; _____________________________________
;| Shin Akuma by Phantom.of.the.Server & Modified by BeterHans|
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;=======================================<NORMAL STATES>========================================
;==============================================================================================

;===========<Stand Light Punch>==========
[Statedef 200]
type=S
movetype=A
physics=S
juggle=ifelse(numtarget,15,8)
anim=ifelse(p2bodydist x<18,201,200)
velset=0,0
poweradd=0
sprpriority=1
ctrl=0
facep2=1

[State 200, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
[State 200, snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 200, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= anim=200 && animelem=2
attr=S,NA
damage=20,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=5,hit
pausetime= ifelse(var(20),4,8), ifelse(var(20),4,8)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-84
hitsound=s2,1
guardsound=s2,0
ground.type=High
ground.slidetime=10
ground.hittime=10
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= 72*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 200, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= anim=201 && animelem=2
attr=S,NA
damage=23,0 
animtype=Light
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),4,8), ifelse(var(20),4,8)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-20,-92
hitsound=s2,1
guardsound=s2,0
ground.type=High
ground.slidetime=10
ground.hittime=10
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= 72*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I

[State 200, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Stand Medium Punch>==========
[Statedef 205]
type=S
movetype=A
physics=S
juggle=ifelse(numtarget,15,8)
anim=ifelse(p2bodydist x<25,206,205)
velset=0,0
poweradd=18*!var(20)
sprpriority=1
ctrl=0 
facep2=1

[State 205, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
[State 205, snd]
type=playsnd
trigger1= animelem=3
value=1,2
channel=1

[State 205, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3 && anim=205
attr=S,NA
damage=43,0 
animtype=Medium 
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-81
hitsound=s2,2
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity= ifelse(var(20), -4.30, -7.51), 0
ground.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 205, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3 && anim=206
attr=S,NA
damage=40,0 
animtype=Medium 
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-20,-60
hitsound=s2,2
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity= ifelse(var(20), -4.30, -7.51), 0
ground.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 205, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Zugai Hasatsu>==========
[Statedef 207]
type=S
movetype=A
physics=S
juggle=ifelse(numtarget,15,8)
anim=207
velset=0,0
poweradd=18*!var(20)
sprpriority=1
ctrl=0 
facep2=1

[State 207, width]
type=width
trigger1= 1
value=20,0

[State 207, snd]
type=playsnd
trigger1= animelem=4
value=1,3
channel=1
[State 207, snd]
type=playsnd
trigger1= animelem=4
value=3,8
channel=0

[State 207, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=5
attr=S,NA
damage=25,0 
animtype=Medium
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-85
hitsound=s2,2
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 207, hit2]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=6
attr=S,NA
damage=25,0 
animtype=Medium
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-44
hitsound=s2,2
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity= ifelse(var(20), -4.30, -7.51), 0
ground.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(7)>=0
movetype=I

[State 207, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Stand Hard Punch>==========
[Statedef 210]
type=S
movetype=A
physics=S
juggle=ifelse(numtarget,15,8)
anim=ifelse((prevstateno=710 || p2bodydist x>=18),210,211)
velset=0,0
poweradd=18*!var(20)
sprpriority=1
ctrl=0
facep2=1

[State 210, snd]
type=playsnd
trigger1= animelem=3 && random<500
value=3,ifelse(random<500,9,11)
channel=0
[State 210, snd]
type=playsnd
trigger1= animelem=3
value=1,3
channel=1

[State 210, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=4 && anim=210
attr=S,NA
damage=65,0 
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-68
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity= ifelse(var(20), -5.77, -10.52), 0
ground.cornerpush.veloff= ifelse(var(20), -5, -7)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 210, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=4 && anim=210 && prevstateno=710
attr=S,NA
damage=65,0 
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-68
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-6,-3
air.type=Low
air.hittime=12
air.velocity=-6,-3
air.cornerpush.veloff=0
ground.cornerpush.veloff= 0
guard.velocity= ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff= ifelse(var(20), -6.82, -12.74)
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
fall=1
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 210, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3 && anim=211
attr=S,NA
damage=60,0 
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-75
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity= ifelse(var(20), -3.77, -5.52), 0
ground.cornerpush.veloff= ifelse(var(20), -4.82, -6.74)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 210, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=5 && anim=211
trigger1= !movecontact && !movereversed
attr=S,NA
damage=60,0 
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-105
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity= ifelse(var(20), -3.77, -5.52), 0
ground.cornerpush.veloff= ifelse(var(20), -4.82, -6.74)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I

[State 210, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Stand Light Kick>==========
[Statedef 215]
type=S
movetype=A
physics=S
juggle=ifelse(numtarget,15,8)
anim=215
velset=0,0
poweradd=0
sprpriority=1
ctrl=0 
facep2=1

[State 215, snd]
type=playsnd
trigger1= animelem=3 && random<200
value=3,ifelse(random<500,1,9)
channel=0
[State 215, snd]
type=playsnd
trigger1= animelem=3
value=1,4
channel=1

[State 215, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3
attr=S,NA
damage=25,0 
animtype=Light
guardflag=L
hitflag=MAFL
priority=5,Hit
pausetime= ifelse(var(20),4,8), ifelse(var(20),8,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-35
hitsound=s2,4
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= 72*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 215, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Stand Medium Kick>==========
[Statedef 220]
type=S
movetype=A
physics=S
juggle=ifelse(numtarget,15,8)
anim=ifelse((prevstateno=710 || p2bodydist x<25),221,220)
velset=0,0
poweradd=18*!var(20)
sprpriority=1
ctrl=0 
facep2=1

[State 220, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
[State 220, snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 220, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3 && anim=220
attr=S,NA
damage=40,0 
animtype=Medium
guardflag=MA 
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-91
hitsound=s2,5
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity= ifelse(var(20), -4.30, -7.51), 0
ground.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 220, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3 && anim=221
attr=S,NA
damage=40,0 
animtype=Medium
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-20,-74
hitsound=s2,5
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity= ifelse(var(20), -4.30, -7.51), 0
ground.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 220, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<SENPUU KYAKU>==========
[Statedef 222]
type=A
movetype=A
physics=N
juggle=ifelse(numtarget,15,8)
anim=222
velset=vel x,0
poweradd=18*!var(20)
sprpriority=1
ctrl=0 
facep2=1

[State 222, snd]
type=playsnd
trigger1= animelem=1
value=0,40
[State 222, snd]
type=playsnd
trigger1= animelem=5
value=1,6
channel=1
[State 222, snd]
type=playsnd
trigger1= animelem=3
value=3,11
channel=0

[State 222, dust]
type=explod
trigger1= animelem=1
anim=6052
ID=6052
sprpriority=3
postype=p1
pos=0,0
vel=.33,-.5
ownpal=1
scale=.66,.66

[State 222, vel]
type=velset
trigger1= animelem=2
x=ifelse(prevstateno=100,5,3)
y=-4.5
[State 222, grav]
type=gravity
trigger1= animelemtime(2)>0

[State 222, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=6
attr=A,NA
damage=60,0 
animtype=Medium
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),12,18)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-65
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity= ifelse(var(20), -4.30, -7.51), 0
ground.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(7)>=0
movetype=I

[State 222, end]
type=changestate
trigger1= pos y>10 && vel y>0
value=52
ctrl=1


;===========<Stand Hard Kick>==========
[Statedef 225]
type=S
movetype=A
physics=S
juggle=ifelse(numtarget,15,8)
anim=ifelse(p2bodydist x<18,226,225)
velset=0,0
poweradd=18*!var(20)
sprpriority=ifelse(p2bodydist x<25,1,-1)
ctrl=0
facep2=1

[State 225, snd]
type=playsnd
trigger1= animelem=4 && random<500
value=3,ifelse(random<500,9,11)
channel=0
[State 225, snd]
type=playsnd
trigger1= anim=225 && animelem=4
trigger2= anim=226 && animelem=5
value=1,6
channel=1

[State 225, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=5 && anim=225
attr=S,NA
damage=60,0 
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-87
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity= ifelse(var(20), -5.77, -10.52), 0
ground.cornerpush.veloff= ifelse(var(20), -6.82, -12.74)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
sprpriority=-1
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0
fall.recover=0

[State 225, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3 && anim=226
attr=S,NA
damage=33,0 
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-97
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity= ifelse(var(20), -4.30, -7.51), 0
ground.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 225, hit]
type=hitdef
trigger1= p2stateno!=5040
trigger1= animelem=5 && anim=226
attr=S,NA
damage=33,0 
animtype=Hard
fall.animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-69
hitsound=s2,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=10
ground.velocity= ifelse(var(20), -5.77, -10.52), 0
ground.cornerpush.veloff= ifelse(var(20), -6.82, -12.74)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -4, -8), 8
air.fall=1
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(6)>=0
movetype=I

[State 225, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Crouch Light Punch>==========
[Statedef 230]
type=C
movetype=A
physics=C
juggle=ifelse(numtarget,15,8)
anim=230
velset=0,0
poweradd=0
sprpriority=1
ctrl=0 
facep2=1

[State 230, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
[State 230, snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 230, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=2
attr=C,NA
damage=20,0 
animtype=Light
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),4,8), ifelse(var(20),4,8)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-50
hitsound=s2,1
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= 72*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I

[State 230, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouch Medium Punch>==========
[Statedef 235]
type=C
movetype=A
physics=C
juggle=ifelse(numtarget,15,8)
anim=235
velset=0,0
poweradd=18*!var(20)
sprpriority=1
ctrl=0 
facep2=1

[State 235, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
[State 235, snd]
type=playsnd
trigger1= animelem=3
value=1,2
channel=1

[State 235, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3
attr=C,NA
damage=40,0 
animtype=Medium 
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-46
hitsound=s2,2
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity= ifelse(var(20), -4.30, -7.51), 0
ground.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 235, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouch Hard Punch>==========
[Statedef 240]
type=C
movetype=A
physics=C
juggle=ifelse(numtarget,15,8)
anim=240
velset=0,0
poweradd=18*!var(20)
sprpriority=1
ctrl=0
facep2=1

[State 240, snd]
type=playsnd
trigger1= animelem=4 && random<500
value=3,ifelse(random<500,9,11)
channel=0
[State 240, snd]
type=playsnd
trigger1= animelem=4
value=1,3
channel=1

[State 240, hit]
type=hitdef
triggerall= ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=4
trigger2= animelem=5 && !movecontact && !movereversed
attr=C,NA
damage=60,0 
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,ifelse((animelem=5), -118, -73)
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity= ifelse(var(20), -5.77, -10.52), 0
ground.cornerpush.veloff= ifelse(var(20), -6.82, -12.74)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 240, hit]
type=hitdef
triggerall= var(20) && p2stateno!=5040
trigger1= animelem=4
trigger2= animelem=5 && !movecontact && !movereversed
attr=C,NA
damage=60,0 
animtype=Up
fall.animtype=Up
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,ifelse((animelem=5), -118, -73)
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=0,-11
air.type=Low
air.velocity=0,-11
air.cornerpush.veloff=0
getpower=0
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(6)>=0
movetype=I

[State 240, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouch Light Kick>==========
[Statedef 245]
type=C
movetype=A
physics=C
juggle=ifelse(numtarget,15,8)
anim=245
velset=0,0
poweradd=0
sprpriority=1
ctrl=0 
facep2=1

[State 245, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
[State 245, snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1

[State 245, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=2
attr=C,NA
damage=20,0 
animtype=Light
guardflag=L
hitflag=MAFD
priority=5,Hit
pausetime= ifelse(var(20),4,8), ifelse(var(20),4,8)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-4
hitsound=s2,4
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
down.velocity=-4,-6
down.cornerpush.veloff=-16
air.cornerpush.veloff=0
getpower= 72*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I

[State 245, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouch Medium Kick>==========
[Statedef 250]
type=C
movetype=A
physics=C
juggle=ifelse(numtarget,15,8)
anim=250
velset=0,0
poweradd=18*!var(20)
sprpriority=1
ctrl=0 
facep2=1

[State 250, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
[State 250, snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 250, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3
attr=C,NA
damage=40,0 
animtype=Medium
guardflag=L
hitflag=MAFD
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-6
hitsound=s2,5
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity= ifelse(var(20), -4.30, -7.51), 0
ground.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity= ifelse(var(20), -2.5, -5), -7
down.velocity=-4,-6
down.cornerpush.veloff=-16
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 250, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouch Hard Kick>==========
[Statedef 255]
type=C
movetype=A
physics=C
juggle= ifelse((p2movetype=H && p2statetype=A), 15, 7)
anim=255
velset=0,0
poweradd=18*(!var(20) && prevstateno!=750)
sprpriority=1
ctrl=0
facep2=1

[State 255, snd]
type=playsnd
trigger1= animelem=3 && random<500
value=3,ifelse(random<500,9,11)
channel=0
[State 255, snd]
type=playsnd
trigger1= animelem=3
value=1,6
channel=1

[State NHB-ZC]
type=nothitby
trigger1= prevstateno=750 && animelemtime(3)<0
value=SCA
time=1

[State 255, hit]
type=hitdef
trigger1= (p2stateno!=[154,155]) && ((p2stateno!=[5020,5040]) || var(20)) && p2stateno!=5040
trigger1= animelem=3
attr=C,NA
damage=60,0 
animtype=Hard
guardflag=L
hitflag=MAFD
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-6
hitsound=s2,6
guardsound=s2,0
ground.type=Trip
ground.slidetime=16
ground.hittime=16
ground.velocity=-1.33,-6.85
air.type=Trip
air.velocity=-1.33,-6.85
down.velocity=-4,-6
down.cornerpush.veloff=-16
air.cornerpush.veloff=0
ground.cornerpush.veloff= 0
guard.velocity= ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff= ifelse(var(20), -6.82, -12.74)
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
fall=1
fall.recover=0
yaccel=.6
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 255, hit]
type=hitdef
trigger1= animelem=3 && prevstateno=750
attr=C,SA
damage=60,0 
animtype=Back
guardflag=L
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-6
hitsound=s2,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-5,-6.2
air.type=Low
air.velocity=-5,-6.2
down.cornerpush.veloff=-16
air.cornerpush.veloff=0
ground.cornerpush.veloff= 0
guard.velocity= ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff= ifelse(var(20), -6.82, -12.74)
getpower=0,0
givepower=36,36
fall=1
fall.recover=0
yaccel=.6
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State Idle]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 255, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Air Light Punch>==========
[Statedef 260]
type=A
movetype=A
physics=A
juggle=ifelse(numtarget,15,8)
anim=260
poweradd=0
sprpriority=1
ctrl=0 

[State 260, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
[State 260, snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 260, hit]
type=hitdef
trigger1= animelem=2
attr=A,NA
damage=25,0 
animtype=Light
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),4,8), ifelse(var(20),4,8)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-58
hitsound=s2,1
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -2.66, -4.49)
guard.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
air.type=Low
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= 72*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 260, sts]
type=statetypeset
trigger1= animelemtime(6)>=0
movetype=I


;===========<Air Medium Punch>==========
[Statedef 265]
type=A
movetype=A
physics=A
juggle=ifelse(numtarget,15,8)
anim=265
poweradd=18*!var(20)
sprpriority=1
ctrl=0 

[State 265, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
[State 265, snd]
type=playsnd
trigger1= animelem=3
value=1,2
channel=1

[State 265, hit]
type=hitdef
trigger1= animelem=4
attr=A,NA
damage=40,0 
animtype=Medium 
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-61
hitsound=s2,2
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -4.30, -7.51)
guard.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 265, sts]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I


;===========<Air Hard Punch>==========
[Statedef 270]
type=A
movetype=A
physics=A
juggle=ifelse(numtarget,15,8)
anim=270
poweradd=18*!var(20)
sprpriority=1
ctrl=0

[State 270, snd]
type=playsnd
trigger1= animelem=3 && random<500
value=3,ifelse(random<500,9,11)
channel=0
[State 270, snd]
type=playsnd
trigger1= animelem=3
value=1,3
channel=1

[State 270, hit]
type=hitdef
trigger1= animelem=4
attr=A,NA
damage=60,0 
animtype=Hard
air.animtype=Back
fall.animtype=Back
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-61
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff= ifelse(var(20), -6.82, -12.74)
air.type=Low
air.hittime=12
air.velocity=-7.5,4
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
fall=(prevstateno=[260,285])
fall.recover=0
airguard.cornerpush.veloff= 0
fall.recover=0

[State 270, sts]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I


;===========<Air Light Kick>==========
[Statedef 275]
type=A
movetype=A
physics=A
juggle=ifelse(numtarget,15,8)
anim= ifelse((vel x||var(9)=2||(prevstateno=[260,285])), 275, 276)
poweradd=0
sprpriority=1
ctrl=0 

[State 275, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
[State 275, snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1

[State 275, hit]
type=hitdef
trigger1= animelem=2 && anim=275
attr=A,NA
damage=25,0 
animtype=Light
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),4,8), ifelse(var(20),4,8)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-41
hitsound=s2,4
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -2.66, -4.49)
guard.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
air.type=Low
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= 72*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 275, hit]
type=hitdef
trigger1= animelem=3 && anim=276
attr=A,NA
damage=25,0 
animtype=Light
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),4,8), ifelse(var(20),4,8)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-101
hitsound=s2,4
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -2.66, -4.49)
guard.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
air.type=High
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= 72*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 275, sts]
type=statetypeset
trigger1= anim=275 && animelemtime(7)>=0
trigger2= anim=276 && animelemtime(4)>=0
movetype=I


;===========<Air Medium Kick>==========
[Statedef 280]
type=A
movetype=A
physics=A
juggle=ifelse(numtarget,15,8)
anim= ifelse((vel x||var(9)=2||(prevstateno=[260,285])), 280, 281)
poweradd=18*!var(20)
sprpriority=1
ctrl=0 

[State 280, snd]
type=playsnd
trigger1= animelem=2 && random<350
value=3,ifelse(random<500,9,11)
channel=0
[State 280, snd]
type=playsnd
trigger1= anim=280 && animelem=3
trigger2= anim=281 && animelem=2
value=1,5
channel=1

[State 280, hit]
type=hitdef
trigger1= anim=280 && animelem=3
attr=A,NA
damage=40,0 
animtype=Medium 
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-50
hitsound=s2,5
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -4.30, -7.51)
guard.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 280, hit]
type=hitdef
trigger1= anim=281 && animelem=3
attr=A,NA
damage=40,0 
animtype=Medium 
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),5,10), ifelse(var(20),5,10)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-105
hitsound=s2,5
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -4.30, -7.51)
guard.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=High
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 280, sts]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I


;========================<TENMA KUUJIN KYAKU>=============================
[Statedef 282]
type=A
physics=N
movetype=A
anim=282
velset=.3*vel x,.3*vel y
ctrl=0
poweradd=18*!var(20)
sprpriority=-1


[State 282, snd]
type=playsnd
trigger1= animelem=3
value=1,6
channel=1
[State 282, snd]
type=playsnd
trigger1= animelem=1
value=3,9
channel=0

[State 282, vel]
type=velset
trigger1= animelemtime(3)>0
x=8.4
y=9.6

[State 282, hit]
type=hitdef
trigger1= !movecontact && !movereversed
attr=A,NA
damage=60,5
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=5,Hit
pausetime= ifelse(var(20),4,8), ifelse(var(20),10,18)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-15
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -4.30, -7.51)
guard.cornerpush.veloff= ifelse(var(20), -5.78, -10.47)
air.type=Low
air.velocity=-5,6
down.hittime=24
down.velocity=0,0
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
airguard.cornerpush.veloff= 0
fall.recover=0

[State 282, end]
type=changestate
trigger1= pos y>=0
value=52


;===========<Air Hard Kick>==========
[Statedef 285]
type=A
movetype=A
physics=A
juggle=ifelse(numtarget,15,8)
anim= ifelse((vel x||var(9)=2||(prevstateno=[260,285])), 285, 286)
poweradd=18*!var(20)
sprpriority=1
ctrl=0

[State 285, snd]
type=playsnd
trigger1= animelem=3 && random<500
value=3,ifelse(random<500,9,11)
channel=0
[State 285, snd]
type=playsnd
trigger1= anim=285 && animelem=3
trigger2= anim=286 && animelem=4
value=1,6
channel=1

[State 285, hit]
type=hitdef
trigger1= anim=285 && animelem=3
attr=A,NA
damage=60,0 
animtype=Hard
air.animtype=Back
fall.animtype=Back
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-50
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff= ifelse(var(20), -6.82, -12.74)
air.type=Low
air.hittime=12
air.velocity=-5,0
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
fall=(prevstateno=[260,285])
fall.recover=0
airguard.cornerpush.veloff= 0
fall.recover=0

[State 285, hit]
type=hitdef
trigger1= anim=286 && animelem=3
attr=A,NA
damage=60,0 
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime= ifelse(var(20),6,12), ifelse(var(20),6,12)
sparkno=s7010+(random%8)
guard.sparkno=s7000
sparkxy=-10,-66
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity= ifelse(var(20), -2.66, -4.49), 0
ground.cornerpush.veloff= ifelse(var(20), -4.33, -8.17)
guard.velocity= ifelse(var(20), -5.77, -10.52)
guard.cornerpush.veloff= ifelse(var(20), -6.82, -12.74)
air.type=Low
air.hittime=12
air.velocity=-4,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*!var(20), 36*!var(20)
givepower=36,36
yaccel=.5
airguard.ctrltime= 16
airguard.velocity= ifelse(var(20),-4,-8), -1.5
fall=(prevstateno=[260,285])
fall.recover=0
airguard.cornerpush.veloff= 0
fall.recover=0

[State 285, sts]
type=statetypeset
trigger1= anim=285 && animelemtime(4)>=0
trigger2= anim=285 && animelemtime(6)>=0
movetype=I


;===========================================================================
;=================================<THROWS>==================================
;===========================================================================
;==========<THROW CONTROLLER>==========
[Statedef 800]
type=S
movetype=A
physics=S
juggle=15
velset=0,0
ctrl=0
anim=800
sprpriority=1
facep2=1
poweradd=18*!var(20)

[State 800, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse(command="c",4,ifelse(command="a",3,ifelse(command="z",2,1)))
[State 800, strengthvar]
type=varset
trigger1= !time && var(59)>=1
var(10)=ceil(random/250)

[State 800, Don't Guard]
type=attackdist
trigger1=1
value=0

[State 800, hit]
type=hitdef
trigger1= animelem=2
attr=S,NT
hitflag=M- 
priority=1,Miss 
sparkno=-1
p1facing=ifelse((var(59)<=0&&command="holdfwd") || (var(59)>=1&&frontedgedist<backedgedist),-1,1)
p2facing=1
p1stateno=ifelse((var(59)<=0&&command="holdfwd") || (var(59)>=1&&frontedgedist<backedgedist),803,801) 
guard.dist=0
fall=1
fall.recover=0

[State 800, misssnd]
type=playsnd
trigger1= animelem=4
value=5000,3
channel=0

[State Idle]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I

[State 800, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---PLAYER---
[Statedef 801]
type=S
movetype=A
physics=S
anim=801
ctrl=0
sprpriority=1

[State Throw]
type=targetstate
trigger1= !time
value=802

[State 801, grab snd]
type=playsnd
trigger1= !time
value=0,800

[State Width]
type=width
trigger1= 1
edge=30,0

[State 801, bind 1]
type=targetbind
trigger1= 1
pos=45,0

[State 801, end]
type=changestate
trigger1= !animtime
value=ifelse(var(10)=1 || var(10)=2,805,ifelse(var(10)=3,810,815))
ctrl=0


;---PLAYER TURNS---
[Statedef 803]
type=S
movetype=A
physics=S
anim=803
ctrl=0
sprpriority=1

[State Throw]
type=targetstate
trigger1= !time
value=804

[State 803, grab snd]
type=playsnd
trigger1= !time
value=0,800

[State Width]
type=width
trigger1= 1
edge=30,30

[State 803, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=-45,0
[State 803, bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=-25,0
[State 803, bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=0,0
[State 803, bind 4]
type=targetbind
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
pos=22,0
[State 803, bind 5]
type=targetbind
trigger1= animelemtime(5)>=0
pos=45,0

[State 803, spr]
type=sprpriority
trigger1= 1
value=1-2*(animelemtime(2)>=0 && animelemtime(5)<0)

[State 803, end]
type=changestate
trigger1= !animtime
value=ifelse(var(10)=1 || var(10)=2,805,ifelse(var(10)=3,810,815))
ctrl=0

;---TARGET---
[Statedef 802]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 802, anim]
type=changeanim2
trigger1= !time
value=802

[Statedef 804]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 804, anim]
type=changeanim2
trigger1= !time
value=804


;==========<SEOI NAGE>==========
;---PLAYER---
[Statedef 805]
type=S
movetype=A
physics=S
anim=805
ctrl=0

[State 805, throw]
type=targetstate
trigger1= !time
value=ifelse(var(10)=2,806,808)

[State 805, width]
type=width
trigger1= animelemtime(4)<0
edge=0,40
[State 805, width]
type=width
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
edge=0,70

[State 805, throwsnd]
type=playsnd
trigger1= animelem=2
value=3,3
channel=0

[State 805, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=15,-76
[State 805, bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=-11,-105
[State 805, bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=-40,-80
[State 805, bind 4]
type=targetbind
trigger1= animelem=4 && var(10)=1
pos=-70,-45

[State 805, snd]
type=playsnd
trigger1= var(10)=1 && numtarget
trigger1= target,stateno=5110 && target,time=1
value=5,4
volume=-100
persistent=0
[State 805, dust]
type=explod
trigger1= var(10)=1 && numtarget
trigger1= target,stateno=5110 && target,time=1
anim=1338
ID=1338
sprpriority=-2
postype=p2
pos=0,0
vel=0,0
ownpal=1
scale=.5,.5
[State 805, shake]
type=envshake
trigger1= var(10)=1 && numtarget
trigger1= target,stateno=5110 && target,time=1
time=12
freq=120
ampl=6
persistent=0

[State 805, hurt]
type=targetlifeadd
trigger1= animelem=4 && var(10)=2
value=-ceil(118*fvar(12))
[State 805, hurt]
type=targetlifeadd
trigger1= var(10)=1 && numtarget
trigger1= target,stateno=5110 && target,time=1
value=-ceil(125*fvar(12))

[State 805, hurt]
type=targetpoweradd
trigger1= animelem=4
value=36
[State 805, hurt]
type=poweradd
trigger1= animelem=4 && !var(20)
value=72

[State 805, throw]
type=targetstate
trigger1= animelem=4
value=ifelse(var(10)=2,807,809)

[State 805, pos]
type=posadd
trigger1= !animtime
x=3
[State 805, turn]
type=turn
trigger1= !animtime
[State 805, end]
type=changestate
trigger1= !animtime
value=0 
ctrl=1

;---TARGET---
[Statedef 806]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 806, anim]
type=changeanim2
trigger1= !time
value=806
[State 806, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0

[Statedef 807]
type=A
movetype=H
physics=N
velset=6,-5
[State 807, grav]
type=gravity
trigger1= 1
[State 807, recover]
type=selfstate
trigger1= command="recovery"
trigger1= alive && time>=40
value=ifelse((pos y>=-20),5200,5210)
[State 807, hitground]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=(-const(size.ground.front)-const(size.ground.back))
value=5100

[Statedef 808]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 808, anim]
type=changeanim2
trigger1= !time
value=808
[State 808, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0

[Statedef 809]
type=A
movetype=H
physics=N
velset=2,10
[State 809, grav]
type=gravity
trigger1= 1
[State 809, hitground]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=-9
value=5110


;==========<TOMOE NAGE>==========
;---PLAYER---
[Statedef 810]
type=S
movetype=A
physics=S
anim=810
ctrl=0

[State 810, throw]
type=targetstate
trigger1= !time
value=811

[State 810, width]
type=width
trigger1= animelemtime(2)<0
edge=0,20
[State 810, width]
type=width
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
edge=0,50
[State 810, width]
type=width
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
edge=0,70

[State 810, throwsnd]
type=playsnd
trigger1= animelem=2
value=3,11
channel=0

[State 810, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=18,0
[State 810, bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=12,-62
[State 810, bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=-7,-54
[State 810, bind 4]
type=targetbind
trigger1= animelem=4
pos=-74,-57

[State 810, hurt]
type=targetlifeadd
trigger1= animelem=4
value=-ceil(118*fvar(12))
[State 810, hurt]
type=targetpoweradd
trigger1= animelem=4
value=36
[State 810, hurt]
type=poweradd
trigger1= animelem=4 && !var(20)
value=72

[State 810, throw]
type=targetstate
trigger1= animelem=4
value=812

[State 810, pos]
type=posadd
trigger1= animelem=1 || animelem=2 || animelem=3 || animelem=4 || animelem=5
x=ifelse((animelem=1),-17,ifelse((animelem=2),-15,ifelse((animelem=3),-5,ifelse((animelem=4),-14,-3))))
[State 810, pos]
type=posadd
trigger1= !animtime
x=4

[State 810, turn]
type=turn
trigger1= !animtime
[State 810, end]
type=changestate
trigger1= !animtime
value=0 
ctrl=1

;---TARGET---
[Statedef 811]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 811, anim]
type=changeanim2
trigger1= !time
value=811
[State 811, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0

[Statedef 812]
type=A
movetype=H
physics=N
velset=5,-9
[State 812, grav]
type=gravity
trigger1= 1
[State 812, recover]
type=selfstate
trigger1= command="recovery"
trigger1= alive && time>=27
value=ifelse((pos y>=-20),5200,5210)
[State 812, hitground]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=0
value=5100


;==========<JIGOKU GURUMA>==========
;---PLAYER---
[Statedef 815]
type=S
movetype=A
physics=C
anim=815
velset=0,0
ctrl=0

[State 815, throw]
type=targetstate
trigger1= !time
value=816

[State 815, width]
type=width
trigger1= animelemtime(11)>=0 && animelemtime(12)<0
edge=0,50
[State 815, width]
type=width
trigger1= animelemtime(12)>=0 && animelemtime(13)<0
edge=0,70

[State 815, throwsnd]
type=playsnd
trigger1= animelem=12
value=3,3
channel=0
[State 815, spinsnd]
type=playsnd
trigger1= animelem=4 || animelem=8 || animelem=12
value=1,ifelse((animelem=12),6,5)
channel=1

[State 815, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=18,0
[State 815, bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=12,-62
[State 815, bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
trigger2= animelemtime(7)>=0 && animelemtime(8)<0
pos=2,-55
[State 815, bind 4]
type=targetbind
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
trigger2= animelemtime(8)>=0 && animelemtime(9)<0
pos=-14,-36
[State 815, bind 5]
type=targetbind
trigger1= animelemtime(5)>=0 && animelemtime(6)<0
trigger2= animelemtime(9)>=0 && animelemtime(10)<0
pos=9,0
[State 815, bind 6]
type=targetbind
trigger1= animelemtime(6)>=0 && animelemtime(7)<0
trigger2= animelemtime(10)>=0 && animelemtime(11)<0
pos=20,-52
[State 815, bind 11]
type=targetbind
trigger1= animelemtime(11)>=0 && animelemtime(12)<0
pos=-7,-54
[State 815, bind 12]
type=targetbind
trigger1= animelem=12
pos=-74,-57

[State 815, hurt]
type=targetlifeadd
trigger1= animelem=12
value=-ceil(139*fvar(12))
[State 815, hurt]
type=targetpoweradd
trigger1= animelem=12
value=36
[State 815, hurt]
type=poweradd
trigger1= animelem=12 && !var(20)
value=72

[State 815, throw]
type=targetstate
trigger1= animelem=12
value=817

[State 815, pos]
type=posset
trigger1= 1
y=0
[State 815, vel]
type=velset
trigger1= animelemtime(3)>=0 && animelemtime(10)<0
x=-3

[State 815, pos]
type=posadd
trigger1= animelem=1 || animelem=2 || animelem=3
x=ifelse((animelem=1),-17,ifelse((animelem=2),-15,-24))

[State 815, dust]
type=explod
trigger1= animelemtime(3)>=0 && animelemtime(10)<0 && !(animelemtime(3)%5)
anim=7103
ID=7103
sprpriority=3
postype=p1
vel=1,0
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 815, turn]
type=turn
trigger1= !animtime
[State 815, end]
type=changestate
trigger1= !animtime
value=0 
ctrl=1

;---TARGET---
[Statedef 816]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 816, anim]
type=changeanim2
trigger1= !time
value=816
[State 816, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0

[Statedef 817]
type=A
movetype=H
physics=N
velset=5,-9
[State 817, grav]
type=gravity
trigger1= 1
[State 817, recover]
type=selfstate
trigger1= command="recovery"
trigger1= alive && time>=27
value=ifelse((pos y>=-20),5200,5210)
[State 817, hitground]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=0
value=5100


;==========<JIGOKU FUUSHA>==========
[Statedef 850]
type=A
movetype=A
physics=A
juggle=8
ctrl=0
anim=850
sprpriority=1
poweradd=18*!var(20)

[State 850, Don't Guard]
type=attackdist
trigger1=1
value=0

[State 850, hit]
type=hitdef
trigger1= !time
attr=A,NT 
hitflag=AF
priority=1,Miss
sparkno=-1
p1facing=1
p1stateno=860 
guard.dist=0
fall=1
fall.recover=0
[State 850, misssnd]
type=playsnd
trigger1= animelem=3
value=5000,3
channel=0

[State Idle]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I


;---PLAYER---
[Statedef 860]
type=A
movetype=A
physics=N
anim=860
velset=ifelse(!vel x,-1.2,vel x),vel y-4
ctrl=0

[State 860, turn]
type=turn
trigger1= !time && vel x>0
[State 860, grab snd]
type=playsnd
trigger1= !time
value=0,800

[State 860, throw]
type=targetstate
trigger1= !time
value=865
[State 860, throw]
type=targetfacing
trigger1= !time
value=-1
[State 860, width]
type=width
trigger1= animelemtime(7)>=0 && animtime
edge=0,55

[State 860, width]
type=width
trigger1= animelemtime(7)>=0 && animelemtime(8)<0
edge=0,50
[State 860, width]
type=width
trigger1= animelemtime(8)>=0 && animelemtime(9)<0
edge=0,70

[State 860, grav]
type=gravity
trigger1= anim=860

[State 860, throwsnd]
type=playsnd
trigger1= animelem=2
value=3,5
channel=0
[State 860, throwsnd]
type=playsnd
trigger1= animelem=8
value=3,11
channel=0
[State 860, spinsnd]
type=playsnd
trigger1= animelem=4 || animelem=8
value=1,ifelse((animelem=8),6,5)
channel=1

[State 860, vel]
type=changeanim
trigger1= pos y<-5 && animelemtime(7)>=0
value=860
elem=3
[State 815, throw]
type=targetstate
trigger1= animelem=3
value=866

[State 865, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=18,0
[State 865, bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=12,-62
[State 865, bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=2,-55
[State 865, bind 4]
type=targetbind
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
pos=-14,-36
[State 865, bind 5]
type=targetbind
trigger1= animelemtime(5)>=0 && animelemtime(6)<0
pos=9,0
[State 865, bind 6]
type=targetbind
trigger1= animelemtime(6)>=0 && animelemtime(7)<0
pos=20,-52
[State 865, bind 7]
type=targetbind
trigger1= animelemtime(7)>=0 && animelemtime(8)<0
pos=-7,-54
[State 865, bind 8]
type=targetbind
trigger1= animelem=8
pos=-74,-57

[State 865, hurt]
type=targetlifeadd
trigger1= animelem=8
value=-ceil(139*fvar(12))
[State 865, hurt]
type=targetpoweradd
trigger1= animelem=8
value=36
[State 865, hurt]
type=poweradd
trigger1= animelem=8 && !var(20)
value=72

[State 865, throw]
type=targetstate
trigger1= animelem=8
value=867

[State 860, pos]
type=posset
trigger1= vel y>0 && pos y>=-5
y=0
[State 860, vel]
type=velset
trigger1= pos y>=-5
y=0
[State 860, vel]
type=velset
trigger1= !pos y && animelemtime(7)<0
x=-4
[State 860, statetype]
type=statetypeset
trigger1= pos y>=-5
statetype=C
physics=C

[State 860, snd]
type=playsnd
trigger1= !pos y
value=5,17
persistent=0
[State 860, dust]
type=explod
trigger1= !pos y
anim=7102
ID=7102
sprpriority=-2
postype=p1
scale=.75,.75
ownpal=1
persistent=0
pausemovetime=-1
supermovetime=-1

[State 860, dust]
type=explod
trigger1= !pos y && animelemtime(7)<0 && !(animelemtime(1)%5)
anim=7103
ID=7103
sprpriority=3
postype=p1
vel=1,0
ownpal=1
pausemovetime=-1
supermovetime=-1

[State 860, turn]
type=turn
trigger1= !animtime
[State 860, end]
type=changestate
trigger1= !animtime
value=0 
ctrl=1


;---TARGET---
[Statedef 865]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 865, anim]
type=changeanim2
trigger1= !time
value=865
[State 865, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0

[Statedef 866]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 866, anim]
type=changeanim2
trigger1= !time
value=866
[State 866, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0

[Statedef 867]
type=A
movetype=H
physics=N
velset=6,-9
[State 867, grav]
type=gravity
trigger1= 1
[State 867, recover]
type=selfstate
trigger1= command="recovery"
trigger1= alive && time>=41
value=ifelse((pos y>=-20),5200,5210)
[State 867, hitground]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=0
value=5100
