;===========================================================================
; 普通拳脚&特殊技
;===========================================================================

[Statedef 200]
type     = S                 ;キャラの状態を指定
                             ;S=立ち　C=しゃがみ　A=空中　L=倒れている　U=前のステートの状態を引き継ぐ
movetype = A                 ;キャラの行動内容を指定 I=何もしない　A=攻撃している　H=攻撃を食らっている
physics  = S                 ;キャラの物理的な体勢
                             ;S=立ち　C=しゃがみ　A=空中　N=重力や摩擦の影響を受けない　U=前のステートの体勢を引き継ぐ
juggle   = 0                 ;攻撃を当てた時に溜まるジャグルポイントの設定
velset   = 0,0               ;移動初速度の設定（このステートでは0,0なので移動せず止まります）
ctrl     = 0                 ;コントロールの可否（0=キー操作不可?1=キー操作可能）
anim     = 200               ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 0                ;パワーゲージの増加量を設定
sprpriority = 2              ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます

[State 200, ヒット定義]
type = HitDef                ;攻撃ヒット定義（Hit Definition）のステートコントローラ
trigger1 = time = 0          ;攻撃判定ボックスがあればアニメーション３番目のコマで適用されます
attr = S, NA                 ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）、重要項目です
damage = 16, 0               ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Light             ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp
guardflag = MA               ;相手が立ち?しゃがみ?空中どのガードが出来るかを決めます（MiddleAir 全部ガードされます）
hitflag = MAF                ;相手がどの状態の時で攻撃を当てられるかを決めます（MiddleAirFall）
priority = 3, Hit            ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト?種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 12, 12             ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8000              ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = s8100        ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -10, -76           ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = s1,0              ;ヒットサウンド（Sを付けると自分のSNDファイルから）
guardsound = s2,0            ;ガードサウンド（Sを付けないとMUGENデフォルトから）
ground.type = High           ;当たった時の地上の相手のアニメの属性　High：頭、体, Low：足, Trip：足払い
ground.slidetime = 8         ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 10         ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -3.5,0     ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -1.9,-.8 ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = Low               ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -1.4,-3       ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime = 12             ;当たった時の空中の相手のやられ状態の時間

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10,0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

[State 400, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 5
value = 1

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0 ;アニメーション時間が０、つまりアニメが終了した時に有効になります。
value = 0
ctrl = 1

[Statedef 205]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 205
poweradd = 0
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 16, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8000
guard.sparkno = s8100
sparkxy = -10, -76
hitsound = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2,0
airguard.velocity = -2,-.8
air.type = Low
air.velocity = -2,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2

[State 230, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12, 12
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8010
guard.sparkno = s8110
sparkxy = -10, -70
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -2, -4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10,1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = 2

[State 230, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = L
pausetime = 12, 12
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8010
guard.sparkno = s8110
sparkxy = -10, -70
hitsound = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
air.velocity = -2, -4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10,1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem =2
value = 0,0

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 220]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 220
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 16, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8000
guard.sparkno = s8100
sparkxy = -10, -76
hitsound = s1,0
guardsound = s2,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -2.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 700
value = 10,0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2

[State 231, 2]
type = PosAdd
trigger1 = AnimElem = 5
x = 2

[State 231, 3]
type = PosAdd
trigger1 = AnimElem = 6
x = 2

[State 231, 4]
type = PosAdd
trigger1 = AnimElem = 7
x = 8

[State 240, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    = 26
guardflag = MA
pausetime = 10,11
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8010
guard.sparkno = s8110
sparkxy = -10, -70
hitsound   = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -5
air.velocity = -3.2,-3.2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


[Statedef 235]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 235
sprpriority = 2

[State 240, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Hard
damage    = 26
guardflag = MA
pausetime = 10,11
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8010
guard.sparkno = s8110
sparkxy = -25, -70
hitsound   = s1,1
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -4.2
air.velocity = -3.6,-3.4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1
persistent = 0

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 0
poweradd = 0
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2

[state 250]
type = statetypeset
trigger1 = animelem = 2
value = A

[State 210, 暔棟揑側僉儍儔偺暆]
type = Width
trigger1 = AnimElemTime (1) >= 0 && AnimElemTime (8) <= 0
edge = 30,0


[state 250]
type = velset
trigger1 = animelem = 2
x = 2
y = -3

[state 250]
type = velset
trigger1 = AnimElemTime (4) >= 0 && AnimElemTime (5) <= 0
x = 5
y = -1

[state 250]
type = veladd
trigger1 = animelem = 2,>=0
y = 0.45

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 10, 2
channel = 4

[State 250]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = 0, 1

[state 240, 2]
type = hitdef
TriggerAll = P2StateType != A
trigger1 = animelem = 3
attr = a, na
animtype  = hard
priority = 5, hit
getpower = 81,81
damage    = 20 
guarDFlag = ha
pausetime = 6,7
sparkno = s8010
guard.sparkno = s8110
sparkxy = -15,-54
hitsound   = s1,3
guardsound = s2,0
ground.type = low
ground.slidetime = 35
ground.hittime  = 19
guard.pausetime = 10,6
guard.slidetime = 32
guard.hittime  = 18
ground.velocity = -4.5
air.velocity = -2.2,-4.5
ground.cornerpush.veloff = -8.5
fall = 0
air.fall = 0
fall.recover = 0

[state 240, 2]
type = hitdef
TriggerAll = P2StateType != A
trigger1 = animelem = 6
attr = a, na
animtype  = hard
priority = 5, hit
getpower = 81,81
damage    = 20
guarDFlag = ha
pausetime = 11,12
sparkno = s8010
guard.sparkno = s8110
sparkxy = -15,-77
hitsound   = s1,3
guardsound = s2,0
ground.type = high
ground.slidetime = 35
ground.hittime  = 19
guard.pausetime = 11,10
guard.slidetime = 32
guard.hittime  = 18
ground.velocity = -3.5
air.velocity = -2.2,-4.5
ground.cornerpush.veloff = -10.5
fall = 0
air.fall = 0
fall.recover = 0

[state 240, 2]
type = hitdef
TriggerAll = P2StateType = A
trigger1 = animelem = 3
attr = a, na
animtype  = hard
priority = 5, hit
getpower = 81,81
damage    = 20 
guarDFlag = ha
pausetime = 6,7
sparkno = s8010
guard.sparkno = s8110
sparkxy = -15,-54
hitsound   = s1,3
guardsound = s2,0
ground.type = low
ground.slidetime = 35
ground.hittime  = 19
guard.pausetime = 10,6
guard.slidetime = 32
guard.hittime  = 18
ground.velocity = -4.5
air.velocity = -2.2,-4.5
ground.cornerpush.veloff = -8.5
fall = 1
fall.recover = 1
p2stateno = 6000

[state 240, 2]
type = hitdef
TriggerAll = P2StateType = A
trigger1 = animelem = 6
attr = a, na
animtype  = hard
priority = 5, hit
getpower = 81,81
damage    = 20
guarDFlag = ha
pausetime = 11,12
sparkno = s8010
guard.sparkno = s8110
sparkxy = -15,-77
hitsound   = s1,3
guardsound = s2,0
ground.type = high
ground.slidetime = 35
ground.hittime  = 19
guard.pausetime = 11,10
guard.slidetime = 32
guard.hittime  = 18
ground.velocity = -3.5
air.velocity = -2.2,-4.5
ground.cornerpush.veloff = -10.5
fall = 1
fall.recover = 1
p2stateno = 6000

[state a]
type = changestate
trigger1 = vel y > 0 && pos y >= 0
value = 52


[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 400
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 400, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 16
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 9,9
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8000
guard.sparkno = s8100
sparkxy = -10, -42
hitsound   = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -3
air.velocity = -1.5,-3

[State 400, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 4
value = 1

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 410
sprpriority = 2

[State 430, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 9,9
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8000
guard.sparkno = s8100
sparkxy = -10, -55
hitsound   = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 9
ground.velocity = -5.5
air.velocity = -2,-3

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = random < 700
value = 10,1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 430]
type     = C
movetype = A
physics  = C
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 430
sprpriority = 2

[State 200, ヒット定義]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 16, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 11
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8000
guard.sparkno = s8110
sparkxy = -10, -8
hitsound = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4.5
airguard.velocity = -2.3,-1.8
air.velocity = -2.5,-3
air.hittime = 12

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 400, コントロール可否]
type = CtrlSet
trigger1 = AnimElem = 4
value = 1

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 440]
type     = C
movetype = A
physics  = C
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 440
sprpriority = 2

[State 440, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 26
hitflag = MAF
guardflag = L
animtype = Hard
pausetime = 10,11
guard.hittime = 20
guard.ctrltime = 20
sparkno = s8010
guard.sparkno = s8110
sparkxy = -10, -10
hitsound   = s1,1
guardsound = s2,0
ground.type = Trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2, -6
air.velocity = -2, -4
guard.velocity = -7
fall = 1
fall.recover = 1

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 4
value = 10, 1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 1

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 0

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = 20
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
animtype = Light
priority = 3
pausetime = 8,9
sparkno = s8000
guard.sparkno = s8100
sparkxy = -10, -58
hitsound   = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[Statedef 605]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 605
sprpriority = 2

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 0

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = 20
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
animtype = Light
priority = 3
pausetime = 8,9
sparkno = s8000
guard.sparkno = s8100
sparkxy = -10, -38
hitsound   = s1,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3


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

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 0

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
animtype = Hard
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = 20
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
priority = 3
pausetime = 8,9
sparkno = s8010
guard.sparkno = s8100
sparkxy = -10, -55
hitsound   = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3


[Statedef 615]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 615
sprpriority = 2

[State 600, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = 20
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
animtype = Hard
priority = 3
pausetime = 8,9
sparkno = s8010
guard.sparkno = s8100
sparkxy = -10, -55
hitsound   = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -1.3,-3


[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 630

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 700
value = 10, 0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 16
guardflag = HA
priority = 4
pausetime = 13,20
sparkno = s8000
guard.sparkno = s8100
sparkxy = -10, -35
hitsound   = s1,0
guardsound = s2,0
animtype = Light
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3
air.velocity = -2,-4


[Statedef 635]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 635

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
trigger1 = random < 700
value = 10,0
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 610, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 16
guardflag = HA
priority = 3
pausetime = 12,12
sparkno = s8000
guard.sparkno = s8100
sparkxy = -20,-35
hitsound   = s1,0
guardsound = s2,0
animtype = Light
ground.type = Low
ground.slidetime = 16
ground.hittime  = 16
ground.velocity = -3
air.velocity = -3,-4


[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 640

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = 25
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
animtype = Hard
priority = 3
pausetime = 8,20
sparkno = s8010
guard.sparkno = s8110
sparkxy = -10, -40
hitsound   = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[Statedef 645]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 645

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 10, 1
channel = 4

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 1

[State 600, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = 25
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
animtype = Hard
priority = 3
pausetime = 8,20
sparkno = s8010
guard.sparkno = s8110
sparkxy = -10, -40
hitsound   = s1,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.velocity = -1.3,-3

[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 0
poweradd = 0
ctrl     = 0
anim     = 650

[State 650, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 44
guardflag = HA
animtype = Hard
getpower = 10,10
priority = 3, Hit
pausetime = 12, 12
sparkno = s8010
guard.sparkno = s8110
sparkxy = -10, -40
hitsound = s1,3
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4, -4
air.velocity = -4, -4
fall = 1
fall.recover = 0
 
[State 650, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = s650, 0
channel = 0

[State 650, 3]
type = ChangeState
trigger1 = movecontact
value = 655
ctrl = 1 

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

[Statedef 655]
type        = A
movetype    = I
physics     = A
ctrl        = 0
anim        = 655
poweradd    = 0
sprpriority = 0

[State 651, 1]
type = VelSet
trigger1 = Time = 0
x = -2.5
y = -8.25

[State -2, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(1) = 0
value = 1

;---------------------------------------------------------------------------
; P投げ
; CNS レベル: 中級
[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2
facep2 = 1

; hitflagのパラメータの後に「-」を付けると、やられ状態の相手には攻撃を当てる事が出来なくなります。
; これは打撃攻撃から掴む連続技にならないようにするためです。
;
; priorityが低く設定されているのは出来るだけ通常攻撃よりも攻撃優先度を低くするためです。
; "Miss" や "Dodge"だと相手のpriorityによっては阻止されたり空振りする事になります。
; が、投げが通常攻撃よりも強くなると、後でとんでもない事になるので注意しましょう。

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p1facing = 1          ;攻撃が当たった時の自分の向き ★６
p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 810       ;自分のステート変更
p2stateno = 815       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
numhits = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 1

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; K投げ
; CNS レベル: 中級
[Statedef 805]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2
facep2 = 1

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
p1facing = 1          ;攻撃が当たった時の自分の向き ★６
p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 820       ;自分のステート変更
p2stateno = 825       ;相手を制御するステートに行かせる
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1              ;1にすれば相手がダウン状態になる
numhits = 0

[State 170, 無敵]
type = NotHitBy
trigger1 = time = 0
value = SCA,NT,ST,HT
time = 1

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;-----------------------------------------------------------------------------
;投げ１?投げている（自分）
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810

;投げ抜け
[State 800, ChangeState]
type = ChangeState
trigger1 = numtarget
trigger1 = target,stateno = 5940
value = 5945

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5

[State 801, Sound 1]
type = PlaySnd
trigger1 = AnimElemTime(3) = 1
value = s0, 1

[State 801, Sound 2]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
value = s10, 0
channel = 0

[State 801, Bind 1]
type = TargetBind
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(2) < 0)
pos = 31, 0

[State 801, Bind 2]
type = TargetBind
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
pos = 31, 0

[State 801, Bind 3]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(4) < 0)
pos = -9, 0

[State 801, Bind 4]
type = TargetBind
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(5) < 0)
pos = -33, -76

[State 801, Bind 5]
type = TargetBind
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(6) < 0)
pos = -18, -104

[State 801, Bind 6]
type = TargetBind
trigger1 = (AnimElemTime(6) >= 0) && (AnimElemTime(7) < 0)
pos = -6, -108

[State 801, Bind 7]
type = TargetBind
trigger1 = (AnimElemTime(7) >= 0) && (AnimElemTime(8) < 0)
pos = 24, -102

[State 801, Bind 8]
type = TargetBind
trigger1 = (AnimElemTime(8) >= 0) && (AnimElemTime(9) < 0)
pos = 13, -77

[State 801, Bind 9]
type = TargetBind
trigger1 = (AnimElemTime(9) >= 0) && (AnimElemTime(10) < 0)
pos = -12, -51

[State 801, Bind 10]
type = TargetBind
trigger1 = (AnimElemTime(10) >= 0) && (AnimElemTime(11) < 0)
pos = -41, -12

[State 801, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(11) = 0
value = -1

[State 801, Bind 11]
type = TargetBind
trigger1 = (AnimElemTime(11) >= 0) && (AnimElemTime(12) < 0)
pos = -9, -8

[State 801, Bind 12]
type = TargetBind
trigger1 = (AnimElemTime(12) >= 0) && (AnimElemTime(13) < 0)
pos = 31, -12

[State 801, Bind 13]
type = TargetBind
trigger1 = AnimElemTime(13) = 0
pos = 66, -19

[State 801, Effect]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 811
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = -1
ownpal = 1
removeongethit = 1

[State 801, Width 1]
type = Width
trigger1 = AnimElem = 1
edge = 60, 0

[State 801, Width 2]
type = Width
trigger1 = AnimElem = 3
edge = 0, 45

[State 801, Damage]
type = TargetLifeAdd
trigger1 = AnimElem = 13
value = -100

[State 801, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ１?投げられている（相手の動作）動作
[Statedef 815]
type = A
movetype = H
physics = N
velset = 0, 0

;投げ抜け
[State 800, ChangeState]
type = ChangeState
trigger1 = time < 10
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = command = "y"
value = 5940

[State 802, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 815

[State 802, 2]
type = ChangeState
trigger1 = AnimElemTime(11) = 8
value = 816
;--------------------------------------------------------------------------

[Statedef 816]
type = A
movetype = H
physics = N
velset = -4, -6.5
poweradd = 0

[State 803, 1]
type = VelAdd
Trigger1 = 1
y = 0.48

[State 803, 2]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 

;-----------------------------------------------------------------------------
;投げ２?投げている（自分）
[Statedef 820]
type = S
physics = N
anim = 820
poweradd = 0
velset = 0
ctrl = 0
sprpriority = 2

;投げ抜け
[State 800, ChangeState]
type = ChangeState
trigger1 = numtarget
trigger1 = target,stateno = 5940
value = 5945

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = s1,5

[State 811, Sound 1]
type = PlaySnd
trigger1 = AnimElemTime(5) = 1
value = s10, 0
channel = 0

[State 811, Bind 1]
type = TargetBind
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(2) < 0)
pos = 31, 0

[State 811, Bind 2]
type = TargetBind
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
pos = 68, -63

[State 811, Bind 3]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(4) < 0)
pos = 29, -94

[State 811, Bind 4]
type = TargetBind
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(5) < 0)
pos = 29, -105

[State 811, Bind 5]
type = TargetBind
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(6) < 0)
pos = -8, -122

[State 811, Bind 6]
type = TargetBind
trigger1 = AnimElemTime(6) = 0
pos = -75, -105

[State 811, Turn]
type = Turn
trigger1 = AnimElemTime(7) = 7

[State 811, Effect]
type = Explod
trigger1 = AnimElemTime(2) = 0
anim = 821
sprpriority = 2
postype = p1
pos = 0, 0
bindtime = -1
ownpal = 1
removeongethit = 1

[State 811, Width 1]
type = Width
trigger1 = AnimElem = 1
edge = 60, 0

[State 811, Width 2]
type = Width
trigger1 = AnimElem = 2
edge = 75, 0

[State 811, Width 3]
type = Width
trigger1 = AnimElem = 5
edge = 0, 60

[State 811, Width 4]
type = Width
trigger1 = AnimElem = 6
edge = 0, 75

[State 811, Damage]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -100

[State 811, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;投げ２?投げられている（相手の動作）動作
[Statedef 825]
type = A
movetype = H
physics = N
velset = 0, 0

;投げ抜け
[State 800, ChangeState]
type = ChangeState
trigger1 = time < 10
trigger1 = command = "holdfwd" || command = "holdback"
trigger1 = command = "b"
value = 5940

[State 812, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

[State 812, 2]
type = ChangeState
trigger1 = AnimElemTime(6) = 0
value = 826

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

[Statedef 826]
type = A
movetype = H
physics = N
velset = 4, -6.5
poweradd = 0

[State 813, 1]
type = VelAdd
Trigger1 = 1
y = 0.48

[State 813, 2]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 