[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 1
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 16
air.back = 12
air.front = 12
height = 60
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -5, -90
mid.pos = -5, -60
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3
walk.back = -1.8
run.fwd  = 6.3, 0
run.back = -6,-3
jump.neu = 0,-8
jump.back = -2.97
jump.fwd = 2.97
runjump.back = -4.45,-8.2
runjump.fwd = 4.45,-8.8
airjump.neu = 0,0
airjump.back = 0,0
airjump.fwd = 0,0

[Movement]
airjump.num = 0
airjump.height = 35
yaccel = .43
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[State 180, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 10
range = 0,20

[State 180, Win 1] 
type = ChangeState
trigger1 = Time = 1
trigger1 = var(10) = [0,10]
value = 181

[State 180, Win 2] 
type = ChangeState
trigger1 = Time = 1
trigger1 = var(10) = [11,20]
value = 182

;------
; Win pose 1 - Espalda
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 180, 1]
type = PlaySnd
trigger1 = Time = 0
value = 2,11

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

;------
; Win pose 2 - Pose
[Statedef 182]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 180, voz]
type = PlaySnd
trigger1 = time = 0
value = 2,5

[State 180, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 40,0

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

;---------------------------------------------------------------------------
; Introduction
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 1
value = 2,4

[State 191, Snd 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 191, Snd 1]
type = PlaySnd
trigger1 = time = 2
value = 2,9

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

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

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Stand Light Punch
[Statedef 200]
type    = S 
movetype= A 
physics = S
juggle  = 1 
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 200, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 23, 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
sparkno = s3000
guard.sparkno = s3100
sparkxy = -10, -85
hitsound = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

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

;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
sprpriority = -1

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3

[State 210, 2]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    = 57
guardflag = MA
pausetime = 12,12
sparkno = s3050
guard.sparkno = s3100
sparkxy = -10,-83
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 210, 4]
type = SprPriority
trigger1 = AnimElem = 3
value = 2

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing light kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

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

[State 230, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 26
guardflag = MA
pausetime = 12,12
sparkno = s3000
guard.sparkno = s3100
sparkxy = -10,-37
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing strong kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 240, 2]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 63
guardflag = MA
pausetime = 12,12
sparkno = s3050
guard.sparkno = s3100
sparkxy = -10,-90
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 400, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 23
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 10,11
sparkno = s3000
guard.sparkno = s3100
sparkxy = -10,-42
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -4
air.velocity = -1.5,-3

[State 400, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;Crouching strong punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 410
sprpriority = 2

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

[State 410, 2]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage    = 37
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = s3050
guard.sparkno = s3100
sparkxy = -10,-50
hitsound   = 5,1
guardsound = 5,2
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -4
air.velocity = -3,-4

[State 410, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = 36
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = s3050
guard.sparkno = s3100
sparkxy = -10,-83
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4

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

;---------------------------------------------------------------------------
;Crouching light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 22
ctrl = 0
anim = 430
sprpriority = 2

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

[State 430, 2]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 28
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s3000
guard.sparkno = s3100
sparkxy = -10,-8
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -5
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

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

;---------------------------------------------------------------------------
;Crouch Strong Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 440
sprpriority = 2

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

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s3050
guard.sparkno = s3100
sparkxy = -5,-10
hitsound   = 5,1
guardsound = 6,0
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Kick - Slide
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 70
ctrl = 0
anim = 450
sprpriority = 2

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

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

[State 440, 2]
type = VelSet
trigger1 = animelem = 3
x = 7

[State 440, 3]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    = 72
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkno = s3050
guard.sparkno = s3100
sparkxy = -5,-10
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -1.5,-2
air.velocity = -1.2,-3
guard.velocity = -5
;fall = 1

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
sprpriority = 2

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 600, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 20
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s3000
guard.sparkno = s3100
sparkxy = -10,-47
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.3,-3

[State 600, 3]
type = CtrlSet
trigger1 = Time = 17
value = 1

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
sprpriority = 2

[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 610, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 72
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s3050
guard.sparkno = s3100
sparkxy = -10,-40
hitsound   = 5,1
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 0

[State 630, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 26
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s3000
guard.sparkno = s3100
sparkxy = -5,-35
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-3

;---------------------------------------------------------------------------
;Jump Strong Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 640
sprpriority = 2

[State 640, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 1

[State 640, 3]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 70
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s3050
guard.sparkno = s3100
sparkxy = -10,-50
hitsound   = 5,1
guardsound = 6,0
animtype = Med
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-4

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Special Skill: Dodge
[Statedef 700]
type = S
movetype = I
physics = S
anim = 700
velset = 0
ctrl = 0
sprpriority = -1

[State 710, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,1

[State 710, 1]
type = NotHitBy
trigger1 = 1
value = SCA,NA,NP,SA,SP,HA,HP

[State 710, 1]
type = PlayerPush
trigger1 = 1
value = 0

[State 710, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------
;Throw - Throwing the opponent
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 6
value = 0,3

[State 810, Throw Sound2]
type = PlaySnd
trigger1 = AnimElem = 8
value = 1,2

[State 810, voz]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,2

[State 810, Width]
type = Width
trigger1 = AnimElemTime(7) < 0
edge = 60,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(4) < 0
pos = 30, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 28, -72

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -7, -100

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = -36, -95

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 7
pos = -50, -70

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 8
pos = -50, 0

[State 1320, 2] 
Type = Explod
trigger1 = AnimElem = 8
anim = F62
ID = 2
pos = 0,0
postype = p2
removetime = -2
ignorehitpause = 1
removeongethit = 1
ownpal = 1
ontop = 1

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -78

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 9
value = 821

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------
;Thrown by Kung Fu Throw
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0

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

;------
;Thrown by Kung Fu Throw - thrown into the air
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 3.5,-6
poweradd = 40

[State 821, 1]
type = Gravity
Trigger1 = 1

[State 821, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;Hell Knees - Attempt
[Statedef 850]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 860
p2stateno = 870
guard.dist = 0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Hell Knees - Throwing the opponent
[Statedef 860]
type    = S
movetype= A
physics = N
anim = 850
poweradd = 60

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5

[State 810, voz]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,1

[State 810, voz2]
type = PlaySnd
trigger1 = AnimElem = 27
value = 2,3

[State 1320, 2] 
Type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
trigger5 = AnimElem = 27
anim = 3000
ID = 2
pos = -10,-60
postype = p2
removetime = -2
ignorehitpause = 1
removeongethit = 1
ownpal = 1
ontop = 1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
value = 1,1

[State 810, Throw Sound]
type = PlaySnd
trigger1 = AnimElem = 27
value = 1,2

[State 810, Width]
type = Width
trigger1 = AnimElemTime(27) < 0
edge = 30,0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(27) < 0
;trigger2 = AnimElemTime(8) >= 0 && AnimElemTime(12) < 0
;trigger3 = AnimElemTime(13) >= 0 && AnimElemTime(17) < 0
;trigger4 = AnimElemTime(18) >= 0 && AnimElemTime(22) < 0
;trigger4 = AnimElemTime(23) >= 0 && AnimElemTime(27) < 0
pos = 30, 0

[State 810, Bind 2]
type = null;TargetBind
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
trigger2 = AnimElemTime(12) >= 0 && AnimElemTime(13) < 0
trigger3 = AnimElemTime(17) >= 0 && AnimElemTime(18) < 0
trigger4 = AnimElemTime(22) >= 0 && AnimElemTime(23) < 0
pos = 55, -60

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 27
pos = 60, -20

[State 810, Hurt 11]
type = TargetLifeAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 17
trigger4 = AnimElem = 22
trigger5 = AnimElem = 27
value = -15

[State 6005, hit]
type = HitAdd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 17
trigger3 = AnimElem = 22
trigger4 = AnimElem = 27
value = 1

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElem = 27
value = 871

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 870]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 860

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - thrown into the air
[Statedef 871]
type    = A
movetype= H
physics = N
velset = -5,-3
poweradd = 40

[State 821, 1]
type = Gravity
Trigger1 = 1

[State 821, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200

[State 821, 3]
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210

[State 821, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Hurricane Upper Debil
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, voz]
type = PlaySnd
trigger1 = Time = 3
value = 2,6

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

[State 1000, viento]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 1000, 2] ;Tornado
Type = Projectile
trigger1 = animelem = 4
attr = S, SP
animtype  = Heavy
damage    = 60, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
sparkno = s3200
guard.sparkno = s3150
sparkxy = 30,-60
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3.2,-3.2
ProjID = 1000
projanim = 1001
projhitanim = 1002
projremanim = 1002
projcancelanim = 1002
projremove = -1
projremovetime = 30
velocity = 4,0
remvelocity = 0
projhits = 1
projpriority = 1
projedgebound = 300
projstagebound = 300
offset = 15,0
postype = p1
;projshadow = 0
air.fall = 1

[State 1000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hurricane Upper Fuerte
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010, 1]
type = PlaySnd
trigger1 = Time = 3
value = 2,6

[State 1010, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 20

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
trigger2 = animelem = 9
value = 0,2

[State 1001, T1] ;Tornado
Type = Projectile
trigger1 = animelem = 4
attr = S, SP
animtype  = Heavy
damage    = 60, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
sparkno = s3200
guard.sparkno = s3150
sparkxy = 30,-60 
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1001
projhitanim = 1002
projremanim = 1002
projcancelanim = 1002
projremove = -1
projremovetime = 40
velocity = 6,0
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
offset = 15,0
postype = p1
air.fall = 1

[State 1001, T2] ;Tornado 2
Type = Projectile
trigger1 = animelem = 11
attr = S, SP
animtype  = Heavy
damage    = 60, 5
guardflag = MA
hitflag = MA
pausetime = 12,10
sparkno = s3200
guard.sparkno = s3150
sparkxy = 30,-60
hitsound = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
ProjID = 1001
projanim = 1001
projhitanim = 1002
projremanim = 1002
projcancelanim = 1002
projremove = -1
projremovetime = 40
velocity = 6,0
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
offset = 15,0
postype = p1
;projshadow = 0,0,0
fall = 1
air.fall = 1

[State 1010, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Tiger Kick Debil
[Statedef 1050]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,8

[State 1050, 2]
type = PosAdd
trigger1 = AnimElem = 2
x = 15

[State 1050, 3]
type = null;PosAdd
trigger1 = AnimElem = 4
x = 25

[State 1050, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051

;------------------
; Tiger Kick Debil - salto
[Statedef 1051]
type    = A
movetype= A
physics = A
velset = 1,-4
anim = 1051
ctrl = 0

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

[State 1050, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 80, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s3200
guard.sparkno = s3150
sparkxy = -10,-85
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-7
guard.velocity = -7
air.velocity = -3.5,-7
fall = 1
air.fall = 1

[State 1061, 1]
type = Gravity
trigger1 = animelemtime(3) > 0

[State 1051, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;------------------
; Tiger Kick Debil - cayendo
[Statedef 1052]
type    = S
movetype= I
physics = S
anim = 47
sprpriority = 1
velset = 0,0
ctrl = 0

[State 1052, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1052, 2]
type = PlaySnd
trigger1 = Time = 1
value = 40,0

[State 1052, 3]
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 1052, 4]
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 1052, 2]
type = MakeDust
trigger1 = Time = 0

[State 1052, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Tiger Kick Fuerte
[Statedef 1060]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 120
velset = 0,0
anim = 1050
ctrl = 0
sprpriority = 2

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,8

[State 1060, 2]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 14

[State 1060, 3]
type = null;PosAdd
trigger1 = AnimElem = 4
x = 25

[State 1060, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 60, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s3200
guard.sparkno = s3150
sparkxy = -10,-85
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-7.5
guard.velocity = -7
air.velocity = -3.5,-7.5
fall = 1

[State 1060, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1061

;------------------
; Tiger Kick Fuerte - salto
[Statedef 1061]
type    = A
movetype= A
physics = A
velset = 1,-8
anim = 1051
ctrl = 0

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

[State 1060, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = Medium
damage    = 60, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkno = s3200
guard.sparkno = s3150
sparkxy = -10,-85
hitsound   = 5,2
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3.5,-7.5
guard.velocity = -7
air.velocity = -3.5,-7.5
fall = 1
air.fall = 1
palfx.time = 40
palfx.add = 240,50,0
palfx.mul = 250,224,120
palfx.sinadd = 110,55,85,10
Palfx.color = 0
palfx.invertall = 1

[State 1061, 1]
type = Gravity
trigger1 = animelemtime(3) > 0

[State 1061, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Slash Kick Debil
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, 1]
type = PlaySnd
trigger1 = time = 2
value = 2,7

[State 1100, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 2

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101
ctrl = 0

;------
; Slash Kick Debil - Patada
[Statedef 1101]
type    = A
movetype= A
physics = A
anim = 1101
ctrl = 0

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

[State 1100, 3]
type = VelSet
trigger1 = 1
x = 6

[State 1100, 3]
type = VelSet
trigger1 = animelemtime(2) < 0
y = -1.5

[State 1100, 3]
type = Gravity
trigger1 = animelemtime(3) >= 0

[State 1100, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Heavy
damage    = 75, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-65
sparkno = s3200
guard.sparkno = s3150
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -4,-2.5
guard.velocity = -6
air.velocity = -3.5,-2
airguard.velocity = -4,-1
p2facing = 1
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .4

[State 1061, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 20
value = 1052

;---------------------------------------------------------------------------
; Slash Kick Fuerte
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 110
velset = 0,0
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, 1]
type = PlaySnd
trigger1 = time = 2
value = 2,7

[State 1100, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 2.5

[State 1100, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1111
ctrl = 0

;------
; Slash Kick Fuerte - Patada
[Statedef 1111]
type    = A
movetype= A
physics = A
anim = 1102
ctrl = 0

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

[State 1100, 3]
type = VelSet
trigger1 = 1
x = 9

[State 1100, 3]
type = VelSet
trigger1 = animelemtime(2) < 0
y = -2

[State 1100, 3]
type = Gravity
trigger1 = animelemtime(3) >= 0

[State 1100, 3]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Heavy
damage    = 75, 4
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -10,-65
sparkno = s3200
guard.sparkno = s3150
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 18
ground.velocity = -4,-2.5
guard.velocity = -6
air.velocity = -3.5,-2
airguard.velocity = -4,-1
p2facing = 1
fall = 1
fall.recover = 0
air.fall = 1
yaccel = .4

[State 1061, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 20
value = 1052

;---------------------------------------------------------------------------
; Bakuretsu Punch
[Statedef 1150]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 100
anim = 1150
ctrl = 0
sprpriority = 2

[State 1200, wea]
type = Posset
trigger1 = 1
y = 0

[State 1200, wea2]
type = Velset
trigger1 = 1
x = 1.5

[State 1100, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 1100, 1]
type = PlaySnd
trigger1 = time = 2
value = 2,9

[State 1100, 1]
type = PlaySnd
trigger1 = animelem = 2 || animelem = 5 || animelem = 9 || animelem = 12 || animelem = 15 || animelem = 19
trigger2 = animelem = 23 || animelem = 26 || animelem = 30 || animelem = 34 || animelem = 39 || animelem = 41
value = 0,0

[State 1200, 2]
type = HitDef
trigger1 = animelem = 2 || animelem = 5 || animelem = 9 || animelem = 12 || animelem = 15 || animelem = 19
trigger2 = animelem = 23 || animelem = 26 || animelem = 30 || animelem = 34 || animelem = 39 || animelem = 41
attr = S, SA
animtype  = Hard
damage    = 15,2
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = 0,-85
sparkno = s3200
guard.sparkno = s3150
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -6
ground.cornerpush.veloff = -12
guard.velocity = -7
air.velocity = -5,-.5
airguard.velocity = -6.5,-1.5
forcestand = 1

[State 1200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1200, 3]
type = ChangeState
triggerall = movehit
trigger1 = command = "QCF_x"
value = 1155
ctrl = 0

[State 1200, 3]
type = ChangeState
triggerall = movehit
trigger1 = command = "QCF_y"
value = 1156
ctrl = 0

;------
; Bakuretsu Ken - Remate 1
[Statedef 1155]
type    = S
movetype= A
physics = S
anim = 1155
velset = 3,0
ctrl = 0

[State 1200, wea]
type = Velset
trigger1 = animelem = 4
x = 6.5

[State 1100, voz]
type = PlaySnd
trigger1 = animelem = 4
value = 2,3

[State 1100, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 0,3

[State 1100, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 1200, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
animtype  = Hard
damage    = 25,2
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -75,-50
sparkno = s3200
guard.sparkno = s3150
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7
ground.cornerpush.veloff = -12
guard.velocity = -5
air.velocity = -5,-.5
airguard.velocity = -5.5,-1.5

[State 1200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------
; Bakuretsu Ken - Remate 2
[Statedef 1156]
type    = S
movetype= A
physics = S
anim = 1156
velset = 3,0
ctrl = 0

[State 1100, 1]
type = PlayerPush
trigger1 = 1
value = 1

[State 1200, wea]
type = Velset
trigger1 = animelem = 3
x = 6.5

[State 1100, voz]
type = PlaySnd
trigger1 = animelem = 2
value = 2,3

[State 1100, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,3

[State 1200, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
animtype  = Hard
damage    = 25,2
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -45,-25
sparkno = s3200
guard.sparkno = s3150
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -7
ground.cornerpush.veloff = -12
guard.velocity = -5
air.velocity = -5,-.5
airguard.velocity = -5.5,-1.5
fall = 1
air.fall = 1

[State 1200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Screw Upper (hyper)
[Statedef 2000]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State 6000, Super A]
type = SuperPause
trigger1 = time = 0
pos = -10,-62
time = 30
movetime = 30
poweradd = -1000
anim = s3500
p2defmul = 0
sound = 20,0;s3,5

[State 3000, voz]
type = PlaySnd
trigger1 = time = 15
value = 3,0

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2001
ctrl = 0

;------
; Screw Upper - Tornado
[Statedef 2001]
Type = S
Movetype = A
physics = S
anim = 2001
ctrl = 0

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, 01]
type = PlaySnd
trigger1 = animelem = 2
value = 3,1

[State 3000, 02]
type = PlaySnd
trigger1 = animelem = 9
value = 3,2

[State 1250, 4]
type = HitDef
trigger1 = animelem = 3
attr = S, HA
animtype  = diagup
damage = 20,5
priority  = 5
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = s3250
guard.sparkno = s3150
sparkxy = -10,-70
hitsound = 5,3
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 5
ground.velocity = -2,-6
guard.velocity = -3
air.velocity = -1.5,-4
getpower = 0
air.recover = 0

[State 1000, 2] ;Tornado
Type = Projectile
trigger1 = animelem = 9
attr = S, HP
animtype  = Diagup
damage    = 50, 5
guardflag = M
hitflag = MAF
pausetime = 10,10
sparkno = s3250
guard.sparkno = s3150
sparkxy = 50,-70
hitsound = 5,3
guardsound = 6,0
ground.type = high
ground.slidetime = 30
ground.hittime = 50
ground.velocity = -2.5,-18
air.velocity = -2,-18
guard.velocity = -4
ProjID = 1000
projanim = 2010
projhitanim = 2011
projremanim = 2011
projcancelanim = 2011
projremove = -1
projremovetime = 30
velocity = 2,0
projhits = 5
projpriority = 9999
projsprpriority = 5
projedgebound = 300
projstagebound = 300
offset = 50,0
postype = p1
getpower = 0
yaccel = .5
ownpal = 1
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
air.juggle = 15

[State 3000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Bakuretsu Hurricane Tiger Heel (hyper)
[Statedef 2100]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 2

[State 6000, Super A]
type = SuperPause
trigger1 = time = 0
pos = 0,-75
time = 30
movetime = 30
poweradd = -1000
anim = s3500
p2defmul = 0
sound = 20,0;s3,5

[State 3000, voz]
type = PlaySnd
trigger1 = time = 15
value = 2,9

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2101
ctrl = 0

;------
; Bakuretsu Hurricane Tiger Heel - Combo
[Statedef 2101]
Type = S
Movetype = A
physics = S
anim = 2101
ctrl = 0

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 90
time = 2

[State 1200, wea]
type = Velset
trigger1 = animelemtime(18) < 0
x = 5

[State 1200, wea2]
type = Velset
trigger1 = animelemtime(18) >= 0
x = 0

[State 1100, 1]
type = PlaySnd
trigger1 = animelem = 2 || animelem = 5 || animelem = 8 || animelem = 11 || animelem = 14
value = 0,0

[State 1200, 2]
type = HitDef
trigger1 = animelem = 2 || animelem = 5 || animelem = 8 || animelem = 11 || animelem = 14
attr = S, SA
animtype  = Hard
damage    = 15,2
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = 0,-85
sparkno = s3250
guard.sparkno = s3150
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 18
ground.velocity = -4
ground.cornerpush.veloff = -12
guard.velocity = -5
air.velocity = -3.5,-.5
airguard.velocity = -5.5,-1.5

[State 1000, 2] ;Tornados
Type = Projectile
trigger1 = animelem = 16
trigger2 = animelem = 20
trigger3 = animelem = 24
attr = S, SP
animtype  = Heavy
damage    = 30, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
sparkno = s3250
guard.sparkno = s3150
sparkxy = 30,-60
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = 0
air.velocity = 0
ProjID = 1000
projanim = 1003
projhitanim = 1002
projremanim = 1002
projcancelanim = 1002
projremove = -1
projremovetime = 10
velocity = 4,0
remvelocity = 0
projhits = 1
projpriority = 1
projedgebound = 300
projstagebound = 300
offset = 15,0
postype = p1

[State 1250, up]
type = HitDef
trigger1 = animelem = 30
attr = S, HA
animtype  = diagup
damage = 20,5
priority  = 5
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = s3250
guard.sparkno = s3150
sparkxy = -10,-70
hitsound = 5,3
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 5
ground.velocity = -2,-6
guard.velocity = -3
air.velocity = -1.5,-4
getpower = 0
air.recover = 0

[State 1200, 3]
type = ChangeState
trigger1 = animtime = 0
value = 2102
ctrl = 0

;------
; Bakuretsu Hurricane Tiger Heel - Remate
[Statedef 2102]
type    = A
movetype= A
physics = N
anim = 2102
velset = 3,-6
ctrl = 0

[State 3000, voz]
type = PlaySnd
trigger1 = animelem = 7
value = 2,10

[State 1250, up]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = diagup
damage = 20,5
priority  = 5
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = s3250
guard.sparkno = s3150
sparkxy = -10,-70
hitsound = 5,3
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 5
ground.velocity = -2,-6
guard.velocity = -3
air.velocity = -1.5,-4
getpower = 0
air.recover = 0

[State 1250, up]
type = HitDef
trigger1 = animelem = 8
attr = S, HA
animtype  = heavy
damage = 50,5
priority  = 5
guardflag = MA
hitflag = MAF
pausetime = 12,12
sparkno = s3250
guard.sparkno = s3150
sparkxy = -10,-70
hitsound = 5,3
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 5
ground.velocity = -2,6
guard.velocity = -3
air.velocity = -2,6
getpower = 0
air.recover = 0
fall = 1
air.fall = 1
yaccel = .7

[State 1061, 1]
type = Gravity
trigger1 = animelemtime(4) > 0

[State 1061, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 1052

;---------------------------------------------------------------------------
; The Greatest Heel Ever (hyper)
[Statedef 2200]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 2200
ctrl = 0
sprpriority = 2

[State 6000, Super A]
type = SuperPause
trigger1 = time = 0
pos = -20,-32
time = 30
movetime = 30
poweradd = -1000
anim = s3500
p2defmul = 0
sound = 20,0;s3,5

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2201
ctrl = 0

;------
; The Greatest Heel Ever - Empezando
[Statedef 2201]
Type = S
Movetype = I
physics = S
anim = 2201
ctrl = 0

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 90
time = 2

[State 3000, voz]
type = PlaySnd
trigger1 = time = 0
value = 2,9

[State 3000, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0,3

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2202
ctrl = 0

;------
; The Greatest Heel Ever - Patada
[Statedef 2202]
type    = A
movetype= A
physics = N
anim = 2202
velset = 5,-3.5
ctrl = 0

[State 1250, up]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = back
damage = 250,5
priority  = 5
guardflag = MA
hitflag = MAF
pausetime = 30,30
sparkno = s3250
guard.sparkno = s3150
sparkxy = -10,-30
hitsound = 5,3
guardsound = 6,0
ground.type = high
ground.slidetime = 18
ground.hittime  = 5
ground.velocity = -6,-3
guard.velocity = -3
air.velocity = -6,-3
getpower = 0
air.recover = 0
fall = 1
air.fall = 1

[State 1061, 1]
type = Gravity
trigger1 = animelemtime(2) > 0

[State 1061, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1052

;---------------------------------------------------------------------------
; Triple Hurricane (hyper)
[Statedef 2300]
type    = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 2

[State 6000, Super A]
type = SuperPause
trigger1 = time = 0
pos = -10,-62
time = 30
movetime = 30
poweradd = -1000
anim = s3500
p2defmul = 0
sound = 20,0;s3,5

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2301
ctrl = 0

;------
; Triple Hurricane - Tornados
[Statedef 2301]
Type = S
Movetype = A
physics = S
anim = 2300
ctrl = 0

[State 3000, Super B]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 60
time = 2

[State 3000, hu]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 10
trigger3 = animelem = 16
value = 3,1

[State 3000, voz1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 9
value = 2,2

[State 3000, voz2]
type = PlaySnd
trigger1 = animelem = 15
value = 2,3

[State 1001, T1] ;Tornado
Type = Projectile
trigger1 = animelem = 3
trigger2 = animelem = 10
attr = S, SP
animtype  = Heavy
damage    = 80, 2
guardflag = MA
hitflag = MA
pausetime = 12,10
sparkno = s3250
guard.sparkno = s3150
sparkxy = 30,-60 
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2.2,-3.2
ProjID = 1000
projanim = 1001
projhitanim = 1002
projremanim = 1002
projcancelanim = 1002
projremove = -1
velocity = 6,0
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
offset = 15,0
postype = p1
air.fall = 1

[State 1001, T2] ;Tornado 2
Type = Projectile
trigger1 = animelem = 16
attr = S, SP
animtype  = Heavy
damage    = 90, 5
guardflag = MA
hitflag = MA
pausetime = 12,10
sparkno = s3250
guard.sparkno = s3150
sparkxy = 30,-60
hitsound = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 17
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2.2,-3.2
ProjID = 1001
projanim = 1001
projhitanim = 1002
projremanim = 1002
projcancelanim = 1002
projremove = -1
velocity = 6,0
remvelocity = 0
projpriority = 1
projedgebound = 300
projstagebound = 300
offset = 15,0
postype = p1
;projshadow = 0,0,0
fall = 1
air.fall = 1

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

[State -2 , 3];KO
type = PlaySnd 
triggerall = alive != 1
trigger1 = movehit = 1
value = 11,0

[State -2 , 4];mareado
type = PlaySnd 
trigger1 = stateno = 5300
value = 5300,0

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0

[State -3, Running Sound]
type = PlaySnd
;triggerall = Time = 1
triggerall = stateno = 100
trigger1 = animelem = 2
trigger2 = animelem = 5
value = 40, 0

