 1
fall.animtype = Hard
forcestand = 1
air.fall = 1

[State 4000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Tiger Cannon  (Level 2)
[Statedef 4010]
type    = S
movetype= A
physics = S
poweradd= -2000
ctrl = 0
anim = 4000
velset = 0,0,0

[State 4010, 9]
type = BGPalfx
trigger1 = Animelem = 1
ignorehitpause = 0
time = 10
invertall = 1

[State 4010, 0]
type = HitDef
trigger1 = Time = 0
attr = S, HA

[State 4010, 2]    
type = PlaySnd
trigger1 = Time = 12
value = 0,3

[State 4010, 3]   ; Shot!
type = PlaySnd
trigger1 = Time = 11
value = 2, 0 

[State 4030, 6]
type = SuperPause
trigger1 = Time = 0
Time = 20
Anim = -1

[State 4010, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0 ; Play fight sound of super

[State 4010, 4]
type = AfterImage
trigger1 = Time = 34
time = 1

[State 4010, 5]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 4010, 4]
type = Projectile
trigger1 = Time = 21
projanim = 1015
projhitanim = 1006
projshadow = -1
projsprpriority = 4
offset = 106, -79
velocity = 7, 0
remvelocity = .7, 0
velmul = 1.00, 1
accel = 0, 0
projhits = 4
projmisstime = 2
; HitDef part of projectile info
attr = S, HP
damage    = 75,8
animtype  = Hard
getpower  = 0
givepower = 31
guardflag = M
pausetime = 4,6
sparkno = 2
sparkxy = 0, 0
hitsound   = S4,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2.5  
airguard.velocity = -3.5   
air.type = Low
air.velocity = -2.5,-5
air.juggle = 5
fall = 1
fall.animtype = Hard
forcestand = 1
air.fall = 1

[State 4010, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Cannon  (Level 3) The Real Tiger
[Statedef 4020]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 4000
velset = 0,0,0

[State 4020, 9]
type = BGPalfx
trigger1 = time = 0
ignorehitpause = 0
time = 10
invertall = 1

[State 4020, 0]
type = HitDef
trigger1 = Time = 0
attr = S, HA

[State 4030, 6]
type = SuperPause
trigger1 = Time = 0
Time = 20
Anim = -1

[State 4020, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0 ; Play fight sound of super

[State 4000, 2]    
type = PlaySnd
trigger1 = Time = 12
value = 0,3

[State 4000, 3]   ; Shot!
type = PlaySnd
trigger1 = Time = 11
value = 2, 0 

[State 4020, 4]
type = AfterImage
trigger1 = Time = 3
length = 5
;PalBright   =   0,  0, 10
;PalContrast =   0,  0, 128
;PalAdd      =  -10,-10,-10
;PalMul      = .75,.75,.75
TimeGap  = 7
FrameGap = 1
Time = 28

[State 4020, 4]
type = Projectile
trigger1 = Time = 21
projanim = 4001
projhitanim = 1006
projshadow = -1
projsprpriority = 4
offset = 20, -79
velocity = 9, 0
remvelocity = .7, 0
velmul = 1.00, 1
accel = 0, 0
projhits = 8
projmisstime = 1
; HitDef part of projectile info
attr = S, HP
damage    = 65,9
animtype  = Hard
getpower  = 0
givepower = 31
guardflag = M
pausetime = 4,6
sparkno = 2
sparkxy = 0, 0
hitsound   = S4,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -2.5  
airguard.velocity = -3.5   
air.type = Low
air.velocity = -2.5,-5
air.juggle = 5
fall = 1
fall.animtype = Hard
forcestand = 1
air.fall = 1

[State 4020, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Raid (Level 1)
[Statedef 4030]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= -1000
ctrl = 0
velset = 0,0,0
anim = 4030

[State 4000, 9]
type = BGPalfx
trigger1 = Animelem = 1
ignorehitpause = 0
time = 30
invertall = 1

[State 2040, 6]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
priority = 5
damage    = 40,10
animtype  = Medium
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6, 0   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 0

[State 2040, 5]
type = HitDef
trigger1 = time = 32
trigger2 = time = 33
trigger3 = time = 34
attr = S, SA
priority = 5
damage    = 77,30
animtype  = Hard
getpower  = 0
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6, -7   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

;[State 4030, 6]
;type = SuperPause
;trigger1 = Time = 0
;Time = 60
;Anim = -1

[State 4030, 6]
type = PlaySnd ;Fight sound super
trigger1 = AnimElem = 1
value = F20, 0

[State 4000, 3]   ; Tiger!!!
type = PlaySnd
trigger1 = animelem = 1 
value = 0, 6 

[State 4010, 1]
type = SuperPause
trigger1 = Time = 0
time = 60
movetime = 15
Anim = -1

[State 4000, 3]   ; Raid!!!
type = PlaySnd
trigger1 = AnimElem = 7
value = 5, 4 

[State 4030, 7]
type = AfterImage
trigger1 = Time = 0
time = 1
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 4030, 8]
type = AfterImageTime
trigger1 = Time >= 0
time = 5
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 4030, 12]
type = VelSet
trigger1 = AnimElem = 7
y = 0
x = 10

[State 2050, 4]
type = VelAdd
trigger1 = Animelem = 7
x = 15

;[State 1110, 1]
;type = VelAdd
;trigger1 = animelem = 5
;x = 10

[State 4030, 6]
type = Gravity
trigger1 = Time > 40

[State 4030, 7] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 4031

;---------------------------------------------------------------------------
; Tiger Raid (Level 2)
[Statedef 4040]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= -2000
ctrl = 0
velset = 0,0,0
anim = 4030

[State 4000, 9]
type = BGPalfx
trigger1 = Animelem = 1
ignorehitpause = 0
time = 30
invertall = 1

[State 2040, 6]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
priority = 5
damage    = 40,10
animtype  = Medium
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6, 0   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 0

[State 2040, 5]
type = HitDef
trigger1 = time = 32
trigger2 = time = 33
trigger3 = time=  34
trigger4 = time = 38
attr = S, SA
priority = 5
damage    = 110,30
animtype  = Hard
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6, -7   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1
[State 4030, 6]
type = SuperPause
trigger1 = Time = 0
Time = 60
Anim = -1

[State 4030, 6]
type = PlaySnd ;Fight sound super
trigger1 = AnimElem = 1
value = F20, 0

[State 4000, 3]   ; Tiger!!!
type = PlaySnd
trigger1 = animelem = 1 
value = 0, 6 

[State 4010, 1]
type = SuperPause
trigger1 = Time = 0
time = 60
movetime = 15
Anim = -1

[State 4000, 3]   ; Raid!!!
type = PlaySnd
trigger1 = AnimElem = 7
value = 5, 4 

[State 4030, 7]
type = AfterImage
trigger1 = Time = 0
time = 1
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 4030, 8]
type = AfterImageTime
trigger1 = Time >= 0
time = 5
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 4030, 12]
type = VelSet
trigger1 = AnimElem = 7
y = 0
x = 10

[State 2050, 4]
type = VelAdd
trigger1 = Animelem = 7
x = 15

;[State 1110, 1]
;type = VelAdd
;trigger1 = animelem = 5
;x = 10

[State 4030, 6]
type = Gravity
trigger1 = Time > 40

[State 4030, 7] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 4031

;---------------------------------------------------------------------------
; Tiger Raid (Level 3)
[Statedef 4050]
type    = A
movetype= A
physics = S
juggle  = 4
poweradd= -3000
ctrl = 0
velset = 0,0,0
anim = 4030

[State 4000, 9]
type = BGPalfx
trigger1 = Animelem = 1
ignorehitpause = 0
time = 30
invertall = 1

[State 2040, 6]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
priority = 5
damage    = 40,10
animtype  = Medium
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6, 0   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 0

[State 2040, 5]
type = HitDef
trigger1 = time = 32
trigger2 = time = 33
trigger3 = time=  34
trigger4 = time = 35
trigger5 = time = 36
trigger6 = time=  37
trigger7 = time = 38
attr = S, SA
priority = 5
damage    = 70,30
animtype  = Hard
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -6, -7   
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 4030, 6]
type = PlaySnd ;Fight sound super
trigger1 = AnimElem = 1
value = F20, 0

[State 4000, 3]   ; Tiger!!!
type = PlaySnd
trigger1 = animelem = 1 
value = 0, 6 

[State 4010, 1]
type = SuperPause
trigger1 = Time = 0
time = 60
movetime = 15
Anim = -1

[State 4000, 3]   ; Raid!!!
type = PlaySnd
trigger1 = AnimElem = 7
value = 5, 4 

[State 4030, 7]
type = AfterImage
trigger1 = Time = 0
time = 1
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 4030, 8]
type = AfterImageTime
trigger1 = Time >= 0
time = 5
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 4030, 12]
type = VelSet
trigger1 = AnimElem = 7
y = 0
x = 10

[State 2050, 4]
type = VelAdd
trigger1 = Animelem = 7
x = 15

;[State 1110, 1]
;type = VelAdd
;trigger1 = animelem = 5
;x = 10

[State 4030, 6]
type = Gravity
trigger1 = Time > 40

[State 4030, 7] ;If yvelocity > 0 and y >= 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 4031

;---------------------------------------------------------------------------
; Tiger Raid (landing)
[Statedef 4031]
type    = S
movetype= A
physics = S
anim = 2052
velset = 0,0,0

[State 4031, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 4031,3]
type = ChangeState
trigger1 = Time = 4
trigger1 = Pos Y = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Genocide (Level 1)
[Statedef 4060]
type    = S
movetype= A
juggle  = 4
poweradd= -1000
ctrl = 0
anim = 120

[State 4000, 9]
type = BGPalfx
trigger1 = Animelem = 1
ignorehitpause = 0
time = 10
invertall = 1

[State 4060, 1]
type = PlaySnd ; tiger.......
trigger1 = time = 0
value = 0, 6

[State 4060, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 8
attr = S, HA
damage    = 45, 5
animtype = Medium
getpower  = 25
givepower = 15
priority = 6
hitflag = MAF
guardflag = M
pausetime = 6,9
sparkxy = -5,-50
sparkno = 2
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -0.5
air.velocity = -0.7,-4
forcestand = 1

[State 4060, 3]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
x = 3.5
y = 0

[State 4060, 5]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 55, 4
animtype  = High
getpower  = 25
givepower = 15
priority = 7
hitflag = MAF
guardflag = M
pausetime = 5,6
sparkxy = -5,-50
sparkno = 2
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -3.8   
air.velocity = -1.5,-5
fall = 1

[State 4060, 6]
type = ChangeState
trigger1 = Time = 10
value = 4081

[State 4030, 6]
type = SuperPause
trigger1 = Time = 0
Time = 60
Anim = -1

[State 4060, 10]
type = PlaySnd
trigger1 = time = 0
value = F20, 0

[State 4060, 11]
type = AfterImage
trigger1 = Time = 0
time = 1
;length = 4
PalBright   =   0,  0,  0
PalContrast =  75, 75,255
PalAdd      =   0,  0,  0
PalMul      = .55,.55,.75

[State 4060, 12]
type = AfterImageTime
trigger1 = Time <= 105
time = 75
 
[State 4060, 13]
type = VelSet
trigger1 = AnimElem = 4
x = 0
y = 0

;---------------------------------------------------------------------------
; Tiger Genocide (Level 2)
[Statedef 4070]
type    = S
movetype= A
juggle  = 4
poweradd= -2000
ctrl = 0
anim = 120

[State 4000, 9]
type = BGPalfx
trigger1 = Animelem = 1
ignorehitpause = 0
time = 10
invertall = 1

[State 4060, 1]
type = PlaySnd ; tiger.......
trigger1 = time = 0
value = 0, 6

[State 4060, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 8
attr = S, HA
damage    = 45, 5
animtype = Medium
getpower  = 25
givepower = 15
priority = 6
hitflag = MAF
guardflag = M
pausetime = 6,9
sparkxy = -5,-50
sparkno = 2
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -0.5
air.velocity = -0.7,-4
forcestand = 1

[State 4060, 3]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
x = 3.5
y = 0

[State 4060, 5]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 55, 4
animtype  = High
getpower  = 25
givepower = 15
priority = 7
hitflag = MAF
guardflag = M
pausetime = 5,6
sparkxy = -5,-50
sparkno = 2
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -3.8   
air.velocity = -1.5,-5
fall = 1

[State 4060, 6]
type = ChangeState
trigger1 = Time = 5
value = 4085

[State 4030, 6]
type = SuperPause
trigger1 = Time = 0
Time = 60
Anim = -1

[State 4060, 10]
type = PlaySnd
trigger1 = time = 0
value = F20, 0

[State 4060, 11]
type = AfterImage
trigger1 = Time = 0
time = 1
;length = 4
PalBright   =   0,  0,  0
PalContrast =  75, 75,255
PalAdd      =   0,  0,  0
PalMul      = .55,.55,.75

[State 4060, 12]
type = AfterImageTime
trigger1 = Time <= 105
time = 75
 
[State 4060, 13]
type = VelSet
trigger1 = AnimElem = 4
x = 0
y = 0

;---------------------------------------------------------------------------
; Tiger Genocide (Level 3)
[Statedef 4080]
type    = S
movetype= A
juggle  = 4
poweradd = -3000
ctrl = 0
anim = 120

[State 4000, 9]
type = BGPalfx
trigger1 = Animelem = 1
ignorehitpause = 0
time = 10
invertall = 1

[State 4060, 1]
type = PlaySnd ; tiger.......
trigger1 = time = 0
value = 0, 6

[State 4060, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 8
attr = S, HA
damage    = 45, 5
animtype = Medium
getpower  = 25
givepower = 15
priority = 6
hitflag = MAF
guardflag = M
pausetime = 6,9
sparkxy = -5,-50
sparkno = 2
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = -0.5
air.velocity = -0.7,-4
forcestand = 1

[State 4060, 3]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
x = 3.5
y = 0

[State 4060, 5]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage    = 55, 4
animtype  = High
getpower  = 25
givepower = 15
priority = 7
hitflag = MAF
guardflag = M
pausetime = 5,6
sparkxy = -5,-50
sparkno = 2
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 3
ground.hittime  = 13
ground.velocity = -3.8   
air.velocity = -1.5,-5
fall = 1

[State 4060, 6]
type = ChangeState
trigger1 = Time = 5
value = 4089

[State 4030, 6]
type = SuperPause
trigger1 = Time = 0
Time = 60
Anim = -1

[State 4060, 10]
type = PlaySnd
trigger1 = time = 0
value = F20, 0

[State 4060, 11]
type = AfterImage
trigger1 = Time = 0
time = 1
;length = 4
PalBright   =   0,  0,  0
PalContrast =  75, 75,255
PalAdd      =   0,  0,  0
PalMul      = .55,.55,.75

[State 4060, 12]
type = AfterImageTime
trigger1 = Time <= 105
time = 75
 
[State 4060, 13]
type = VelSet
trigger1 = AnimElem = 4
x = 0
y = 0

;----------------------------------------------------------------------
;-----------------------{Tiger Genocide LVL1}--------------------------
; Tiger Genocide (The code of the move itself) heres where the knee is.
[Statedef 4081]
type = A
movetype = A
juggle  = 4
poweradd= 130
ctrl = 0
velset = 0,0,0
anim = 2060
  
[State 4060, 9] ;Genocide!!!
type = PlaySnd
trigger1 = time = 15
value = 5,1

[State 2071, 4]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
priority = 5
damage    = 60,5
animtype  = Hard
getpower  = 0
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1, 0    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 0
fall.recover = 0

[State 2071, 4]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
priority = 5
damage    = 60,5
animtype  = Hard
getpower  = 40
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0, -7    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 1
fall.recover = 0

[State 2050, 4]
type = VelAdd
trigger1 = Time = 0
y = -5
x = 5

[State 1110, 1]
type = VelAdd
trigger1 = Time > 0
y = .20

[State 1110, 1]
type = VelSet
trigger1 = AnimElemTime(3) > 4
y = 4

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 4082

;---------------------------------------------------------------------------
; Tiger Genocide (knee land on ground LVL1)
[Statedef 4082]
type    = S
movetype= A
physics = S
anim = 2052
velset = 0,0,0

[State 2052, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1110, 11]
type = ChangeState
trigger1 = time = 0
value = 4083

;---------------------------------------------------------------------------
; Tiger Genocide (Success, tiger uppercut LVL1)
[Statedef 4083]
type    = A
movetype= A
juggle  = 5
poweradd= 150
VelSet = 0,0,0
Ctrl = 0
Anim = 2020

[State 2040, 5]
type = HitDef
trigger1 = time = 5
trigger2 = time = 13
trigger3 = time=  18
trigger4 = time=  23
attr = S, SA
priority = 5
damage    = 50,10
animtype  = Hard
getpower  = 0
givepower = 40
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3, -10     
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 7]
type = VelSet 
trigger1 = Time = 10
x = 6.2
y = -9.8

[State 2040, 9]
type = VelMul
trigger1 = Time >= 19
x = .8

[State 2040, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .45

[State 2040, 9]
type = VelSet
trigger1 = Anim = 2021
x = 0

[State 2040, 2]
type = NotHitBy
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = SCA
time = 1

[State 2040, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 20
value = 2021
persistent = 0

[State 2040, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 20
type = ChangeState
value = 4084

;---------------------------------------------------------------------------
; Tiger Genocide  (uppercut lands LVL1)
[Statedef 4084]
type    = S
movetype= A
physics = S
velset = 0,0,0
anim = 2022

[State 2022, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2022, 5]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1

;----------------------------------------------------------------------
;-----------------------{Tiger Genocide LVL2}--------------------------
; Tiger Genocide (The code of the move itself) heres where the knee is.
;Knee portion....
[Statedef 4085]
type = A
movetype = A
juggle  = 4
poweradd= 130
ctrl = 0
velset = 0,0,0
anim = 2060
  
[State 4060, 9] ;Genocide!!!
type = PlaySnd
trigger1 = time = 15
value = 5,1

[State 2071, 4]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
priority = 5
damage    = 80,5
animtype  = Hard
getpower  = 0
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1, 0    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 0
fall.recover = 0

[State 2071, 4]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
priority = 5
damage    = 80,5
animtype  = Hard
getpower  = 0
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0, -7    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 1
fall.recover = 0

[State 2050, 4]
type = VelAdd
trigger1 = Time = 0
y = -5
x = 5

[State 1110, 1]
type = VelAdd
trigger1 = Time > 0
y = .20

[State 1110, 1]
type = VelSet
trigger1 = AnimElemTime(3) > 4
y = 4

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 4086

;---------------------------------------------------------------------------
; Tiger Genocide  (knee land on ground LVL2)
[Statedef 4086]
type    = S
movetype= A
physics = S
anim = 2052
velset = 0,0,0

[State 2052, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1110, 11]
type = ChangeState
trigger1 = time = 0
value = 4087

;---------------------------------------------------------------------------
; Tiger Genocide (Success, tiger uppercut LVL2)
[Statedef 4087]
type    = A
movetype= A
juggle  = 10
poweradd= 150
VelSet = 0,0,0
Ctrl = 0
Anim = 2020

[State 2040, 5]
type = HitDef
trigger1 = time = 4
trigger2 = time = 8
trigger3 = time=  12
trigger4 = time = 16
trigger5 = time = 20
trigger6 = time=  24
trigger7 = time = 28
trigger8 = time=  32
trigger9 = time = 36
attr = S, SA
priority = 5
damage    = 27,10
animtype  = Medium
getpower  = 0
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -12, -7
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 7]
type = VelSet 
trigger1 = Time = 10
x = 12
y = -10

[State 2040, 9]
type = VelMul
trigger1 = Time >= 19
x = .8

[State 2040, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .35

[State 2040, 9]
type = VelSet
trigger1 = Anim = 2021
x = 0

[State 2040, 2]
type = NotHitBy
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = SCA
time = 1

[State 2040, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 20
value = 2021
persistent = 0

[State 2040, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 20
type = ChangeState
value = 2022

;---------------------------------------------------------------------------
; Tiger Genocide  (uppercut lands LVL2)
[Statedef 4088]
type    = S
movetype= A
physics = S
velset = 0,0,0
anim = 2022

[State 2022, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2022, 5]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1

;----------------------------------------------------------------------
;-----------------------{Tiger Genocide LVL3}--------------------------
; Tiger Genocide (The code of the move itself) heres where the knee is.
[Statedef 4089]
type = A
movetype = A
juggle  = 4
poweradd= 130
ctrl = 0
velset = 0,0,0
anim = 2060
  
[State 4060, 9] ;Genocide!!!
type = PlaySnd
trigger1 = time = 15
value = 5,1

[State 2071, 4]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
priority = 5
damage    = 80,5
animtype  = Hard
getpower  = 0
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1, 0    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 0
fall.recover = 0

[State 2071, 4]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
priority = 5
damage    = 80,5
animtype  = Hard
getpower  = 0
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 12,13
sparkxy = -8,-60
sparkno = 2
hitsound   = s4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 0, -7    
guard.velocity = -7
air.velocity = -4.2,-4
fall = 1
fall.recover = 0

[State 2050, 4]
type = VelAdd
trigger1 = Time = 0
y = -5
x = 5

[State 1110, 1]
type = VelAdd
trigger1 = Time > 0
y = .20

[State 1110, 1]
type = VelSet
trigger1 = AnimElemTime(3) > 4
y = 4

[State 1110, 2]
type = VelAdd
trigger1 = Vel X > 0
x = -.4

[State 1110, 3]
type = VelSet
trigger1 = Vel X < 0
x = 0

[State 1110, 11]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 4091

;---------------------------------------------------------------------------
; Tiger Genocide  (knee land on ground LVL3)
[Statedef 4091]
type    = S
movetype= A
physics = S
anim = 2052
velset = 0,0,0

[State 2052, 3]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 1110, 11]
type = ChangeState
trigger1 = time = 0
value = 4092

;---------------------------------------------------------------------------
; Tiger Genocide (Success, first tiger uppercut LVL3)
[Statedef 4092]
type    = A
movetype= A
juggle  = 5
poweradd= 150
VelSet = 0,0,0
Ctrl = 0
Anim = 2020

[State 2040, 5]
type = HitDef
trigger1 = time = 5
trigger2 = time = 13
trigger3 = time=  18
trigger4 = time=  23
attr = S, SA
priority = 5
damage    = 50,10
animtype  = Hard
getpower  = 0
givepower = 40
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3, -10     
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 7]
type = VelSet 
trigger1 = Time = 10
x = 6
y = -7

[State 2040, 9]
type = VelMul
trigger1 = Time >= 19
x = .8

[State 2040, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .45

[State 2040, 9]
type = VelSet
trigger1 = Anim = 2021
x = 0

[State 2040, 2]
type = NotHitBy
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = SCA
time = 1

[State 2040, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 20
value = 2021
persistent = 0

[State 2040, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 20
type = ChangeState
value = 4094

;---------------------------------------------------------------------------
; Tiger Genocide  (first uppercut lands LVL3)
[Statedef 4094]
type    = S
movetype= A
physics = S
velset = 0,0,0
anim = 2022

[State 2022, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2022, 5]
type = ChangeState
trigger1 = Time = 3
value = 4096
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Genocide (Second tiger uppercut LVL3)
[Statedef 4096]
type    = A
movetype= A
juggle  = 5
poweradd= 150
VelSet = 0,0,0
Ctrl = 0
Anim = 2020

[State 2040, 5]
type = HitDef
trigger1 = time = 4
trigger2 = time = 8
trigger3 = time=  12
trigger4 = time = 16
trigger5 = time = 20
trigger6 = time=  24
trigger7 = time = 28
trigger8 = time=  32
trigger9 = time = 36
attr = S, SA
priority = 5
damage    = 27,10
animtype  = Medium
getpower  = 0
givepower = 30
hitflag = MAF;D
guardflag = MA
pausetime = 5,5
sparkxy = -8,-60
sparkno = 0
hitsound   = S4,2
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -12, -7
guard.velocity = -7
air.velocity = -2.2,-6
fall = 1

[State 2040, 7]
type = VelSet 
trigger1 = Time = 10
x = 12
y = -10

[State 2040, 9]
type = VelMul
trigger1 = Time >= 19
x = .8

[State 2040, 10] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .35

[State 2040, 9]
type = VelSet
trigger1 = Anim = 2021
x = 0

[State 2040, 2]
type = NotHitBy
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = SCA
time = 1

[State 2040, 11] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = time > 20
value = 2021
persistent = 0

[State 2040, 12] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
trigger1 = time > 20
type = ChangeState
value = 4093

;---------------------------------------------------------------------------
; Tiger Genocide  (Second uppercut lands LVL3)
[Statedef 4093]
type    = S
movetype= A
physics = S
velset = 0,0,0
anim = 2022

[State 2022, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2022, 5]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1

: Sagat's junk droor. welcome to my spare parts.
;---------------------------------------------------------------------------
; Tiger Upercut Spare, for backup purposes...
[Statedef 4094]
type    = A
movetype= A
juggle  = 4
poweradd= 140
anim = 2020
velset = 0, 0, 0
ctrl = 0

[State 4094, 3]    ; Tiger Uppercut!
type = PlaySnd
trigger1 = Var(3) = 1
trigger1 = Time = 2
value = 0, 4

[State 4094, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
priority = 7
damage    = 39,4
getpower  = 30
givepower = 15
guardflag = MA
pausetime = 12,12
sparkxy = 5,-60
sparkno = 2
hitsound   = S4,3
guardsound = 6,0
animtype = Hard
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.2     
air.velocity = -2.8,-7.5
guard.velocity = -7
fall = 1

[State 4094, 8]
type = VelSet
trigger1 = Time = 10
x = 2
y = -5.1

[State 4094, 9]
type = VelSet
trigger1 = Time = 10
x = 3.8 
y = -7.8

[State 4094, 10]
type = VelMul
trigger1 = Time >= 10
x = .8

[State 4094, 11] ;Gravity
type = VelAdd
trigger1 = Time >= 10
y = .35

[State 4094, 9]
type = VelSet
trigger1 = Anim = 2021
x = 0

[State 4094, 2]
type = NotHitBy
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
value = SCA
time = 1

[State 4094, 12] ;Change to coming down animation
type = ChangeAnim
trigger1 = Vel Y > -1
trigger1 = Time >= 10
value = 2021
persistent = 0

[State 4094, 13] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
type = ChangeState
value = 2022

;---------------------------------------------------------------------------
; Sagat's Specials
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Sagat's Recovery 
;---------------------------------------------------------------------------
; Air Recovery    
[Statedef 4500]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0
facep2 = 1

[State 4500, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128

[State 4500, 1]
type = PosFreeze
trigger1 = Time = 0
value = 4

[State 4500, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 4500, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 4500, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 4500, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 4500, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 4500, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 4500, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 4500, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

[State 4500, 2] ;Go fwd
type = VelMul
trigger1 = Time = 4
trigger1 = Command = "holdfwd"
x = 1

[State 4500, 2] ;Go back
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdback"
x = -1

[State 4500, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 4500, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 4500, 5]
type = VelAdd ;Gravity
trigger1 = Time >= 4
y = .35

[State 4500, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

;---------------------------------------------------------------------------
; Air Recovery (Forward)
[Statedef 4501]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0
facep2 = 1

[State 4500, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128

;[State 4500, 1]
;type = PosFreeze
;trigger1 = Time = 0
;value = 4

[State 4500, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 4500, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 4500, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 4500, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 4500, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 4500, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 4500, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 4500, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

;[State 4500, 2] ;Go fwd
;type = VelMul
;trigger1 = Time = 4
;trigger1 = Command = "holdfwd"
;x = 1

;[State 4500, 2] ;Go back
;type = VelAdd
;trigger1 = Time = 4
;trigger1 = Command = "holdback"
;x = -1

[State 4500, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 4500, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 4500, 5]
type = VelAdd ;Gravity
trigger1 = Time >= 4
y = .35

[State 4500, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 4500, 5]
type = VelAdd 
trigger1 = Time = 1
x = 5

[State 4500, 5]
type = VelMul 
trigger1 = Time > 1
x = .95

;---------------------------------------------------------------------------
; Air Recovery (Backward)
[Statedef 4502]
type    = A
movetype= I
physics = N
anim = 5210
ctrl = 0
facep2 = 1

[State 4500, 1] ;Blink white
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128

;[State 4500, 1]
;type = PosFreeze
;trigger1 = Time = 0
;value = 4

[State 4500, 2] ;Turn if not facing opponent
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -20

[State 4500, 1] 
type = VelMul
trigger1 = Time = 4
x = .8
y = .8

[State 4500, 1]
type = VelAdd
trigger1 = Time = 4
y = -4.5

[State 4500, 1] 
type = VelMul
trigger1 = Time = 4
trigger1 = Vel Y > 0
y = .5

[State 4500, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -3
y = -2

[State 4500, 1]
type = VelAdd
trigger1 = Time = 4
trigger1 = Vel Y > -2
y = -1

[State 4500, 2] ;Go up
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holdup"
y = -2

[State 4500, 2] ;Go down
type = VelAdd
trigger1 = Time = 4
trigger1 = Command = "holddown"
y = 1.5

;[State 4500, 2] ;Go fwd
;type = VelMul
;trigger1 = Time = 4
;trigger1 = Command = "holdfwd"
;x = 1

;[State 4500, 2] ;Go back
;type = VelAdd
;trigger1 = Time = 4
;trigger1 = Command = "holdback"
;x = -1

[State 4500, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 4500, 4]
type = CtrlSet
trigger1 = Time = 20
value = 1

[State 4500, 5]
type = VelAdd ;Gravity
trigger1 = Time >= 4
y = .35

[State 4500, 5] ;Land on ground
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 1

[State 4500, 5]
type = VelAdd 
trigger1 = Time = 1
x = -5

[State 4500, 5]
type = VelMul 
trigger1 = Time > 1
x = .95

;----------------------------------------------------------------------------
; Sagat's extra things
;----------------------------------------------------------------------------
; Walking State
[Statedef 3020]
type    = S
physics = S
;velset = 3.5,0,0
ctrl = 0
anim = 20

[State 3020, 0]
type = velset
trigger1 = time >= 0
x = 3.5

[State 3020, 0]
type = VarAdd
triggerall = Var(4) > 0
trigger1 = Time > 0
v = 4
value = 1

[State 3020, 0]
type = ChangeState
trigger1 = Var(4) = 0
value = 0
ctrl = 1

;[State 3020, 11]
;type = PowerAdd
;trigger1 = Time > 0
;value = -5

[State 3020, 2]
type = VarSet
trigger1 = Win = 1
v = 4
value = 0
; Minus twos.....
;----------------------------------------------------------------------------
[StateDef -2]
;----------------------------------------------------------------------------

; Turning Animation
[State -2, 1]
type = SelfState
triggerall = Var(3) = 1
triggerall = Stateno = 0
trigger1 = Time = 1
trigger1 = Anim = 0
trigger2 = Anim = 5
trigger2 = Animtime = 0
trigger2 = p2dist X > 0
value = 4999
ctrl = 1

;----------------------------------------------------------------------------
; Knock Out  Sounds
[State -2, 1]
Type = PlaySnd
Trigger1 = Life = 0
Trigger1 = Var(3) = 1
Trigger1 = Anim = 5050
Trigger1 = Time = 1
value = 12, 0

[State -2, 2]
Type = PlaySnd
Trigger1 = Life = 0
Trigger1 = Var(3) != 1
Trigger1 = Anim = 5050
Trigger1 = Time = 1
value = 12, 1

[State -2, 3]
type = VarSet
trigger1 = Win = 1
v = 3
value = 0

[State -2, 4]
type = LifeAdd
trigger1 = time = 0
trigger1 = RoundState = 4
value = -1

;---------------------------------------------------------------------------
; CNS Override
;---------------------------------------------------------------------------
; Dash Forward
[Statedef 100]
type    = S
physics = N
anim = 100
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
x = 6

[State 100, 2]
type = VelMul
trigger1 = AnimElem = 3, >= 4
x = .9

[State 100, 4]
type = CtrlSet
trigger1 = AnimTime = -4
value = 1

[State 100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 100, 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = AnimElem = 3, >= 0
pos = -15,-2

;---------------------------------------------------------------------------
; Dash Backward
[Statedef 105]
type    = S
physics = N
anim = 105
ctrl = 0

[State 100, 1]
type = VelSet
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
x = -6

[State 100, 2]
type = VelMul
trigger1 = AnimElem = 3, >= 4
x = .9

[State 100, 4]
type = CtrlSet
trigger1 = AnimTime = 0
value = 1

[State 100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 100, 6]
type = MakeDust
trigger1 = Time = 1
pos = -25,-2
spacing = 1

[State 100, 6]
type = MakeDust
trigger1 = AnimElem = 3, >= 0
pos = -15,-2

;---------------------------------------------------------------------------
; Sagat's Ending
;---------------------------------------------------------------------------
;The Ending 1... An unnescessary but fun state :P
[Statedef 182]
type = S

[State 181, 2]
type = Changestate
trigger1 = time = 0
value = 9001
ctrl = 0

;---------------------------------------------------------------------------
; The ending 2... From hence state 182 links....
[Statedef 9001]
type = S
ctrl = 0
anim = 9003
velset = 0,0,0

; Sfa3 End Theme
;(Doesn't work due to Mugen's "no sound on congrat's screen" problems.\/.!)
[State 200, 4] 
type = PlaySnd
trigger1 = AnimElem = 1
value = 5, 6
volume = 255

[State 3000, 4]
type = Explod
trigger1 = animelem = 1
persistent = 0
anim = 9005
pos = -20,-1
postype = back
sprpriority = 255
bindtime = 1