;===========================================================================
;                                    Chapter 2.
;=============================;-| Special Motions. |-;=======================
;                                    ) begin (
;============================================================================
; getsuga start
[StateDef 700,Getsuga start]
type                           = A
movetype                       = A
physics                        = S
juggle                         = 5
poweradd                       = 0
ctrl                           = 0
velset                         = 0,0
anim                           = 700
sprpriority                    = 0

[State 700, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 1
value                          = S2,3+ random%3
volume                         = 1200

[State 2000, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "getsuga small"
ID                             = 2000
stateno                        = 2000
pos                            = 0,0
postype                        = p1
sprpriority                    = -4
size.xscale                    = .6
size.yscale                    = .5

[State 420, Explod]
type                           = Explod
trigger1                       = animelem = 3
anim                           = 705
ID                             = 705
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 420, Explod]
type                           = Explod
trigger1                       = animelem = 4
anim                           = 3802
ID                             = 3802
pos                            = -55,-10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 3031, AfterImage]
type                           = AfterImage
trigger1                       = Time = 0
time                           = 40
PalBright                      =   0,  0,  0
PalContrast                    = 120,120,220
PalAdd                         =  0,0,0 ;29, 29, 29
PalMul                         = .37,.37,.77
trans                          = add
TimeGap                        = 2
FrameGap                       = 1
length                         = 9


[State 290, 4]
type = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1
;-------------------------------------------------------------------------------
; Getsuga Tenshou Wave
[Statedef 2000]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 6,0
anim                           = 2000;700
ctrl                           = 1
sprpriority                    = 4

[State 2000, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 2000, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
trigger3                       = AnimElem = 3
attr                           = S, SP
hitflag                        = MAF
animtype                       = Heavy
damage                         = 7,2
guardflag                      = MAFD
pausetime                      = 1,10
hitsound                       = S7,2
sparkno                        = S2001
sparkxy                        = 13, -5
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -5,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 4
envshake.ampl                  = 3

[State 3031, 1]
type                           = AfterImage
trigger1                       = Time = 0
time                           = 9999
PalBright                      =   0,  0,  0
PalContrast                    = 120,120,220
PalAdd                         =  0,0,0 ;29, 29, 29
PalMul                         = .37,.37,.77
trans                          = add
TimeGap                        = 2
FrameGap                       = 1
length                         = 7

[State 2000, 4]
type                           = destroyself
trigger1                       = frontedgedist < -70
;---------------------------------------------------------------------------;
;stab sword in ground
[StateDef 710,Getsuga start]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 5
poweradd                       = 0
ctrl                           = 0
velset                         = 0,0
anim                           = 710
sprpriority                    = 0

[State 1500, 1]
type                           = NotHitBy
trigger1                       = ANIMELEM = 3
value                          = SCA, NA, SA, AP, AT
time                           = 50

[State 6500, EnvShake]
type                           = EnvShake
trigger1                       = ANIMELEM = 3
time                           = 30
freq                           = 60
ampl                           = -2

[State 700, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 1
value                          = S2,5
volume                         = 900

[State 700, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 3
value                          = s3,8
volume                         = 900

[State 700, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 3
value                          = s3000,0
volume                         = 900

[State 700, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 3
value                          = s3000,1
volume                         = 900

[State 3000, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "blue fx"
ID                             = 3000
stateno                        = 3000
BINDTIME                       = 300
removeongethit                 = 1
pos                            = 0,0
postype                        = p1
sprpriority                    = -4
size.xscale                    = 2
size.yscale                    = 1

[State 3001, Explod]
type                           = Explod
trigger1                       = animelem = 3
anim                           = 3001
ID                             = 3001
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 0

[State 3001, Explod]
type                           = Explod
trigger1                       = animelem = 3
anim                           = 3002
ID                             = 3002
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
[State 3001, Explod]
type                           = Explod
trigger1                       = animelem = 3
anim                           = 6790
ID                             = 6790
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 0

[State 3001, Explod]
type                           = Explod
trigger1                       = animelem = 4
anim                           = 2035
ID                             = 2035
pos                            = -30,10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4

[State 3001, Explod]
type                           = Explod
trigger1                       = animelem = 4
anim                           = 2035
ID                             = 2035
pos                            = 0,10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4

[State 3001, Explod]
type                           = Explod
trigger1                       = animelem = 4
anim                           = 2035
ID                             = 2035
pos                            = 30,10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4

[State 710, 4]
type = ChangeState
trigger1                       = AnimTime = 0
value                          = 0
ctrl                           = 1
;-------------------------------------------------------------------------------
; blue FX
[Statedef 3000]
type                           = S
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 40
velset                         = 0,0
anim                           = 3000
ctrl                           = 1
sprpriority                    = 4

[State 0, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

;[State 10, 2]
;type                           = VelSet
;trigger1                       = 1
;x                              = 0

[State 710, BindToRoot]
type = BindToRoot
trigger1                       = animelem = 3
time                           = 300
pos                            = 0,0

[State 3000, 2]
type                           = hitdef
trigger1                       = Time %3 = 0 && Time <= 30
damage                         = 10, 3
attr                           = S, SP
hitflag                        = MAFD
animtype                       = Heavy
guardflag                      = MA
hitflag                        = MAFD
priority                       = 7,Hit
velocity                       = 0,0
pausetime                      = 0, 5
guard.sparkno                  = s956
sparkno                        = -1
sparkxy                        = -15, 20
hitsound                       = s7, 2
guardsound                     = s120, 0
ground.type                    = High
ground.slidetime               = 50
ground.hittime                 = 20
ground.velocity                = -26, -7
airguard.velocity              = -5
air.type                       = High
air.velocity                   = -28, -9
air.hittime                    = 20
fall                           = 1
air.fall                       = 1
fall.recover                   = 0

[State 3031, 1]
type                           = AfterImage
trigger1                       = Time = 0
time                           = 9999
PalBright                      =   0,  0,  0
PalContrast                    = 120,120,220
PalAdd                         =  0,0,0 ;29, 29, 29
PalMul                         = .37,.37,.77
trans                          = add
TimeGap                        = 2
FrameGap                       = 2
length                         = 12


[State 3000, Destroy]
type                           = DestroySelf
trigger1                       = animtime = 0
;---------------------------------------------------------------------------
; AIR GETSUGA start
[Statedef 3600,]
type                           = A
movetype                       = A
physics                        = A
juggle                         = 4
poweradd                       = 70
ctrl                           = 0
anim                           = 3600

[State 0, VelSet]
type                           = VelSet
trigger1                       = time = 3
y                              = -6

[State 3000, Helper]
type                           = Helper
trigger1                       = animelem = 4
helpertype                     = normal
name                           = "air getsuga"
ID                             = 3603
stateno                        = 3603
BINDTIME                       = 300
removeongethit                 = 1
pos                            = -20,-46
postype                        = p1
sprpriority                    = -4

[State 3600, 1]
type                           = HitDef
trigger1                       = AnimElem = 3
attr                           = S, NA
damage                         = 5,2
animtype                       = Light
velocity                       = 3.2,2
guardflag                      = MA
hitflag                        = MAF
priority                       = 3, Hit
pausetime                      = 0, 10
sparkno                        = S8100+RANDOM%14
sparkxy                        = -15, -46
hitsound                       = S4000, 0
guardsound                     = S120, 0
ground.type                    = High
ground.slidetime               = 5
ground.hittime                 = 12
ground.velocity                = -4
airguard.velocity              = -1.9,-.8
air.type                       = High
fall                           = 1
air.velocity                   = -1.4,-3
air.hittime                    = 12


[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 1
value                          = S2,4
volume                         = 900
channel                        = 1

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 1
value                          = S2,4
volume                         = 900

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = animelem = 4
value                          = S6,4
volume                         = 900

[State 3600, 1]
type                           = Projectile
trigger1                       = AnimElem = 4
projanim                       = 3602
projhitanim                    = 9999999
projpriority                   = 1
projheightbound                = 0, 0
projedgebound                  = 100
projscreenbound                = 100
projhit                        = 4
projshadow                     = -1
offset                         = -20,-46
velocity                       = 10.9,4
attr                           = S, SP
damage                         = 50,5
animtype                       = heavy
guardflag                      = MA
hitflag                        = MAFDP
pausetime                      = 0,10
sparkno                        = s6000
hitsound                       = s3000,1
sparkxy                        = 50,50
guardsound                     = S3000,0
guard.volume                   = 900
guard.sparkno                  = s6000
ground.type                    = Low
ground.slidetime               = 25
ground.hittime                 = 25
ground.velocity                = -6
air.animtype                   = Back
air.velocity                   = -4,-6
air.juggle                     = 3
air.fall                       = 1
fall                           = 1
down.velocity                  = -4,-6
down.hittime                   = 30
down.bounce                    = 1

[State 3600, Explod]
type                           = Explod
trigger1                       = animelem = 3
anim                           = 3601
ID                             = 3601
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 3600, 5]
type = CtrlSet
trigger1 = Time = 100
value = 1
ctrl = 0

;-------------------------------------------------------------------------------
; air Getsuga
[Statedef 3603]
type                           = A
movetype                       = A
physics                        = N
juggle                         = 15
airjuggle                      = 15
poweradd                       = 30
velset                         = 10.9,4
anim                           = 3603;3600
ctrl                           = 1
sprpriority                    = 4

[State 2000, AssertSpecial]
type                           = AssertSpecial
trigger1                       = 1
flag                           = noshadow

[State 2000, 2]
type                           = hitdef
trigger1                       = AnimElem = 1
trigger2                       = AnimElem = 2
trigger3                       = AnimElem = 3
attr                           = S, SP
hitflag                        = MAFDP
animtype                       = hard
damage                         = 15,2
guardflag                      = MA
priority                       = 3, Hit
pausetime                      = 0,10
hitsound                       = S4000,0
sparkno                        = s6000
sparkxy                        = 20,20
guardsound                     = s120,0
ground.type                    = High
ground.slidetime               = 6
ground.hittime                 = 9
ground.velocity                = -5,0
air.velocity                   = -5,-2
air.fall                       = 1
getpower                       = 0
fall                           = 1
envshake.time                  = 7
envshake.ampl                  = 3

[State 2000, AfterImage]
type                           = AfterImage
trigger1                       = time = 0
time                           = 300
length                         = 9
palcontrast                    = 256,256,256
paladd                         = 0,0,0
timegap                        = 0
framegap                       = 1
trans                          = Add

[State 2000, 4]
type                           = destroyself
trigger1                       = frontedgedist < -70

;---------------------------------------------------------------------------
; STEEL UPPERCUT
[Statedef 1120, STEEL UPPERCUT ]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 8
poweradd                       = 30
velset                         = 0,0
anim                           = 1120
ctrl                           = 0
sprpriority                    = 2

[State 1120, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = S6,4
volume                         = 900

[State 1120, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = S6,4
volume                         = 900

[State 1120, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = S2,8
volume                         = 900
channel                        = 1

[State 1120,07]
type                           = VelSet
trigger1                       = AnimElem = 1
x                              = 1

[State 1120,08]
type                           = NotHitBy
trigger1                       = AnimElem = 4,<=0
value                          = SCA

[State 1120,09]
type                           = HitDef
trigger1                       = AnimElem = 4
trigger2                       = animelem = 5
trigger3                       = animelem = 6
attr                           = S, SA
animtype                       = Heavy
getpower                       = 30
damage                         = 5, 2
priority                       = 5
guardflag                      = MA
pausetime                      = 0,2
sparkno                        = S8100+RANDOM%14
sparkxy                        = -15, -46
guard.sparkno                  = -0
hitsound                       = S4000,0
guardsound                     = S120,0
ground.type                    = Low
ground.slidetime               = 18
ground.hittime                 = 18
ground.velocity                = -2,-8
guard.velocity                 = -7
air.velocity                   = -4,-6
air.fall                       = 1
fall.animtype                  = Hard
fall.recover                   = 0
envshake.time                  = 7
envshake.ampl                  = 3

[State 420, Explod]
type                           = Explod
trigger1                       = animelem = 4
anim                           = 1121
ID                             = 1121
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[state 1120,14]
type                           = StatetypeSet
trigger1                       = Animelem = 4
value                          = A

[State 1120,15]
type                           = PosAdd
trigger1                       = AnimElem = 3
x                              = 0

[State 1120,16]
type                           = VelSet
trigger1                       = AnimElem = 4
x                              = 17
y                              = -8

[State 1120,17]
type                           = VelAdd
trigger1                       = AnimElemTime(6) >= 1
x                              = 1
y                              = .6

[State 1120,18]
type                           = VelSet
trigger1                       = AnimElem = 5
x                              = .9

[State 1120,20]
type                           = ChangeState
triggerall                     = animelem = 8
trigger1                       = movehit
value                          = 3600

[State 1120,20]
type                           = ChangeState
trigger1                       = Vel Y > 0 && Pos Y >= -10
value                          = 1160

;---------------------------------------------------------------------------
; landing from uppercut anim
[Statedef 1160]
type                           = S
movetype                       = I
physics                        = S
anim                           = 1160
ctrl                           = 0
velset                         = 0,0
sprpriority                    = 2

[State 1160,01]
type                           = PosSet
trigger1                       = time = 0
y                              = 0

[State 1160,04]
type                           = Changestate
trigger1                       = Animtime = 0
value                          = 0
ctrl                           = 1

;-------------------------------------------------------------------------
; Charge
[Statedef 1030]
type                           = S
movetype                       = I
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 1030
poweradd                       = 0
sprpriority                    = 0

[State 1000, ChangeAnim]
type                           = ChangeAnim
triggerall                     = var(0) = 75
trigger1                       = Anim != 2030
value                          = 2030

[State 1030, EnvShake]
type                           = EnvShake
trigger1                       = time = 20
time                           = 99999
freq                           = 30
ampl                           = -2
phase                          = 50

[State 1030, PlaySnd]
type                           = PlaySnd
trigger1                       = time = 16
value                          = 3,6
volume                         = 800
loop                           = 1
channel                        = 6

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = ANIMELEM = 1
value                          = 2,4
volume                         = 900
channel                        = 1

[State 0, Explod]
type                           = Explod
trigger1                       = time = 16
anim                           = 8005
ID                             = 8000
pos                            = 0,10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -1
scale                          = 1,1
sprpriority                    = -4
ontop                          = 0
ownpal                         = 1
removeongethit                 = 1

[State 0, Explod]
type                           = explod
trigger1                       = time = 16
anim                           = 8007
ID                             = 8007
pos                            = 0,10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -1
scale                          = 0.1,0.1
sprpriority                    = 2
ontop                          = 1
ownpal                         = 1
removeongethit                 = 1

[State 0, Explod]
type                           = explod
trigger1                       = time = 16
anim                           = 8008
ID                             = 8008
pos                            = 0,10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -1

sprpriority                    = 2
ontop                          = 1
ownpal                         = 1
removeongethit                 = 1

[State 0, ModifyExplod]
type                           = ModifyExplod
trigger1                       = 1
ID                             = 8007
scale                          = 0.1*power/390,0.1*power/390



[State 0, VarSet]
type                           = VarSet
trigger1                       = 1
v                              = 30
value                          = power/120

[State 0, PowerAdd]
type                           = PowerAdd
trigger1                       = time >= 1
value                          = 10

[State -2, LifeAdd]
type = LifeAdd
trigger1 = ((GameTime%5) = 0)
value = 2
kill = 0
absolute = 0

[State 0, ChangeState]
type                           = ChangeState
triggerall                     = var(20) = 1
trigger1                       = p2dist X < 45
trigger2                       = power > 2999
value                          = 1031
ctrl                           = 1

[State 0, ChangeState]
type                           = ChangeState
triggerall                     = time >= 16
trigger1                       = power >= 6000
trigger2                       = command != "CHARGE"
value                          = 1031
ctrl                           = 0
;---------------------------------------------------------------------------
; Charge STOP
[Statedef 1031]
type                           = S
movetype                       = I
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 1031
poweradd                       = 50
sprpriority                    = 0

[State 1000, ChangeAnim]
type                           = ChangeAnim
triggerall                     = var(0) = 75
trigger1                       = Anim != 2031
value                          = 2031

[State 0, Explod]
type                           = Explod
trigger1                       = !time
anim                           = 8006
ID                             = 8006
pos                            = 0,10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = 15
removetime                     = -2
scale                          = 1,1
sprpriority                    = -2
ontop                          = 0
shadow                         = 0,0,0
ownpal                         = 1
removeongethit                 = 0

[State 0, Explod]
type                           = Explod
trigger1                       = !time
anim                           = 8004
ID                             = 8004
pos                            = 0,10
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = 15
removetime                     = -2
scale                          = 1,1
sprpriority                    = 4
ontop                          = 0
shadow                         = 0,0,0
ownpal                         = 1
removeongethit                 = 0

[State 0, StopSnd]
type                           = StopSnd
trigger1                       = time = 0
channel                        = 6

[State 0, EnvShake]
type                           = EnvShake
trigger1                       = !time
time                           = 1
freq                           = 30
ampl                           = -3
phase                          = 50

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time && power >= 6000
value                          = 2,8
volume                         = 1000

[State 0, RemoveExplod]
type                           = RemoveExplod
trigger1                       = time = 8
id                             = 8007

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

;---------------------------------------------------------------------------
; Full cut dash LITE
[Statedef 1023]
type                           = S
movetype                       = I
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 1020
poweradd                       = 50
sprpriority                    = 0

[State 0, AfterImageTime]
type                           = AfterImageTime
trigger1                       = 1
time                           = 2

[State 2000, AfterImage]
type                           = AfterImage
trigger1                       = time = 0
time                           = 10
length                         = 9
palcontrast                    = 256,256,256
paladd                         = 0,0,0
timegap                        = 0
framegap                       = 1
trans                          = Add

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = 2,IfElse(random < 500,3,8)
volume                         = 800

[State 0, VelSet]
type                           = VelSet
trigger1                       = time >= 3
x                              = 7

[State 0, ChangeState]
type                           = ChangeState
triggerall                     = time >= 3
trigger1                       = time = 20
trigger2                       = p2dist X < 35
value                          = 1024
ctrl                           = 0

;---------------------------------------------------------------------------
; full cut bigen LITE
[Statedef 1024]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 1
ctrl                           = 0
anim                           = 1021
poweradd                       = 90
sprpriority                    = 2

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = 3,8
volume                         = 800

[State 1021, 1]
type                           = HitDef
trigger1                       = Time = 0
attr                           = S, NA
damage                         = 30, 15
animtype                       = medium
guardflag                      = MAFD
hitflag                        = MAFD
priority                       = 3, Hit
pausetime                      = 0, 12
sparkno                        = S8100+RANDOM%14
sparkxy                        = -15, -46
guard.sparkno                  = s2001
hitsound                       = s7, 2
guardsound                     = s120, 0
ground.type                    = high
ground.slidetime               = 5
ground.hittime                 = 12
ground.velocity                = -2,-6
airguard.velocity              = -1.9,-.8
air.type                       = High
air.velocity                   = -3,-3
air.hittime                    = 12
P2STATENO                      = 30000

[State 0, Explod]
type                           = Explod
trigger1                       = animelem = 1
anim                           = 1022
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 2000, AfterImage]
type                           = AfterImage
trigger1                       = time = 0
time                           = 30
length                         = 9
palcontrast                    = 256,256,256
paladd                         = 0,0,0
timegap                        = 0
framegap                       = 1
trans                          = Add

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

;---------------------------------------------------------------------------
; Full cut dash
[Statedef 1020]
type                           = S
movetype                       = I
physics                        = S
juggle                         = 1
velset                         = 0,0
ctrl                           = 0
anim                           = 1020
poweradd                       = 50
sprpriority                    = 0

[State 0, AfterImageTime]
type                           = AfterImageTime
trigger1                       = 1
time                           = 2

[State 2000, AfterImage]
type                           = AfterImage
trigger1                       = time = 0
time                           = 10
length                         = 9
palcontrast                    = 256,256,256
paladd                         = 0,0,0
timegap                        = 0
framegap                       = 1
trans                          = Add

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = 2,IfElse(random < 500,3,8)
volume                         = 800

[State 0, VelSet]
type                           = VelSet
trigger1                       = time >= 3
x                              = 8

[State 0, ChangeState]
type                           = ChangeState
triggerall                     = time >= 3
trigger1                       = time = 14
trigger2                       = p2dist X < 35
value                          = 1021
ctrl                           = 0

;---------------------------------------------------------------------------
; full cut bigen
[Statedef 1021]
type                           = S
movetype                       = A
physics                        = S
juggle                         = 1
ctrl                           = 0
anim                           = 1021
poweradd                       = 90
sprpriority                    = 2

[State 0, PlaySnd]
type                           = PlaySnd
trigger1                       = !time
value                          = 3,8
volume                         = 800

[State 1021, 1]
type                           = HitDef
trigger1                       = Time = 0
attr                           = S, NA
damage                         = 30, 15
animtype                       = medium
guardflag                      = MAFD
hitflag                        = MAFD
priority                       = 3, Hit
pausetime                      = 0, 12
sparkno                        = S8100+RANDOM%14
sparkxy                        = -15, -46
guard.sparkno                  = s2001
hitsound                       = s7, 2
guardsound                     = s120, 0
ground.type                    = high
ground.slidetime               = 5
ground.hittime                 = 12
ground.velocity                = -2,-6
airguard.velocity              = -1.9,-.8
air.type                       = High
air.velocity                   = -3,-3
air.hittime                    = 12

[State 0, Explod]
type                           = Explod
trigger1                       = animelem = 1
anim                           = 1022
pos                            = 0,0
postype                        = p1
facing                         = 1
vfacing                        = 1
bindtime                       = -1
removetime                     = -2
sprpriority                    = 4
removeongethit                 = 1

[State 2000, AfterImage]
type                           = AfterImage
trigger1                       = time = 0
time                           = 30
length                         = 9
palcontrast                    = 256,256,256
paladd                         = 0,0,0
timegap                        = 0
framegap                       = 1
trans                          = Add

[State 0, ChangeState]
type                           = ChangeState
triggerall                     = animelem = 6
trigger1                       = movehit
value                          = 1120
ctrl                           = 1

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

;---------------------------------------------------------------------------
; flash step Ground
[Statedef 500]
type = S
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 500
poweradd = -150
sprpriority = 2

[State 500, Turn]
type = Turn
trigger1 = AnimElem = 5
trigger1 = command != "holdback"

[State 500, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = ifelse(command = "holdback", -175,p2bodydist x + 100)
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s3,3
volume = 20
channel = 2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s140,27
volume = 255

[State 3051, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; FLASH STEP AIR
[Statedef 501]
type = A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 501
poweradd = -150
sprpriority = 2

[State 501, Turn]
type = Turn
trigger1 = AnimElem = 5
trigger1 = command != "holdback"

[State 501, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = ifelse(command = "holdback", -175,p2bodydist x + 100)
y = 0

[State 501, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
value = s3,3
volume = 255
channel = 2

[State 501, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
physics = A

[State 501, CtrlSet]
type = CtrlSet
trigger1 = AnimElem = 6
value = 1

[State 0, ChangeState]
type                           = ChangeState
trigger1                       = animtime = 0
value                          = 47
ctrl                           = 1

;---------------------------------------------------------------------------
; Standing Parry
; CNS difficulty: easy
[StateDef 6100]
type = S
movetype = I
physics = S
anim = 6100
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 60

[State 6100, Pause]
type = Pause
trigger1 = !Time
time = 12
movetime = 12

[State 6100, HitBy]
type = NotHitBy
trigger1 = 1
time = 1
value = SCA

[State 6100, Parry Sound]
type = PlaySnd
trigger1 = time = 20
value = S2,9
volume = 900

[State 6100, Parry Sound]
type = PlaySnd
trigger1 = time = 20
value = S2,9
volume = 900

[State 6100, Parry Sound]
type = PlaySnd
trigger1 = time=0
value = S6100,0

[State 6102, Parry Sound]
type = PlaySnd
trigger1 = !Time
value = S6100,0

[State 6100, Parry Spark]
type = Explod
trigger1 = time=0
anim = 8965
ID = 8965
sprpriority = 5
postype = p1
pos = 25,-50
pausemovetime = 999999
ownpal = 1
scale = .5,.5

[State 6100, RemoveExplod]
type = RemoveExplod
trigger1=animelem=3
id = 8965

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 6100, CtrlSet]
type = CtrlSet
trigger1 = Time > 10
value = 1

[State 6100, ChangeState]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Crouching Parry
; CNS difficulty: easy
[StateDef 6101]
type = C
movetype = I
physics = C
anim = 6101
velset = 0,0
ctrl = 0
sprpriority = 2
poweradd = 60

[State 6100, Pause]
type = Pause
trigger1 = !Time
time = 10
movetime = 10

[State 6100, HitBy]
type = NotHitBy
trigger1=1
time=1
value=SCA

[State 6100, Parry Sound]
type = PlaySnd
trigger1= Time=0
value = S6100,0

[State 6102, Parry Sound]
type = PlaySnd
trigger1 = !Time
value = S6100,0

[State 6100, Parry Spark]
type = Explod
trigger1 =time=0 ;AnimElem = 2
anim = 8965
ID = 8965
sprpriority = 5
postype = p1
pos = 35,-18
pausemovetime=999999
ownpal = 1
scale = .5,.5

[State 6100, RemoveExplod]
type = RemoveExplod
trigger1=animelem=3
id =8965

[State 6100, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = nowalk
flag2 = nostandguard
flag3 = nocrouchguard

[State 6100, CtrlSet]
type = CtrlSet
trigger1 = Time > 10
value = 1

[State 6100, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Aerial Parry
; CNS difficulty: easy
[Statedef 6102]
type = A
movetype = A
physics = A
anim = 6102
ctrl = 0
sprpriority = 2
poweradd = 60

[State 6102,rise]
type=VelSet
trigger1=time=0
y=-3

[State 6102, Pause]
type = Pause
trigger1 = !Time
time = 10
movetime = 10

[State 6102, HitBy]
type = HitBy
trigger1 = Time <=10
time = 1
value = SCA,AT

[State 6102,statetypeset]
type = StateTypeSet
trigger1 = Time <= 10
physics = N

[State 6102,statetypeset]
type = StateTypeSet
trigger1 = time > 10
physics = A

[State 6102, PosFreeze]
type = PosFreeze
trigger1 = Time <= 10
value = 1

[State 6102, Parry Sound]
type = PlaySnd
trigger1 = !Time
value = S6100,0

[State 6102, Parry Sound]
type = PlaySnd
trigger1 = !Time
value = S6100,0

[State 6102, Parry Spark]
type = Explod
trigger1 =time=0 ;AnimElem = 2
anim = 8965
id = 8965
pos = 30, -50
sprpriority = 5
pausemovetime=999999
supermove = 1
bindtime = -1
ownpal = 1
scale = .5,.5

[State 6102, RemoveExplod]
type = RemoveExplod
trigger1=animelem=3
id =8965

[State 6102, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noairguard

[State 6102, CtrlSet]
type = CtrlSet
trigger1 = time > 10
value = 1

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

