; Goku SSJ4 constants and state file.
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 68
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 1
volume = 255
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 15     ;Player width (back, ground)
ground.front = 13    ;Player width (front, ground)
air.back = 12        ;Player width (back, air)
air.front = 12       ;Player width (front, air)
height = 60	     ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too   
head.pos = -5, -90   ;Approximate position of head
mid.pos = -5, -60    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.3      ;Walk forward
walk.back = -2.2     ;Walk backward
run.fwd  = 4.6, 0    ;Run forward (x, y)
run.back = -4.5,-3.8 ;Hop backward (x, y)
jump.neu = 0,-8.4    ;Neutral jumping velocity (x, y)
jump.back = -2.55    ;Jump back Speed (x, y)
jump.fwd = 2.5       ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1      ;.
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .44         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
; WIN
[Statedef 180]
type = S

[State 180, 1] ;Vitoria Normal
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 1
value = 189

[State 180, 1] ; Final
type = ChangeState
trigger1 = Time = 0
trigger1 = Win = 0
value = 9797

; Final 
;Anima鈬o do Final

[Statedef 9797]
type = S
ctrl = 0
velset = 0,0,0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9797
facing = 1
pos = 0,0
postype = left
sprpriority = 1;-2
bindtime = -1
ownpal = 1
supermove = 1
removetime = 99999999999999999999999999

[Statedef 189]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 10,13

[State 180, 2] ;Win ( cumprimento )
type = VarSet
trigger1 = Matchover != 1
v = 10
value = 11

[State 180, 2] ;Win2 ( risada )
type = VarSet
trigger1 = Matchover = 1
v = 10
value = 12

[State 180, 8]
type = ChangeState
trigger1 = Var(10) = 11
value = 181

[State 180, 9]
type = ChangeState
trigger1 = Var(10) = 12
value = 2187

[State 180, 9]
type = ChangeState
trigger1 = Var(10) = 13
value = 195

;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基-{
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 21,0

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


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

[State 100, 1]
type = VelSet
trigger1 = 1
x = 5
y = 0

[State 100,assert]
type = AssertSpecial
trigger1 = command = "holdfwd"
flag = nowalk


[State 100, 2]
type = ChangeState
trigger1 = command != "holdfwd"
value = 0

;---------------------------------------------------------------------------
 RUN_BACK
[Statedef 105]
type    = S
physics = S
anim = 105

[State 100, 1]
type = VelSet
trigger1 = 1
x = -5
y = 0

[State 100,assert]
type = AssertSpecial
trigger1 = command = "holdback"
flag = nowalk


[State 100, 2]
type = ChangeState
trigger1 = command != "holdback"
value = 0



;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
; CNS レベル: 基本
;[Statedef 191]
;type = S
;ctrl = 0
;anim = 190
;velset = 0,0

;[State 191, 0]
;type = ChangeState
;trigger1 = P2name = "Goku SSJ4 by _Vision and MRP"
;trigger2 = P4name = "Goku SSJ4 by _Vision and MRP"
;value = 9193

;[State 191, 0]
;type = ChangeState
;trigger1 = P2name = "Goku"
;trigger2 = P4name = "Goku"
;value = 9193

;[State 191, 0]
;type = ChangeState
;trigger1 = P2name = "Kakaroto"
;trigger2 = P4name = "Kakaroto"
;value = 9193

;[State 191, 0]
;type = ChangeState
;trigger1 = P2name = "Vegeta Super Sayjin 4 by EB and BS"
;trigger2 = P4name = "Vegeta Super Sayjin 4 by EB and BS"
;value = 9197

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

;[State 191, 2] ;Assert this until you want "round 1, fight" to begin
;type = AssertSpecial
;trigger1 = AnimElemTime(10) < 0
;flag = Intro

;[State 191, 3]
;type = PlaySnd
;trigger1 = AnimElem = 2
;value = 6,0


;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -14, -44               ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 3             ;Time that the opponent slides back
ground.hittime  = 7             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
                                 ;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 201]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 201                       ;Change animation (Def: no change)
poweradd = 39                    ;Power to add (Def: 0)

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 53, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -14, -44               ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
                                 ;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
[State 201, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 201, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 202
poweradd = 45

[State 202 , 1]
type = PlaySnd
trigger1 = Time = 3
value = 3, 0

[State 202 , 111]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

[State 202 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -4,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 202 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
poweradd = 39

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2
volume=255

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0
volume=255

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -23,-36
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 210, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 2,0
anim = 230
poweradd = 39

[State 230, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 2
volume=255

[State 230, 1]
type = PlaySnd
trigger1 = Time = 7
value = 3, 0
volume=255

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -14,-57
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 230, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

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

;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 240
poweradd = 39                    ;Power to add (Def: 0)

[State 240 , 1]
type = PlaySnd
trigger1 = Time = 3
value = 3, 0

[State 240 , 111]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

[State 240 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 69
guardflag = MA
pausetime = 11,11
sparkxy = -10,-40
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 240 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning
;     KFM will get hit instead of trading hits with his opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 410                       ;Change animation (Def: no change)
poweradd = 25                    ;Power to add (Def: 0)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -1,-25                 ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
                                 ;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 430]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 430                       ;Change animation (Def: no change)
poweradd = 25                    ;Power to add (Def: 0)

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -14, -44               ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
                                 ;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air

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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410

[State 440, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

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

;This is the first hit, triggered on the 3rd element of animation.
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -1,-25
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

;This is the second hit, triggered on the 4th element of animation.
[State 410, 3] 
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -10,-83
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4

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


[Statedef 435]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 430

[State 440, 2]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

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

;This is the first hit, triggered on the 3rd element of animation.
[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -10,-55
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

;This is the second hit, triggered on the 4th element of animation.
[State 410, 3] 
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -10,-83
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4

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


[Statedef 437]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 430

[State 202 , 1]
type = PlaySnd
trigger1 = Time = 3
value = 3, 0

[State 202 , 111]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

[State 202 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -4,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 202 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430

[State 440, 2]
type = PlaySnd
trigger1 = Time = 2
value = 3, 0

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

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = 0
sparkxy = -10,-8
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

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

;---------------------------------------------------------------------------
;Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
; CNS レベル: 易
; 詳細: 

[Statedef 440]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 410

[State 202 , 1]
type = PlaySnd
trigger1 = Time = 3
value = 3, 0

[State 202 , 111]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

[State 202 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -1,-25
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 202 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 954]
type = S
physics = S
anim = 954
ctrl = 0

[State 954, 1]
type = Explod
triggerall = IsHelper = 0
trigger1 = NumExplod(6050) = 0
trigger1 = NumExplod(6050) = 0
trigger1 = NumExplod(6050) = 0
id = 6050
anim = 6050
pos = 1,0
sprpriority = -3
removetime = -1
bindtime = -1
ownpal = 1

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,5
volume = -40

[State 954, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 80,0

[State 954, 2]
type = PowerAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
value = 20

[State 954, 4]
type = ChangeState
trigger1 = command = "c"
value = 0
ctrl = 1

[Statedef 1700]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1000
juggle = 0
ctrl = 0
anim = 1700

[State 1700, ?]
type = PosFreeze
trigger1 = time >= 0

[State 1700, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0

[State 1700, Final Flash!!!]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0
volume=450

[State 1700, pause]
type = SuperPause
trigger1 = AnimElem = 1
pos = -16, -34

[State 1700, aura]
type = Explod
trigger1 = Time = 3
id = 950
anim = 951
pos = 0,0
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 1700, ball]
type = Explod
trigger1 = Time = 22
anim = 3002
pos = 30,-51
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 1700, raio]
type = Projectile
trigger1 = Time = 40
projanim = 1701
projhits = 20
projmisstime = 3
projpriority = 4
projremovetime = 70
projid = 3001
;velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 18,2
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = -1
sparkxy = -1000,1000
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1700, envshake]
type = EnvShake
trigger1 = Time = 60
time = 70

[State 1700, end]
type = ChangeState
trigger1 = Time = 130
value = 0
ctrl = 1

; Definic縊 do Teleport A
[statedef 7500]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7500, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57 
volume=255

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7500,1]
type = posadd
trigger1 = animelem = 5
x = -250

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[state 7500,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


; Definic縊 do Air Teleport A
[statedef 7550]
type = S
Movetype = I
Physics = S
Anim = 7505
ctrl = 0
poweradd = -100

[state 7500, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57 
volume=255

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7500,1]
type = posadd
trigger1 = animelem = 5
x = -100
y = -80

[state 7550,2]
type = changestate
trigger1 = animtime = 0
value = 3001
ctrl = 1



;---------------------------------------------------------------------------
; Definicion de Teleport B
[statedef 7510]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7510, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57
volume=255

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7510,1]
type = posadd
trigger1 = animelem = 5
x = -250
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[state 7510,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------

; Definicion de Teleport X
[statedef 7520]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7520, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57
volume=255

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7520,1]
type = posadd
trigger1 = animelem = 5
x = 100
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[state 7520,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------


; Definicion de Teleport Y
[statedef 7535]
type = S
Movetype = I
Physics = S
Anim = 7505
ctrl = 0
poweradd = -100

[state 7530, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57
volume=255

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7530,1]
type = posadd
trigger1 = animelem = 5
x = 350
y = -80

[state 7530,2,a]
type = turn
trigger1 = time = 36
value = 1

[state 7535,2]
type = changestate
trigger1 = animtime = 0
value = 3001
ctrl = 1


; Definicion de Teleport Y
[statedef 7530]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7530, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57
volume=255

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7530,1]
type = posadd
trigger1 = animelem = 5
x = 350
y = 0

[state 7530,2,a]
type = turn
trigger1 = time = 36
value = 1

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[state 7530,2]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

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


[Statedef -2]

; Power bar sobe sozinha
[State -2,1]
type = poweradd
trigger1 = time >= 0
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
trigger10 = palno = 10
trigger11 = palno = 11
trigger12 = palno = 12
value = 1

[State -2,1]
type = VarSet
trigger1 = palno = 1
trigger2 = palno = 2
trigger3 = palno = 3
trigger4 = palno = 4
trigger5 = palno = 5
trigger6 = palno = 6
trigger7 = palno = 7
trigger8 = palno = 8
trigger9 = palno = 9
trigger10 = palno = 10
trigger11 = palno = 11
trigger12 = palno = 12
v = 1
value = 1


[State -2, 1]
type = RemoveExplod
trigger1 = stateno = 0
trigger2 = stateno = 1510
trigger3 = stateno = 2000
trigger4 = stateno = 1070
trigger5 = stateno = 1020
trigger6 = stateno = 1030
trigger7 = stateno = 1050
trigger8 = stateno = 1060
trigger9 = stateno = 1000
trigger10 = stateno = 1010
trigger11 = stateno = 5000
trigger12 = stateno = 5001
trigger13 = stateno = 5010
trigger14 = stateno = 5011
trigger15 = stateno = 5020
trigger16 = stateno = 5030
trigger17 = stateno = 5035
trigger18 = stateno = 5040
trigger19 = stateno = 5050
trigger20 = stateno = 5070
trigger21 = stateno = 5071
trigger22 = stateno = 5080
trigger23 = stateno = 5081
trigger24 = stateno = 40
trigger25 = stateno = 50
trigger26 = stateno = 10
trigger27 = stateno = 20
trigger28 = stateno = 21
ID = 6050

; Landing
[State -2, 2]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 10,0

[Statedef 730]
type = S
movetype = I
physics = S
anim = 730
velset = 0
ctrl = 0

[State 730 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

[State 730, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7, 0
volume=255

;[State 730, 2]
;type = PlaySnd
;trigger1 = AnimElem = 1
;value = 1, 1
;volume=255

[Statedef 735]
type = S
movetype = I
physics = S
anim = 735

[State 735 , 1]
type = ChangeState
trigger1 = command != "charge"
trigger2 = command != "charge 1"
value = 740

[State 735,shake] 
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = TimeMod = 4,0
time = 4
ampl = 3
freq = 300

[State 100, 1]
type = AfterImage
trigger1 = Time = 16
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 16
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 735 , 2]
type = PowerAdd
trigger1 = Time = [0,12]
value = 10

[State 735 , 2]
type = ChangeState
trigger1 = Power >= 3000
value = 741

[State 735 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 735

[State 730, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0
volume=255

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1, 0
volume=255

[Statedef 740]
type = S
movetype = I
physics = S
anim = 740

[State 740 , 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 741]
type = S
movetype = I
physics = S
anim = 740

[state 741, 6]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 741 , 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1800]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1900
juggle = 0
ctrl = 0
anim = 1800

[State 1800, ?]
type = PosFreeze
trigger1 = time >= 0

[State 1800, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0

[State 1800, Final Flash!!!]
type = PlaySnd
trigger1 = time = 14
value = 4,0
volume=450

[State 1800, Final Flash!!!2]
type = PlaySnd
trigger1 = time = 13
value = 4,0
volume=450

[State 1800, pause]
type = SuperPause
trigger1 = AnimElem = 1
pos = -11116, -11134
anim = 101

[State 1800, aura]
type = Explod
trigger1 = Time = 99
id = 950
anim = 951
pos = 0,0
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 1800, ball]
type = Explod
trigger1 = Time = 930
anim = 3002
pos = 30,-51
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 1800, raio]
type = Projectile
trigger1 = Time = 70
projanim = 1801
projhits = 30
projmisstime = 3
projpriority = 4
projremovetime = 70
projid = 3001
;velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 21,6
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = -1
sparkxy = -1000,1000
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1800, envshake]
type = EnvShake
trigger1 = Time = 70
time = 80

[State 1800, end]
type = ChangeState
trigger1 = Time = 130
value = 0
ctrl = 1

[Statedef 1900]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -3000
juggle = 0
ctrl = 0
anim = 1900

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1900, Final Flash!!!2]
type = PlaySnd
trigger1 = time = 0
value = 44,0
volume=450

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9992
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 1900, ?]
type = PosFreeze
trigger1 = time >= 0

[State 1900, pause]
type = SuperPause
trigger1 = AnimElem = 1
pos = -16, -34
anim = 102

[State 735,shake] 
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = TimeMod = 4,0
time = 4
ampl = 4
freq = 300

[State 1900, aura]
type = Explod
trigger1 = Time = 3
id = 950
anim = 951
pos = 0,0
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 1900, ball]
type = Explod
trigger1 = Time = 30
anim = 3002
pos = 30,-51
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 1900, raio]
type = Projectile
trigger1 = Time = 175
projanim = 1901
projhits = 35
projmisstime = 3
projpriority = 4
projremovetime = 70
projid = 3001
;velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 33,16
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = -1
sparkxy = -1000,1000
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1900, envshake]
type = EnvShake
trigger1 = Time = 175
time = 175

[State 1900, end]
type = ChangeState
trigger1 = Time = 300
value = 3001
ctrl = 1

;Super Genki Dama
; Teleporte 
[Statedef 47800]
type = S
Movetype = I
Physics = S
Anim = 7501
ctrl = 0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9991
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 35

[State 1900, 2]
type = SuperPause
trigger1 = Time = 4
pos = 0, 0
anim = 61

[state 7510, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7510,1]
type = posadd
trigger1 = animelem = 5
x = -200
y = -100

[State 7510, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 81900
ctrl = 1


; Teleporte 
[Statedef 7825]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7510, sonido]
type = playsnd
trigger1 = animelem = 1
value = 0,57

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7510,1]
type = posadd
trigger1 = animelem = 5
x = 125
y = 100

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1900, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 7899]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 1912
velset = 0

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1900, 3]
type = PlaySnd
trigger1 = Time = 1
value = F7,0

[State 1900, 3]
type = PlaySnd
trigger1 = AnimElem = 10
value = 7, 0

[State 1900, 4]
type = Projectile
trigger1 = AnimElem = 14
projanim = 1913
projhitanim = 1910
projpriority = 2
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 25, -50
velocity = 9,7
attr = S, SP
damage   = 700
animtype = light
guardflag = MA
hitflag = MAFDP
pausetime = 22,22
hitsound   = 1900,1
sparkxy = 500,500
guardsound = S1900,1
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -4   
air.animtype = light
air.velocity = -4,-5
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
fall = 1
fall.recover = 0

[State 1910, envshake]
type = EnvShake
trigger1 = Time = 80
time = 90

[State 7510, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 7825
ctrl = 1

; Teleporte 
[Statedef 7825]
type = S
Movetype = I
Physics = S
Anim = 7502
ctrl = 0

[state 7510, sonido]
type = playsnd
trigger1 = animelem = 1
value = 0,57

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7510,1]
type = posadd
trigger1 = animelem = 5
x = 125
y = 100

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1900, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



[Statedef 4010]
type=S
movetype=A
physics=S
juggle=4
poweradd=-3000
ctrl=0
anim=4010

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 3000,MBS]
type=explod
trigger1=AnimElem = 1
anim=9990
facing=1
pos=0,0
postype=left
sprpriority=-2
bindtime=50
ownpal=1
supermove=1
removetime=65

[State 3000, 1]
type=Envcolor
trigger1=Time = 0
persistent=0
ignorehitpause=1
value=0, 0, 0
time=30
under=1
supermove=1


[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -26, -137
anim = 30
Time = 55

[State 100, 1]
type=AfterImageTime
trigger1=Time >= 4
time=40
trans=add
PalContrast=225,255,255
PalBright=10,10,10

[State 3000, 2]
type=PlaySnd
trigger1=Time = 0
value=1, 1

[State 3000, 2]
type=PlaySnd
trigger1=Time = 0
value=6, 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 4011
ctrl = 1

[Statedef 4011]
type=S
movetype=A
physics=S
juggle=0
poweradd=70
ctrl=0
anim=4011

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10


[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 6, 0

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2
y = 0
x = 40

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 1
animtype  = light
attr = S, NA
damage    = 30, 90
pausetime = 9,12
guardflag = MA
sparkxy = -10,-30
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type = Low            
ground.slidetime = 5         
ground.hittime  = 11         
ground.velocity = 1             
p2facing = 1
p2getp1state = 1
p1stateno = 4012

[State 3401, 5]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = AnimTime = 0
value = 4012

[State 3401, 6]
type = ChangeState
trigger1 = MoveHit != 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 4012]
type=S
movetype=A
physics=S
juggle=4
poweradd=0
ctrl=0
anim=4012
velset = 0,0,0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
trigger21 = AnimElem = 42
trigger22 = AnimElem = 44
trigger23 = AnimElem = 46
trigger24 = AnimElem = 48
trigger25 = AnimElem = 50
trigger26 = AnimElem = 52
trigger27 = AnimElem = 54
trigger28 = AnimElem = 56
trigger29 = AnimElem = 58
trigger30 = AnimElem = 60
trigger31 = AnimElem = 62
trigger32 = AnimElem = 64
trigger33 = AnimElem = 66
trigger34 = AnimElem = 68
trigger35 = AnimElem = 70
trigger36 = AnimElem = 72
trigger37 = AnimElem = 74
trigger38 = AnimElem = 76
trigger39 = AnimElem = 78
trigger40 = AnimElem = 80
trigger41 = AnimElem = 82
trigger42 = AnimElem = 84
trigger43 = AnimElem = 86
trigger44 = AnimElem = 88
trigger45 = AnimElem = 90
trigger46 = AnimElem = 92
trigger47 = AnimElem = 94
trigger48 = AnimElem = 96
trigger49 = AnimElem = 98
trigger50 = AnimElem = 100
;trigger51 = AnimElem = 102
value = 33, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
trigger21 = AnimElem = 42
trigger22 = AnimElem = 44
trigger23 = AnimElem = 46
trigger24 = AnimElem = 48
trigger25 = AnimElem = 50
trigger26 = AnimElem = 52
trigger27 = AnimElem = 54
trigger28 = AnimElem = 56
trigger29 = AnimElem = 58
trigger30 = AnimElem = 60
trigger31 = AnimElem = 62
trigger32 = AnimElem = 64
trigger33 = AnimElem = 66
trigger34 = AnimElem = 68
trigger35 = AnimElem = 70
trigger36 = AnimElem = 72
trigger37 = AnimElem = 74
trigger38 = AnimElem = 76
trigger39 = AnimElem = 78
trigger40 = AnimElem = 80
trigger41 = AnimElem = 82
trigger42 = AnimElem = 84
trigger43 = AnimElem = 86
trigger44 = AnimElem = 88
trigger45 = AnimElem = 90
trigger46 = AnimElem = 92
trigger47 = AnimElem = 94
trigger48 = AnimElem = 96
trigger49 = AnimElem = 98
trigger50 = AnimElem = 100
;trigger51 = AnimElem = 102
attr = S, NA
animtype  = light
damage    = 12,10
guardflag = MA
pausetime = 5,11
;sparkno = 0
sparkxy = -10,-50
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 300
ground.velocity = 0
air.velocity = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3187
ctrl = 1

[Statedef 3187]
type=S
ctrl=0
anim=735
velset=0,0

[State 735,shake] 
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = TimeMod = 4,0
time = 4
ampl = 5
freq = 300

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 730, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 7, 0
volume=255

[State 730, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1, 1
volume=255

[State 730, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1, 0
volume=255

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 12
value = 1, 0
volume=255

[State 1041, 3]
type = ChangeState
trigger1 = time = 140
value = 3188
ctrl = 1

[Statedef 3188]
type=S
ctrl=0
anim=730
velset=0,0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1041, 3]
type = ChangeState
trigger1 = time = 4
value = 3189
ctrl = 1

[Statedef 3189]
type=S
ctrl=0
anim=0
velset=0,0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1041, 3]
type = ChangeState
trigger1 = time = 60
value = 1030
ctrl = 1

[Statedef 1030]
type=S
movetype=A
juggle=4
poweradd=-2100
physics=N

[State 1030, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1030, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1030

[State 1030, pause]
type=SuperPause
trigger1=AnimElem = 1
pos=15, -27
anim = 101

[State 1030, 2]
type=PlaySnd
trigger1=Time = 2
value=6,0

[State 1030, 3]
type=HitDef
trigger1=AnimElem = 1
attr=S, SA
damage=980,2
animtype=Med
getpower=25
givepower=15
priority=5
hitflag=MAF
guardflag=MA
pausetime=8,14
sparkxy=-7775,-77750
sparkno=-1
hitsound=S0,8
guardsound=222,0
ground.type=Low
ground.slidetime=10
ground.hittime=15
ground.velocity=-1.2
air.velocity=-6.2

[State 1030, 3]
type = HitDef
persistant = 0
trigger1 = AnimElem = 2, >=0
trigger1 = hitcount < 1
attr = S, SA
damage    = 980,2
animtype  = Med
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 8,12
sparkxy = -5,-50
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2    
air.velocity = -1.2, -2
fall = 1

[State 1030, 6]
type=NotHitBy
trigger1=Time = 2
value=, N, S
time=5

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1030, 7]
type=ChangeState
trigger1=Time = 3
value=1031


[State 3000, 1]
type = Envcolor
trigger1 = winko = 1
trigger1 = movecontact = 1
persistent = 0
ignorehitpause = 1
value = 193, 19, 19
time = 30
under = 1
supermove = 1


[Statedef 1031]
type=A
movetype=A

[State 1031, 0]
type=VelSet
trigger1=Time = 0
x= 1
y=-11

[State 1031, pause]
type=SuperPause
trigger1=AnimElem = 1
pos=-14, -50

[State 1031, 1]
type=PosAdd
trigger1=Time = 0
x=-3

[State 1031, 2]
type=VelMul
trigger1=Time >= 0
x=.93

[State 1031, 4]
type=HitDef
persistant=0
trigger1=AnimElem = 2, >=0
trigger1=Hitcount < 2
attr=A, SA
priority=5
damage=980,2
getpower=30
givepower=15
guardflag=MA
pausetime=8,12
sparkxy=-8999,-19900
sparkno=-1
hitsound=S0,8
guardsound=6,0
ground.type=High
ground.slidetime=10
ground.hittime=15
ground.velocity=-1.2
air.velocity=-1.8,-1.5
guard.velocity=-7
fall=1

[State 225, 4]
type=Explod
trigger1=movehit = 1
persistent=0
anim=6009
pos=-10,-50
postype=p2
sprpriority=4
bindtime=1
ignorehitpause=1

[State 1031, 5]
type=changeAnim
trigger1=vel y > -1
value=1041
persistent=0

[State 1031, 3]
type=VelAdd
trigger1=Time >= 0
y=.56


[State 3000, 1]
type = Envcolor
trigger1 = winko = 1
trigger1 = movecontact = 1
persistent = 0
ignorehitpause = 1
value = 193, 19, 19
time = 30
under = 1
supermove = 1

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1031, 6] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
value = 1041

[Statedef 1041 ]
type    = A
movetype = A
physics = S
anim = 1041

[State 1041, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1041, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3000, 1]
type = Envcolor
trigger1 = winko = 1
trigger1 = movecontact = 1
persistent = 0
ignorehitpause = 1
value = 193, 19, 19
time = 30
under = 1
supermove = 1

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1041, 3]
type = ChangeState
trigger1 = time = 4
value = 2187
ctrl = 1

[Statedef 2187]
type=S
ctrl=0
anim=187
velset=0,0

[State 187, 1]
type=PlaySnd
trigger1=AnimElem = 2
value=20, 0

[State 1041, 3]
type = ChangeState
trigger1 = time = 70
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Voa_A
[Statedef 250]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 4,8                  ;Time attacker pauses, time victim shakes
numhits = 1                      ;Number of hits to count as (Def: 1)
sparkno = 0                   ;Spark image group and no (Def: set above)
sparkxy = -6,-49                ;X-offset for the "hit spark" rel. to p2,
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = High                 ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 9             ;Time that the victim slides back
ground.hittime  = 9             ;Time victim is in hit state
ground.velocity = -2             ;Velocity at which victim is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.velocity = -1.3,-3           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
[State 200,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;---------------------------------------------------------------------------
; Voa_B
[Statedef 260]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 210

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 210, 1] ;Uncomment if you want to play a sound
type = null; PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 32
guardflag = MA
pausetime = 4,8
sparkxy = -6,-49
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2

[State 210,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 0


[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;---------------------------------------------------------------------------
; Voa_X
[Statedef 270]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 220

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 220,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 4,8
sparkxy = -6,-53
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2


[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;---------------------------------------------------------------------------
; Voa_Y
[Statedef 280]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 60
ctrl = 0
velset = 0,0,0
anim = 230

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 230,Som]
type = PlaySnd
trigger1 = Time = 10
value = 200, 1

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 61
guardflag = MA
pausetime = 11,11
sparkxy = -6,-47
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -3
air.velocity = -2.2,-3.2


[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001

;Voar Inicio
[Statedef 3115]
type = A
movetype = A
physics = A
velset = 0,-7.2
poweradd= -100
ctrl = 0
anim = 3115

[State 2700,Sombra]
type = AfterImage
trigger1 = AnimElem = 1
time = 22
trans = add
timegap = 2
framegap = 2
length = 5
palfx = 104,176,248

[State 1000,Som]
type = PlaySnd
trigger1 = time = 3
value = 3000,0 

[state 3115, fim]
type = changestate
trigger1 = animtime = 0
value = 3001
ctrl = 1


;Voar
[Statedef 3001]
type = A
ctrl = 0
anim = 3001
velset = 0,0,0

[State 3001,Para]
type = VelSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) = 0
trigger2 = Pos Y < -205
x = 0
y = 0

[State 3001, Para2]
type = ChangeAnim
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Anim != 3001
value = 3001

[State 3001,Var(1)]
type = VarSet
trigger1 = command != "holdfwd"
trigger1 = command != "holdback"
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = Var(2) != 2
trigger2 = Var(2) = 2
trigger2 = Vel Y >= 2.4
v = 2
value = 1

[State 3001,Var(2)]
type = VarSet
trigger1 = Var(2) = 1
trigger1 = Vel Y <= -2.4
v = 2
value = 2

[State 3001,Up]
type = VelAdd
trigger1 = Var(2) = 1
y = -0.2

[State 3001,Down]
type = VelAdd
trigger1 = Var(2) = 2
y = 0.2

[State 3001,End]
type = VelSet
triggerall = Var(2) != 0
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
y = 0

[State 3001,EndVar]
type = VarSet
trigger1 = command = "holdfwd"
trigger2 = command = "holdback"
trigger3 = command = "holdup"
trigger4 = command = "holddown"
v = 2
value = 0


[State 3001, GoUp1]
type = VelAdd
trigger1 = command = "holdup"
y = -0.3

[State 3001,GoUp2]
type = VelSet
trigger1 = command = "holdup"
trigger1 = Vel Y > 0 
y = 0

[State 3001, GoUpAnim]
type = ChangeAnim
trigger1 = Anim != 3011
trigger1 = command = "holdup"
value = 3011

[State 3001, GoDown1]
type = VelAdd
trigger1 = command = "holddown"
y = 0.3

[State 3001,GoDown2]
type = VelSet
trigger1 = command = "holddown"
trigger1 = Vel Y < 0 
y = 0

[State 3001, GoDownAnim]
type = ChangeAnim
trigger1 = Anim != 3111
trigger1 = command = "holddown"
value = 3111

[State 3001, GoBack1]
type = VelAdd
trigger1 = command = "holdback"
x = -0.2

[State 3001,GoBack2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = Vel X > 0 
x = 0

[State 3001, GoBackAnim]
type = ChangeAnim
triggerall = Anim != 3113
trigger1 = command = "holdback"
value = 3113

[State 3001, GoFwd1]
type = VelAdd
trigger1 = command = "holdfwd"
x = 0.3

[State 3001, GoFwd2]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = Vel X < 0 
x = 0

[State 3001, GoFwdAnim]
type = ChangeAnim
trigger1 = Anim != 3112
trigger1 = command = "holdfwd"
value = 3112

[State 3001,Turn]
type = Turn
trigger1 = P2bodydist X < -29

[State 3001,Borda]
type = PosSet
trigger1 = Pos Y < -175
y = -175

[State 3001,Land]
type = ChangeState
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

[State 3001,End]
type = ChangeState
trigger1 = Time > 2
trigger1 = command = "fly"
value = 50
ctrl = 1

[State 3001,Win-Lose]
type = ChangeState
trigger1 = Win = 1
trigger2 = Lose = 1
value = 50

[Statedef 300]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 25                    ;Power to add (Def: 0)

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 23, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 5, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -14, -44               ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 3             ;Time that the opponent slides back
ground.hittime  = 10             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
                                 ;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
[State 200, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 3001,Voa]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 301]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 201                       ;Change animation (Def: no change)
poweradd = 25                    ;Power to add (Def: 0)

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 53, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -14, -44               ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
                                 ;Y-velocity at which opponent is pushed
air.hittime = 12                 ;Time before opponent regains control in air
[State 201, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 0

[State 201, 1]
type = PlaySnd
trigger1 = Time = 1
value = 3, 0

[State 201, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1


[Statedef 302]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 202

[State 202 , 1]
type = PlaySnd
trigger1 = Time = 3
value = 3, 0

[State 202 , 111]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 202 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 59
guardflag = MA
pausetime = 11,11
sparkxy = -4,-70
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 202 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1


[Statedef 31800]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1800
juggle = 0
ctrl = 0
anim = 1800

[State 1800, ?]
type = PosFreeze
trigger1 = time >= 0

[State 1800, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9991
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 85

[State 1800, Final Flash!!!]
type = PlaySnd
trigger1 = time = 14
value = 4,0
volume=450

[State 1800, Final Flash!!!2]
type = PlaySnd
trigger1 = time = 13
value = 4,0
volume=450

[State 1800, pause]
type = SuperPause
trigger1 = AnimElem = 1
pos = -16, -34
anim = 101

[State 1800, aura]
type = Explod
trigger1 = Time = 99
id = 950
anim = 951
pos = 0,0
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 1800, ball]
type = Explod
trigger1 = Time = 930
anim = 3002
pos = 30,-51
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 1800, raio]
type = Projectile
trigger1 = Time = 70
projanim = 1801
projhits = 30
projmisstime = 3
projpriority = 4
projremovetime = 70
projid = 3001
;velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 21,6
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = -1
sparkxy = -1000,1000
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1800, envshake]
type = EnvShake
trigger1 = Time = 70
time = 80

[State 1800, end]
type = ChangeState
trigger1 = Time = 135
value = 3001
ctrl = 1


[Statedef 31700]
type    = S
movetype= A
physics = S
velset = 0,0,0
poweradd = -1000
juggle = 0
ctrl = 0
anim = 1700

[State 1700, ?]
type = PosFreeze
trigger1 = time >= 0

[State 1800, supsnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = F20, 0

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 1700, Final Flash!!!]
type = PlaySnd
trigger1 = Time = 2
value = 4,0
volume=450

[State 1700, pause]
type = SuperPause
trigger1 = AnimElem = 1
pos = -16, -34

[State 1700, aura]
type = Explod
trigger1 = Time = 3
id = 950
anim = 951
pos = 0,0
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 1700, ball]
type = Explod
trigger1 = Time = 30
anim = 3002
pos = 30,-51
bindtime = -1
sprpriority = 4
removetime = 30
supermove = 1

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 1700, raio]
type = Projectile
trigger1 = Time = 37
projanim = 1701
projhits = 20
projmisstime = 3
projpriority = 4
projremovetime = 70
projid = 3001
;velocity = 0.001,0.001
offset = 0,0
attr = S, HP
damage   = 18,2
animtype = heavy
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,2
sparkno = -1
sparkxy = -1000,1000
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5   
fall = 1
air.animtype = Back
air.velocity = -5,-8
air.juggle = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
;PalFX
palfx.time = 23
palfx.add = 50,30,130

[State 1700, envshake]
type = EnvShake
trigger1 = Time = 37
time = 70

[State 1700, end]
type = ChangeState
trigger1 = Time = 111
value = 3001
ctrl = 1

[Statedef 310]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210

[State 210, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 2
volume=255

[State 210, 1]
type = PlaySnd
trigger1 = Time = 7
value = 3, 0
volume=255

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -23,-36
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 210, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1
;---------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 330]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 2,0
anim = 230

[State 230, 1]
type = PlaySnd
trigger1 = Time = 8
value = 0, 2
volume=255

[State 230, 1]
type = PlaySnd
trigger1 = Time = 7
value = 3, 0
volume=255

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 55
guardflag = MA
pausetime = 12,12
sparkno = 1
sparkxy = -14,-57
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 230, 3]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 340]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0,0
anim = 240

[State 240 , 1]
type = PlaySnd
trigger1 = Time = 3
value = 3, 0

[State 240 , 111]
type = PlaySnd
trigger1 = Time = 3
value = 0, 1

[State 3001,NoCair]
type = velset
trigger1 = Time >= 0
y = 0

[State 240 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 69
guardflag = MA
pausetime = 11,11
sparkxy = -10,-40
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 340 , 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
ctrl = 1



;Triple FIREBALL
[Statedef 1390]
type    = S
movetype= A
physics = S
poweradd= -80
ctrl = 0
anim = 1390
velset = 0

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1097, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0

[State 1097, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1006
projhitanim = 1106
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 9
accel = .2
offset = 38,-60
attr = S, SP
damage   = 35,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1097, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1391
ctrl = 1

;------------------------------------------
;Triple FIREBALL 1
[Statedef 1391]
type    = S
movetype= A
physics = S
poweradd= -80
ctrl = 0
anim = 1391
velset = 0

[State 1098, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1098, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1006
projhitanim = 1106
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 9
accel = .2
offset = 38,-58
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1098, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1392
ctrl = 1

;------------------------------------------
;Triple FIREBALL 2
[Statedef 1392]
type    = S
movetype= A
physics = S
poweradd= -80
ctrl = 0
anim = 1392
velset = 0

[State 1499, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1499, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1006
projhitanim = 1106
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 9
accel = .2
offset = 38,-60
attr = S, SP
damage   = 35,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1499, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Triple FIREBALL
[Statedef 2390]
type    = S
movetype= A
physics = S
poweradd= -70
ctrl = 0
anim = 1390
velset = 0

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1097, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0

[State 1097, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 9
accel = .2
offset = 30,-60
attr = S, SP
damage   = 35,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1097, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 2391
ctrl = 1

;------------------------------------------
;Triple FIREBALL 1
[Statedef 2391]
type    = S
movetype= A
physics = S
poweradd= -70
ctrl = 0
anim = 1390
velset = 0

[State 1098, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1098, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 9
accel = .2
offset = 30,-58
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1098, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 2392
ctrl = 1

;------------------------------------------
;Triple FIREBALL 2
[Statedef 2392]
type    = S
movetype= A
physics = S
poweradd= -70
ctrl = 0
anim = 1392
velset = 0

[State 1499, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[State 1499, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 9
accel = .2
offset = 30,-60
attr = S, SP
damage   = 35,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1499, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;FIREBALL_A
[Statedef 1000]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1099

[State 1000, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33,0

[State 1000, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1005
projhitanim = 1009
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 23,-57
attr = S, SP
damage   = 30,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

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

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

;FIREBALL_b
[Statedef 1099]
type    = S
movetype= A
physics = S
velset = 0,0,0
juggle = 4
ctrl = 0
anim = 1099

[State 1099, Ha!]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33,0

[State 1099, dan]
type = Projectile
trigger1 = AnimElem = 2
projanim = 1006
projhitanim = 1106
projshadow = -1
projpriority = 4
projremovetime = 100
projid = 1001
velocity = 6
accel = .2
offset = 38,-60
attr = S, SP
damage   = 43,8
animtype = hard
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = 5,3
sparkno = -1
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.animtype = Low
air.velocity = -1,-1
air.juggle = 2

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1099, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 602, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-40
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 602, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 240 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 45
guardflag = MA
pausetime = 11,11
sparkxy = -10,-40
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 602, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50


[Statedef 602]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600

[State 212, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 60
animtype = Hard
guardflag = MA
pausetime = 12,6
sparkxy =  -11,-55
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -9      
air.velocity = -3,-9.5
airguard.velocity = -3.5     
fall = 1

[State 602, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50


[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 610

[State 602, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 12
getpower  = 10
givepower = 10
guardflag = HA
priority = 3
pausetime = 7,8
sparkxy = -10,-40
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 602, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50

[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 610

[State 240 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 45
guardflag = MA
pausetime = 11,11
sparkxy = -10,-40
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

[State 602, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50


[Statedef 612]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 610

[State 212, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 60
animtype = Hard
guardflag = MA
pausetime = 12,6
sparkxy =  -10,-40
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -9      
air.velocity = -3,-9.5
airguard.velocity = -3.5     
fall = 1

[State 602, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 600]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3, 0

[State 602, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50


[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 5,0
anim = 1050


[State 615, 1]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
x = 5
y = 0

[State 615, 1]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6 = AnimElem = 11
trigger7 = AnimElem = 13
x = 5
y = 0

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=120
trans = add
PalContrast=139, 33, 41
PalBright=10,0,10

[State 735,shake] 
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = TimeMod = 4,0
time = 4
ampl = 3
freq = 300

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6 
trigger2 = AnimElem = 8 
trigger2 = AnimElem = 10 
trigger2 = AnimElem = 12 
trigger2 = AnimElem = 14 
value = 0, 2

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0
trigger2 = AnimElem = 4 
value = 33, 0
trigger3 = AnimElem = 6
value = 33, 0
trigger4 = AnimElem = 8
value = 33, 0
trigger5 = AnimElem = 10
value = 33, 0
trigger6 = AnimElem = 12
value = 33, 0
trigger7 = AnimElem = 14
value = 33, 0

[State 615, 1]
type = VelSet
trigger1 = Time = 0
x = 7
y = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0
[State 212, HitDef]
type = HitDef
trigger1 = AnimElem = 14
attr = S, NA
damage   = 60
animtype = Hard
guardflag = MA
pausetime = 12,6
sparkxy =  -10,-40
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 16
ground.velocity = -9      
air.velocity = -3,-9.5
airguard.velocity = -3.5     
fall = 1

[State 1050, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;Joelhada 
[Statedef 2992]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 1,0,0
anim = 2992

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

[State 735,shake] 
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = TimeMod = 4,0
time = 4
ampl = 3
freq = 300

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=20
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 2992, 2]
type = velset
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
x = 6

[State 2992, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 11,11
sparkxy = -2,-45
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 2992, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 40
guardflag = MA
pausetime = 11,11
sparkxy = -2,-45
hitsound   = 5,1
guardsound = 6,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -10
air.velocity = -10,-5

[State 3000, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 2992, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------
;joelhada seguida de chute

[Statedef 350]
type = S
movetype = A
ctrl = 0
velset = 0, 0
juggle = 1
anim = 350

[State 610, 4]
type = Velset
trigger1 = AnimElem = 1
x = 6

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=30
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 12

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 4600, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 25,20
sparkxy = -2,-45
sparkno = 1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 1
air.velocity = -5,-94.0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1090, 4]
type = ChangeState
trigger1 = movecontact = 1
value = 351
ctrl = 1

; chute
[Statedef 351]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 2
anim = 211

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 1;48
x = 4
y = -0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 11,11
sparkno = 1
sparkxy = -5,-58
guard.sparkno = -1
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-55  
air.velocity = 0,-55
fall = 1

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 12

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 350]
type = S
movetype = A
ctrl = 0
velset = 0, 0
juggle = 1
anim = 350

[State 610, 4]
type = Velset
trigger1 = AnimElem = 1
x = 6

[State 1050, 2]
type=AfterImage
trigger1= AnimElem = 1 
time=30
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 3

[State 4600, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 25,20
sparkxy = -2,-45
sparkno = 1
guard.sparkno = -1
sparkxy = -10,-70
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 1
air.velocity = -5,-94.0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1090, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1090, 4]
type = ChangeState
trigger1 = movecontact = 1
value = 351
ctrl = 1

; chute
[Statedef 351]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 2
anim = 211

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 1;48
x = 4
y = -0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 11,11
sparkno = 1
sparkxy = -5,-58
guard.sparkno = -1
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-55  
air.velocity = 0,-55
fall = 1

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 2

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 33, 0

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2989
ctrl = 1


[Statedef 2989]
type=S
ctrl=0
anim=195
velset=0,0

[State 187, 1]
type=PlaySnd
trigger1=AnimElem = 2
value=33, 0

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 70
value = 0
ctrl = 1

[Statedef 6010]
type=S
movetype=A
physics=S
juggle=4
poweradd=-2000
ctrl=0
anim=4010

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 65

[State 3000,MBS]
type=explod
trigger1=AnimElem = 1
anim=9990
facing=1
pos=0,0
postype=left
sprpriority=-2
bindtime=50
ownpal=1
supermove=1
removetime=65

[State 3000, 1]
type=Envcolor
trigger1=Time = 0
persistent=0
ignorehitpause=1
value=0, 0, 0
time=30
under=1
supermove=1


[State 3000, 1]
type = SuperPause
trigger1 = Time = 0
pos = -26, -137
anim = 30
Time = 55

[State 100, 1]
type=AfterImageTime
trigger1=Time >= 4
time=2
trans=add
PalContrast=225,255,255
PalBright=10,10,10

[State 3000, 2]
type=PlaySnd
trigger1=Time = 0
value=1, 1

[State 3000, 2]
type=PlaySnd
trigger1=Time = 0
value=6, 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6011
ctrl = 1

[Statedef 6011]
type=S
movetype=A
physics=S
juggle=0
poweradd=70
ctrl=0
anim=4011

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10


[State 410, 2]
type = PlaySnd
trigger1 = Time = 2
value = 6, 0

[State 410, 2] ;Gravity
type = VelAdd
trigger1 = AnimElem = 2
y = 0
x = 40

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 1
animtype  = light
attr = S, NA
damage    = 10, 90
pausetime = 9,12
guardflag = MA
sparkxy = -10,-30
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type = Low            
ground.slidetime = 5         
ground.hittime  = 11         
ground.velocity = 1             
p2facing = 1
p2getp1state = 1
p1stateno = 6012

[State 3401, 5]
type = ChangeState
trigger1 = MoveHit = 1
trigger1 = AnimTime = 0
value = 6012

[State 3401, 6]
type = ChangeState
trigger1 = MoveHit != 1
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 6012]
type=S
movetype=A
physics=S
juggle=4
poweradd=0
ctrl=0
anim=4012
velset = 0,0,0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 410, 2]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
trigger21 = AnimElem = 42
trigger22 = AnimElem = 44
trigger23 = AnimElem = 46
trigger24 = AnimElem = 48
trigger25 = AnimElem = 50
trigger26 = AnimElem = 52
trigger27 = AnimElem = 54
trigger28 = AnimElem = 56
trigger29 = AnimElem = 58
trigger30 = AnimElem = 60
trigger31 = AnimElem = 62
trigger32 = AnimElem = 64
trigger33 = AnimElem = 66
trigger34 = AnimElem = 68
trigger35 = AnimElem = 70
trigger36 = AnimElem = 72
trigger37 = AnimElem = 74
trigger38 = AnimElem = 76
trigger39 = AnimElem = 78
trigger40 = AnimElem = 80
trigger41 = AnimElem = 82
trigger42 = AnimElem = 84
trigger43 = AnimElem = 86
trigger44 = AnimElem = 88
trigger45 = AnimElem = 90
trigger46 = AnimElem = 92
trigger47 = AnimElem = 94
trigger48 = AnimElem = 96
trigger49 = AnimElem = 98
trigger50 = AnimElem = 100
;trigger51 = AnimElem = 102
value = 33, 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
trigger11 = AnimElem = 22
trigger12 = AnimElem = 24
trigger13 = AnimElem = 26
trigger14 = AnimElem = 28
trigger15 = AnimElem = 30
trigger16 = AnimElem = 32
trigger17 = AnimElem = 34
trigger18 = AnimElem = 36
trigger19 = AnimElem = 38
trigger20 = AnimElem = 40
trigger21 = AnimElem = 42
trigger22 = AnimElem = 44
trigger23 = AnimElem = 46
trigger24 = AnimElem = 48
trigger25 = AnimElem = 50
trigger26 = AnimElem = 52
trigger27 = AnimElem = 54
trigger28 = AnimElem = 56
trigger29 = AnimElem = 58
trigger30 = AnimElem = 60
trigger31 = AnimElem = 62
trigger32 = AnimElem = 64
trigger33 = AnimElem = 66
trigger34 = AnimElem = 68
trigger35 = AnimElem = 70
trigger36 = AnimElem = 72
trigger37 = AnimElem = 74
trigger38 = AnimElem = 76
trigger39 = AnimElem = 78
trigger40 = AnimElem = 80
trigger41 = AnimElem = 82
trigger42 = AnimElem = 84
trigger43 = AnimElem = 86
trigger44 = AnimElem = 88
trigger45 = AnimElem = 90
trigger46 = AnimElem = 92
trigger47 = AnimElem = 94
trigger48 = AnimElem = 96
trigger49 = AnimElem = 98
;trigger51 = AnimElem = 102
attr = S, NA
animtype  = light
damage    = 12,10
guardflag = MA
pausetime = 5,11
;sparkno = 0
sparkxy = -10,-50
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 300
ground.velocity = 0
air.velocity = 0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 100
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 11,11
sparkno = 1
sparkxy = -5,-58
guard.sparkno = -1
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-55  
air.velocity = 0,-55
fall = 1


[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 6351
ctrl = 1

[Statedef 6351]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 2
anim = 6202

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 1;48
x = 4
y = -0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 50
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 11,11
sparkno = 1
sparkxy = -5,-58
guard.sparkno = -1
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = 0,-56  
air.velocity = 0,-56
fall = 1

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 3

[State 2992, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 6500
ctrl = 1

[statedef 6500]
type = S
Movetype = I
Physics = S
Anim = 7500
ctrl = 0

[state 7500, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57 
volume=255

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7500,1]
type = posadd
trigger1 = animelem = 5
x = -230

[state 7500,2]
type = changestate
trigger1 = animtime = 0
value = 6187
ctrl = 1

[Statedef 6187]
type=S
ctrl=0
anim=195
velset=0,0

[State 187, 1]
type=PlaySnd
trigger1=AnimElem = 2
value=33, 0

[State 1041, 3]
type = ChangeState
trigger1 = time = 90
value = 1900
ctrl = 1

[Statedef 3210]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 5,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 3201                       ;Change animation (Def: no change)
poweradd = 25                    ;Power to add (Def: 0)

[State 1200 , 1]
type = veladd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 5

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 43, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
                                 ;Hit/Miss/Dodge type (Def: Hit)
pausetime = 15, 8                ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -14, -44               ;X-offset for the "hit spark" rel. to p2,
                                 ;Y-offset for the spark rel. to p1
hitsound = 5, 0                  ;Sound to play on hit
guardsound = 6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7             ;Time that the opponent slides back
ground.hittime  = 200            ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9         ;Guard velocity in air (def: (air.xvel*1.5              
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
                                 ;Y-velocity at which opponent is pushed
air.hittime = 15                 ;Time before opponent regains control in air

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

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 33, 0

[State 211, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Light
getpower = 70,35
givepower = 40,20
damage    = 60
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 11,11
sparkno = 1
sparkxy = -5,-58
guard.sparkno = -1
hitsound   = 5,1
guardsound = S1,7
ground.type = Low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -1,-9  
air.velocity = -1,-9
fall = 1


[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 211, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 615]
type    = A
movetype= A     
physics = A     
juggle  = 5
poweradd= 100
ctrl = 0
anim = 610

[State 615, 1]
type = PosAdd
trigger1 = Time = 0
x = 8
y = 20

[State 615, 1]
type = VelSet
trigger1 = Time = 0
x = 8
y = 0

[State 240 , 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 105
guardflag = MA
pausetime = 11,11
sparkxy = 8,-25
getpower = 0
givepower = 35
hitsound = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 11
ground.hittime  = 13
ground.velocity = -3     
air.velocity = -2.2,-3.2
fall = 1

p1stateno = 616

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 615, 7]
type = ChangeState
trigger1 = Pos Y = 0
value = 50
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 616]
type    = S
movetype= I
physics = S     
juggle  = 5
ctrl = 0
anim = 615

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 616, 1]
type = VelSet
trigger1 = Time = 1
x = -4
y = -2

[State 617, 7]
type = ChangeState
trigger1 = Time = 13
value = 50
ctrl = 1

; Bal縊 (inicio)
[Statedef 800]
type = S
movetype = A
physics = S
anim = 800
velset = 0,0
ctrl = 0

[State 1600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NT
priority = 2, miss
sparkno = -1
snap = 32,0,0,1
p1stateno = 810
p2stateno = 820

[State 1600, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------
; Bal縊 ( sucesso )
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0,0

[State 1601, Invincibility]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1601, SFX1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,0

[State 1601, Push]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 1601, Damage]
type = TargetLifeAdd
trigger1 = animtime = 0
value = -60

[State 1601, Bind1]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 10,0

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 10,0

[State 1601, Bind2]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 10,0

[State 1601, 12]
type = TargetState
trigger1 = AnimElem = 4
value = 821

[State 1602, Turn]
type = Turn
trigger1 = AnimElem = 5

[State 1601, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw_d (hit by, on ground)
[Statedef 820]
type    = A
movetype= H ;Get hit
physics = N
velset = 0,0
ctrl = 0

[State 930, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 930, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

;-------------------------------------------------------------------------
; Player 2 estado
[Statedef 821]
type    = A
movetype= H ;Get hit
physics = N
velset = 3.5,-8
anim = 5050
ctrl = 0

[State 931, 1]
type = PosAdd
Trigger1 = Time = 0
x =  10
y = -14

[State 931, 2] ;Gravity
type = VelAdd
Trigger1 = Time > 0
y = .4
[State 931, 3]
type = LifeAdd
Trigger1 = Time = 0
value = -60

[State 931, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 10
value = 5100 ;Hit ground

[Statedef 2070]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 5,0
anim = 2070

[State 615, 1]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
x = 4
y = 0

[State 615, 1]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
x = 4
y = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 735,shake] 
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = TimeMod = 4,0
time = 4
ampl = 3
freq = 300

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0
trigger2 = AnimElem = 4
value = 33, 0
trigger3 = AnimElem = 6
value = 33, 0
trigger4 = AnimElem = 8
value = 33, 0
trigger5 = AnimElem = 10
value = 33, 0

[State 615, 1]
type = VelSet
trigger1 = Time = 0
x = 7
y = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HP
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 100
ground.hittime  = 100
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 100
ground.hittime  = 100
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 100
ground.hittime  = 100
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2730
ctrl = 1

[statedef 2730]
type = S
Movetype = I
Physics = S
Anim = 2530
ctrl = 0

[state 7530, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57
volume=255

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7530,1]
type = posadd
trigger1 = animelem = 5
x = 17
y = -40

[state 7530,2]
type = changestate
trigger1 = animtime = 0
value = 602
ctrl = 1


[Statedef 2050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 60
ctrl = 0
velset = 5,0
anim = 2050

[State 615, 1]
type = VelSet
trigger1 = AnimElem = 1
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
x = 4
y = 0

[State 615, 1]
type = VelSet
trigger1 = AnimElem = 2
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
x = 4
y = 0

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 735,shake] 
type = EnvShake
trigger1 = Pos Y >= 0
trigger1 = TimeMod = 4,0
time = 4
ampl = 3
freq = 300

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 2

[State 1050, 1] 
type = PlaySnd
trigger1 = AnimElem = 2
value = 33, 0
trigger2 = AnimElem = 4
value = 33, 0
trigger3 = AnimElem = 6
value = 33, 0

[State 615, 1]
type = VelSet
trigger1 = Time = 0
x = 7
y = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HP
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 0
ground.hittime  = 10
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 18]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HP
animtype  = Hard
damage    = 30
guardflag = MA
pausetime = 16,18
sparkxy = -10,-70
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 100
ground.hittime  = 100
ground.velocity = .1
air.type = Low
air.velocity = 0
guard.velocity = -0.1
airguard.velocity = 0   
fall = 0

[State 1050, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2530
ctrl = 1

[statedef 2530]
type = S
Movetype = I
Physics = S
Anim = 2530
ctrl = 0

[state 7530, sonido]
type = playsnd
trigger1 = animelem = 2
value = 0,57
volume=255

[State 1211, 1]
type = velset
trigger1 = time >= 0
trigger1 = time <= 48
x = 0
y = 0

[state 7530,1]
type = posadd
trigger1 = animelem = 5
x = 380
y = 0

[State 3021, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[state 7530,2,a]
type = turn
trigger1 = time = 17
value = 1

[state 7530,2]
type = changestate
trigger1 = animtime = 0
value = 1020
ctrl = 1

[Statedef 1020]
type    = S
movetype= A
physics = N
juggle  = 6
;poweradd= -330
velset = 0,0
anim = 1020
ctrl = 0

[State 1020, Friction]
type = VelMul
trigger1 = Time >= 0
x = .85 * ifelse (AnimElemTime(6) < 0, 1, .8)

[State 1020, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 13
PalBright   =  60, 60, 60
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.85
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1020, Afterimage]
type = AfterImageTime
trigger1 = (Time >= 0) && (AnimElemTime(8) < 0)
time = 2

[State 1020, Blink]
type = PalFX
trigger1 = Time = 0
time = 20
add = 30,30,30
sinadd = 64,64,64,64

[State 1020, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 12

[State 1020, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1020, 3]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
x = 10

[State 1020, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 1020, 5]
type = VelSet
trigger1 = AnimElem = 4
x = 13

[State 1020, 6]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 102,4
getpower  = 0
priority  = 5
guardflag = MA
pausetime = 8,7
sparkxy = -15,-45
hitsound   = 5,4
guardsound = 6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-7
guard.velocity = -7
air.velocity = -8,-7
airguard.velocity = -5, -4
fall = 1
p2stateno = 1025

[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = Pos Y < 0
value = 3001

[State 1020, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, Anim] ;Custom animation
type = ChangeAnim2
trigger1 = Time >= 0
value = 1025

[State 1025, State]
type = ChangeState
trigger1 = HitShakeOver = 1
value = 1026

;------------------
[Statedef 1026]
type    = A
movetype= H
physics = N

[State 1026, Velocity]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 1026, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .45

[State 1026, No scroll]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 1026, Hit wall]
type = ChangeState
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1027

[State 1026, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;------------------
[Statedef 1027]
type    = A
movetype= H
physics = N

[State 1027, Turn]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1027, Pos]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1027, Stop moving]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1027, No scroll]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 1027, Spark]
type = Explod
trigger1 = Time = 0
anim = F72
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3

[State 1027, Anim]
type = ChangeAnim2
trigger1 = Time = 0
value = 1027

[State 1027, Sound]
type = PlaySnd
trigger1 = Time = 0
value = F7,0

[State 1027, State]
type = ChangeState
trigger1 = AnimTime = 0
value = 1028

;------------------
[Statedef 1028]
type    = A
movetype= H
physics = N

[State 1028, 1]
type = NotHitBy
trigger1 = Time >= 0
value = , NA, NP

[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -6

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.6

[State 1028, Turn]
type = Turn
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .35

[State 1028, Anim 5050] ;Self falling animation
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

[Statedef 81900]
type    = S
movetype= A
physics = S
poweradd= -3000
ctrl = 0
anim = 81900
velset = 0

[State 1900, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 80
value = , NA, SA, AT
time = 12

[State 1900, 3]
type = PlaySnd
trigger1 = AnimElem = 21
value = 6,0

[State 1900, 4]
type = AfterImage
trigger1 = Time = 1	
Time = 45
TimeGap  = 1
FrameGap = 4

[State 1900, 5]
type = AfterImageTime
trigger1 = Time >= 0
trigger1 = AnimElem = 2, < 0
time = 5

[State 1900, 3]
type = PlaySnd
trigger1 = Time = 2
value = 1, 2

[State 1900, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = , NA, SA, AT
time = 25

[State 1900, 8]
type = Projectile
trigger1 = AnimElem = 23 
projanim = 81901
projhitanim = 1009
;ProjRemAnim = 1009
;ProjEdgeBound = 50, 0
;ProjHeightBound = -240, 5
offset = 15, -36
velocity = 8.5, 0
remvelocity = .7, 0
projhits = 30
accel = 0, .05
; HitDef part of projectile info
attr = S, SP
damage    = 120,2
animtype  = Hard
getpower  = 50
givepower = 30
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-2.75
air.juggle = 3
fall.animtype = Hard
fall = 1
;PalFX
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 78,78,140

[State 1900, 8]
type = PlaySnd
value = 0,6
trigger1 = AnimElem = 23 
projanim = 81901
projhitanim = 1009
;ProjRemAnim = 1009
;ProjEdgeBound = 50, 0
;ProjHeightBound = -240, 5
offset = 5, -36
velocity = 8.5, 8
remvelocity = .7, 8
projhits = 30
accel = 0, .05
; HitDef part of projectile info
attr = S, SP
damage    = 120,2
animtype  = Hard
getpower  = 50
givepower = 30
pausetime = 0,12
sparkno = 1
sparkxy = 0, 0
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.velocity = -3.5,-2.75
air.juggle = 3
fall.animtype = Hard
fall = 1
;PalFX
palfx.time = 15
palfx.add = 32,0,0
palfx.mul = 78,78,140

[State 1900, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 80
value = , NA, SA, AT
time = 25

[State 1900, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 7825
ctrl = 1
;---------------------------------------------------------------------------

[Statedef 3030]
type=S
movetype=A
juggle=4
poweradd=-1700
physics=N

[State 1030, 0]
type = CtrlSet
trigger1 = Time = 0
value = 0

[State 1030, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 1030

[State 3000,MBS]
type = explod
trigger1 = AnimElem = 1
anim = 9990
facing = 1
pos = 0,0
postype = left
sprpriority = -2
bindtime = 50
ownpal = 1
supermove = 1
removetime = 35

[State 1030, pause]
type=SuperPause
trigger1=AnimElem = 1
pos=15, -27
anim = 101

[State 1030, 2]
type=PlaySnd
trigger1=animelem = 2
value=6,0

[State 1030, 2]
type=PlaySnd
trigger1=animelem = 1
value=1,1

[State 1030, 3]
type=HitDef
trigger1=AnimElem = 1
attr=S, SA
damage=205,2
animtype=Med
getpower=25
givepower=15
priority=5
hitflag=MAF
guardflag=MA
pausetime=8,14
sparkxy=-7775,-77750
sparkno=-1
hitsound=S0,8
guardsound=222,0
ground.type=Low
ground.slidetime=10
ground.hittime=15
ground.velocity=-1.2
air.velocity=-6.2

[State 1030, 3]
type = HitDef
persistant = 0
trigger1 = AnimElem = 2, >=0
trigger1 = hitcount < 1
attr = S, SA
damage    = 300,2
animtype  = Med
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 8,12
sparkxy = -5,-50
sparkno = 1
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.2    
air.velocity = -1.2, -2
fall = 1

[State 1030, 6]
type=NotHitBy
trigger1=Time = 2
value=, N, S
time=5

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1030, 7]
type=ChangeState
trigger1=Time = 3
value=3031


[State 3000, 1]
type = Envcolor
trigger1 = winko = 1
trigger1 = movecontact = 1
persistent = 0
ignorehitpause = 1
value = 193, 19, 19
time = 30
under = 1
supermove = 1


[Statedef 3031]
type=A
movetype=A

[State 1031, 0]
type=VelSet
trigger1=Time = 0
x= 1
y=-11

[State 1031, pause]
type=SuperPause
trigger1=AnimElem = 1
pos=-14, -50

[State 1031, 1]
type=PosAdd
trigger1=Time = 0
x=-3

[State 1031, 2]
type=VelMul
trigger1=Time >= 0
x=.93

[State 1031, 4]
type=HitDef
persistant=0
trigger1=AnimElem = 2, >=0
trigger1=Hitcount < 2
attr=A, SA
priority=5
damage=300,2
getpower=30
givepower=15
guardflag=MA
pausetime=8,12
sparkxy=-8999,-19900
sparkno=-1
hitsound=S0,8
guardsound=6,0
ground.type=High
ground.slidetime=10
ground.hittime=15
ground.velocity=-1.2
air.velocity=-1.8,-1.5
guard.velocity=-7
fall=1

[State 225, 4]
type=Explod
trigger1=movehit = 1
persistent=0
anim=6009
pos=-10,-50
postype=p2
sprpriority=4
bindtime=1
ignorehitpause=1

[State 1031, 5]
type=changeAnim
trigger1=vel y > -1
value=1041
persistent=0

[State 1031, 3]
type=VelAdd
trigger1=Time >= 0
y=.56


[State 3000, 1]
type = Envcolor
trigger1 = winko = 1
trigger1 = movecontact = 1
persistent = 0
ignorehitpause = 1
value = 193, 19, 19
time = 30
under = 1
supermove = 1

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1031, 6] 
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
value = 3041

[Statedef 3041 ]
type    = A
movetype = A
physics = S
anim = 1041

[State 1041, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1041, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3000, 1]
type = Envcolor
trigger1 = winko = 1
trigger1 = movecontact = 1
persistent = 0
ignorehitpause = 1
value = 193, 19, 19
time = 30
under = 1
supermove = 1

[State 100, 1]
type = AfterImage
trigger1 = Time = 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 100, 1]
type = AfterImageTime
trigger1 = Time >= 4
time = 2
trans = add
PalContrast =  225,255,255
PalBright = 10,10,10

[State 1041, 3]
type = ChangeState
trigger1 = time = 4
value = 0
ctrl = 1
