;---------------------------------------------------------------------------
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 200+var(50)
poweradd = 0
sprpriority = 2
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 400
value = IfElse(var(50),10000,500),IfElse(Random < 500,0,1)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,0
volume = 400

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(21*fvar(20)), 10 ;306
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 9, 9
sparkno = s7000+random%8
sparkxy = -18, -65

hitsound = s210, 0
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
airguard.velocity = -4,-1
air.type = low
air.velocity = -2-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
down.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
air.juggle = 0

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 205+var(50)
poweradd = 0
sprpriority = 2
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 400
value = IfElse(var(50),10000,500),IfElse(Random < 500,0,1)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,0
volume = 400

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(32*fvar(20)), 10 ;460
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 9, 9
sparkno = s7000+random%8
sparkxy = -25, -65

hitsound = s210, 0
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
down.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
air.juggle = 0

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
velset = 0,0
anim = 210+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,1
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 350
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(57*fvar(20)), 10 ;816
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 11, 15
sparkno = s7030+random%8
sparkxy = -20, -67

hitsound = s210, 6
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -11
air.cornerpush.veloff = -11
down.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
air.juggle = 0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
velset = 2.5,0
anim = 215+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,1
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 200
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
triggerall = prevstateno != 210
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(58*fvar(20)), 10 ;840
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 9, 16
sparkno = s7000+random%8
sparkxy = -17, -73

hitsound = s210, 1
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -11
air.cornerpush.veloff = -11
down.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
air.juggle = 0


[State 200, 1]
type = HitDef
triggerall = prevstateno = 210
trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(58*fvar(20)), 10 ;840
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 11, 15
sparkno = s7000+random%8
sparkxy = -17, -73

hitsound = s210, 1
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6
airguard.velocity = -4,-1
air.type = high
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -11
air.cornerpush.veloff = -11
down.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
air.juggle = 0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
velset = 2.5,0
anim = 220+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,2
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 350
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(92*fvar(20)), 10 ;1326
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 13, 17
sparkno = s7000+random%8
sparkxy = -15, -68

hitsound = s210, 2
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -10
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
down.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13
air.juggle = 0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
velset = 0,0
anim = 225+var(50)
hitcountpersist = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = !time && prevstateno = 25
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,2
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5 && random < 350
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(96*fvar(20)), 10 ;1380
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 13, 17
sparkno = s7000+random%8
sparkxy = -20, -68

hitsound = s210, 2
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -10
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
down.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13
air.juggle = 0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= 0
ctrl = 0
velset = 0,0
anim = 230+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 400
value = IfElse(var(50),10000,500),IfElse(Random < 500,0,1)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,3
volume = 400

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(35*fvar(20)), 10 ;510
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 9, 9
sparkno = s7000+random%8
sparkxy = -15, -55

hitsound = s210, 3
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
down.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
air.juggle = 0

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= 0
ctrl = 0
velset = 0,0
anim = 235+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 400
value = IfElse(var(50),10000,500),IfElse(Random < 500,0,1)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,3
volume = 400

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = C, NA
damage = ceil(40*fvar(20)), 10 ;510
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit

pausetime = 9, 9
sparkno = s7000+random%8
sparkxy = -30, -10

hitsound = s210, 3
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
down.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
air.juggle = 0

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
velset = 0,0
anim = 240+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,4
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 200
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(71*fvar(20)), 10 ;1020
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 11, 15
sparkno = s7000+random%8
sparkxy = -25, -65

hitsound = s210, 4
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -7
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -11
air.cornerpush.veloff = -11
down.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
air.juggle = 0

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
velset = 2.5,0
anim = 245+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 200,4
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 200
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(73*fvar(20)), 10 ;1050
animtype = medium
guardflag = HA
hitflag = MAF
priority = 3, Hit

pausetime = 11, 15
sparkno = s7000+random%8
sparkxy = -25, -65

hitsound = s210, 4
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -7
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -11
air.cornerpush.veloff = -11
down.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
air.juggle = 0

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
velset = 0,0
anim = 250+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,5
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 300
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(92*fvar(20)), 10 ;1326
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 13, 17
sparkno = s7000+random%8
sparkxy = -40, -75

hitsound = s210, 5
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -10
airguard.velocity = -4,-1
air.type = high
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
down.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13
air.juggle = 0

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
velset = 0,0
anim = 255+var(50)
hitcountpersist = 1

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = !time && prevstateno = 25
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,5
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 5 && random < 300
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
Trigger1 = (p2stateno != 5020 && p2stateno != 5040)
Trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
damage = ceil(112*fvar(20)), 10 ;1326
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 13, 17
sparkno = s7000+random%8
sparkxy = -20, -75

hitsound = s210, 5
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -10
airguard.velocity = -4,-1
air.type = high
air.velocity = -1.4,-3
air.juggle = 0

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
down.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13


[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 0
ctrl = 0
anim = 400+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 400
value = IfElse(var(50),10000,500),IfElse(Random < 600,0,1)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,0
volume = 400

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = ceil(21*fvar(20)), 10 ;306
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 9, 9
sparkno = s7000+random%8
sparkxy = -18, -20

hitsound = s210, 0
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -3
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
down.cornerpush.veloff = -7
guard.cornerpush.veloff = -7
airguard.cornerpush.veloff = -7
air.juggle = 0


[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
anim = 410+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 350
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,1
volume = 400

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = ceil(64*fvar(20)), 10 ;918
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 11, 15
sparkno = s7000+random%8
sparkxy = -18, -20

hitsound = s210, 1
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -11
air.cornerpush.veloff = -11
down.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
air.juggle = 0

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
anim = 420+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,2
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 350
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = ceil(78*fvar(20)), 10 ;1122
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit

pausetime = 13, 17
sparkno = s7030+random%8
sparkxy = -14, -67

hitsound = s210, 7
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -9
airguard.velocity = -4,-1
air.type = high
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
down.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13
air.juggle = 0

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= 0
ctrl = 0
anim = 430+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 400
value = IfElse(var(50),10000,500),IfElse(Random < 600,0,1)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,3
volume = 400

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = ceil(14*fvar(20)), 10 ;306
animtype = Light
guardflag = L
hitflag = MAF
priority = 3, Hit

pausetime = 9, 9
sparkno = s7000+random%8
sparkxy = -18, -10

hitsound = s210, 3
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5
air.juggle = 0

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
anim = 440+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 350
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,4
volume = 400

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = ceil(57*fvar(20)), 10 ;816
animtype = medium
guardflag = L
hitflag = MAF
priority = 3, Hit

pausetime = 11, 15
sparkno = s7000+random%8
sparkxy = -20, -12

hitsound = s210, 4
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4
airguard.velocity = -4,-1
air.type = low
air.velocity = -1.4,-3

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -11
air.cornerpush.veloff = -11
down.cornerpush.veloff = -11
guard.cornerpush.veloff = -11
airguard.cornerpush.veloff = -11
air.juggle = 0

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 10
poweradd= IfElse(var(20),0,17)
ctrl = 0
anim = 450+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 300
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,5
volume = 400

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 2.16015625

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = 5100,0
volume = 200

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage = ceil(112*fvar(20)), 10 ;1326
animtype = Hard
guardflag = L
hitflag = MAF
priority = 3, Hit

pausetime = 13, 17
sparkno = s7000+random%8
sparkxy = -25, -30

hitsound = s210, 5
guardsound = s120, 0
guard.sparkno = s7120
ground.type = trip
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -1,-4
airguard.velocity = -4,-1
air.type = trip
air.velocity = -1,-4

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
down.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13
fall.recovertime = 50
air.juggle = 0

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 600+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 400
value = IfElse(var(50),10000,500),IfElse(Random < 500,0,1)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,0
volume = 400

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ceil(21*fvar(20)), 10 ;630
animtype = Light
guardflag = HA
hitflag = MAFF
priority = 3, Hit

pausetime = 9, 9
sparkno = s7000+random%8
sparkxy = -25, -60

hitsound = s210, 0
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6.1
airguard.velocity = -4,-1
air.type = high
air.velocity = -3,-1

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 50
ctrl = 0
;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= IfElse(var(20),0,17)
ctrl = 0
anim = 610+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,1
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 350
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ceil(66*fvar(20)), 10 ;945
animtype = medium
guardflag = HA
hitflag = MAFF
priority = 3, Hit

pausetime = 11, 15
sparkno = s7000+random%8
sparkxy = -25, -62

hitsound = s210, 1
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6.1
airguard.velocity = -4,-1
air.type = low
air.velocity = -4,-2

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
down.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
airguard.cornerpush.veloff = -10

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 50
ctrl = 0
;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= IfElse(var(20),0,17)
ctrl = 0
anim = 620+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,2
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 350
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ceil(95*fvar(20)), 10 ;1326
animtype = Hard
guardflag = HA
hitflag = MAFF
priority = 3, Hit

pausetime = 13, 17
sparkno = s7000+random%8
sparkxy = -15, -68

hitsound = s210, 2
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6.1
airguard.velocity = -4,-1
air.type = high
air.velocity = -4.5,-4

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
down.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 50
ctrl = 0
;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 630+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 400
value = IfElse(var(50),10000,500),IfElse(Random < 500,0,1)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,3
volume = 400

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ceil(36*fvar(20)), 10 ;525
animtype = Light
guardflag = HA
hitflag = MAFF
priority = 3, Hit

pausetime = 9, 9
sparkno = s7000+random%8
sparkxy = -12, -52

hitsound = s210, 3
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6.1
airguard.velocity = -4,-1
air.type = high
air.velocity = -3,-1

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 50
ctrl = 0
;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= 0
ctrl = 0
anim = 635+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 400
value = IfElse(var(50),10000,500),IfElse(Random < 500,0,1)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,3
volume = 400

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ceil(36*fvar(20)), 10 ;525
animtype = Light
guardflag = HA
hitflag = MAFF
priority = 3, Hit

pausetime = 9, 9
sparkno = s7000+random%8
sparkxy = -15, -46

hitsound = s210, 3
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6.1
airguard.velocity = -4,-1
air.type = high
air.velocity = -3,-1

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -5
air.cornerpush.veloff = -5
down.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = -5

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 50
ctrl = 0
;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= IfElse(var(20),0,17)
ctrl = 0
anim = 640+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,4
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 200
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ceil(66*fvar(20)), 10 ;945
animtype = medium
guardflag = HA
hitflag = MAFF
priority = 3, Hit

pausetime = 11, 17
sparkno = s7000+random%8
sparkxy = -12, -52

hitsound = s210, 4
guardsound = s120, 0
guard.sparkno = s7120
ground.type = low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6.1
airguard.velocity = -4,-1
air.type = low
air.velocity = -3,-2

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
down.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
airguard.cornerpush.veloff = -10

[State 0, ChangeState]
type = ChangeState
trigger1 = !animtime
value = 50
ctrl = 0
;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 8
poweradd= IfElse(var(20),0,17)
ctrl = 0
anim = 650+var(50)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 200,5
volume = 400

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time && random < 300
value = IfElse(var(50),10000,500),IfElse(Random < 500,1,2)
channel = 20

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ceil(88*fvar(20)), 10 ;1260
animtype = Hard
guardflag = HA
hitflag = MAFF
priority = 3, Hit

pausetime = 13, 17
sparkno = s7000+random%8
sparkxy = -35, -65

hitsound = s210, 5
guardsound = s120, 0
guard.sparkno = s7120
ground.type = high
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -6.1
airguard.velocity = -4,-1
air.type = high
air.velocity = -4.5,-4

air.hittime = 12
getpower = 70*var(21),70*var(21)
givepower = 35,35

ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
down.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13
;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800+var(50)
hitcountpersist = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1stateno = 810
p2stateno = 820
fall = 1
id = 80

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Throwing the opponent
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810+var(50)
poweradd = IfElse(var(20),0,60)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = IfElse(var(50),10000,500),IfElse(var(50),2,5)
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 19
value = 210,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 800,0
volume = 400

[State 0, TargetBind]
type = TargetBind
trigger1 = !time
time = 13
id = 80
pos = 20,0

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 13
time = 6
id = 80
pos = 10,0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 19
value = -131 ;1890
ID = 80
kill = 1
absolute = 1

[State 0, TargetState]
type = TargetState
trigger1 = time = 19
value = 821
ID = 80

[State 0, Explod]
type = Explod
trigger1 = time = 19
anim = 7030+random%8
ID = 7030
pos = 19,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Opponent Thrown
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = !Time
value = 820
;---------------------------------------------------------------------------
; Opponent thrown into the air
[Statedef 821]
type    = A
movetype= H
physics = N
velset = IfElse(prevstateno = 861, 4,-4),-6
poweradd = 40

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5050

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 0, Gravity]
type = Gravity
trigger1 = 1

[State 821, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
hitcountpersist = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1stateno = 851
p2stateno = 860
fall = 1
id = 80

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 851]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 2001
poweradd = 0
sprpriority = -1
hitcountpersist = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = !time
time = 1
id = 80
pos = 25,0

[State 0, VelSet]
type = VelSet
trigger1 = time >= 3 && time <= 19
x = 3

[State 0, VelSet]
type = VelSet
trigger1 = time = 19
x = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = 1 && time <= 17
time = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = !time
time = 2
FrameGap = 4
timegap = 4
length = 8
palcolor = 256
PalBright = 0,0,0
PalContrast = 130,130,130
PalAdd = 0,0,0
PalMul = 1,1,1
trans = add1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 20
value = 852
ctrl = 0
;---------------------------------------------------------------------------
; Throwing the opponent
[Statedef 852]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 0
sprpriority = -1
hitcountpersist = 1

[State 0, TargetState]
type = TargetState
trigger1 = !time
value = 861
ID = 80

[State 0, Turn]
type = Turn
trigger1 = !time

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = 500,5
channel = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 19
value = 210,6

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = 800,0
volume = 400

[State 0, TargetBind]
type = TargetBind
trigger1 = !time
time = 13
id = 80
pos = 30,0

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 13
time = 6
id = 80
pos = 15,0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 19
value = -131 ;1890
ID = 80
kill = 1
absolute = 1

[State 0, TargetState]
type = TargetState
trigger1 = time = 19
value = 821
ID = 80

[State 0, Explod]
type = Explod
trigger1 = time = 19
anim = 7030+random%8
ID = 7030
pos = 19,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Opponent Thrown
[Statedef 860]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = !Time
value = 5000
;---------------------------------------------------------------------------
; Opponent Thrown
[Statedef 861]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = !Time
value = 860
;---------------------------------------------------------------------------
; Throw - Attempt
[Statedef 870]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800+var(50)
hitcountpersist = 1

[State 800, 1]
type = HitDef
Trigger1 = Time = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1stateno = 871
p2stateno = 880
fall = 1
id = 80

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Throwing the opponent
[Statedef 871]
type    = S
movetype= A
physics = N
anim = 10870
poweradd = IfElse(var(20),0,60)
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 10000,2

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 18
time = 1
id = 80
pos = 25,0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 58
value = -150
ID = 80
kill = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 800,0

[State 0, TargetState]
type = TargetState
trigger1 = time = 58
value = 881
ID = 80

[State 0, Explod]
type = Explod
trigger1 = time = 58
anim = 8001
ID = 8001
pos = 15,-74
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 0.5,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 58
value = 1050,0

[State -2, P2 Catch on Fire Fall]
type = Explod
trigger1 = time = 59
anim = 8501
ID = 8500
pos = 0,-60
postype = p2  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = -1
removetime = -2
scale = 0.5,0.5
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1
persistent = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 58
time = 15
freq = 40
ampl = -4
phase = 60

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Opponent Thrown
[Statedef 880]
type    = A
movetype= H
physics = N
velset = 0,0
facep2 = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = !Time
value = 10880

;---------------------------------------------------------------------------
; Opponent thrown into the air
[Statedef 881]
type    = A
movetype= H
physics = N
velset = -4,-6
poweradd = 40

[State 0, PalFX]
type = PalFX
trigger1 = 1
time = 2
add = 0,0,20
mul = 160,0,230
sinadd = 40,0,40,10
invertall = 1
color = 0
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5050

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 0, Gravity]
type = Gravity
trigger1 = 1

[State 821, SelfState]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
