
;---------------------------------------------------------------------------
; INSANE COMBOS
;---------------------------------------------------------------------------

; IC1
[Statedef 3500]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3500
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -37,-59
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = null;PlaySnd
trigger1 = time = 1
value = 0,2

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3501
ctrl = 0

;--------
; IC1 - Ultra!!
[Statedef 3501]
Type = S
Movetype = A
physics = S
anim = 3501

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 200
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(93) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 13
trigger7 = animelem = 15
trigger8 = animelem = 17
trigger9 = animelem = 19
trigger10 = animelem = 21
trigger11 = animelem = 37
trigger12 = animelem = 39
trigger13 = animelem = 41
trigger14 = animelem = 43
trigger15 = animelem = 45
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-51
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 25
trigger2 = animelem = 27
trigger3 = animelem = 29
trigger4 = animelem = 31
trigger5 = animelem = 33
trigger6 = animelem = 61
trigger7 = animelem = 63
trigger8 = animelem = 65
trigger9 = animelem = 67
trigger10 = animelem = 69
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-75
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 50
trigger2 = animelem = 52
trigger3 = animelem = 54
trigger4 = animelem = 56
trigger5 = animelem = 58
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-18
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 73
trigger2 = animelem = 75
trigger3 = animelem = 77
trigger4 = animelem = 79
trigger5 = animelem = 81
trigger6 = animelem = 83
trigger7 = animelem = 85
trigger8 = animelem = 87
trigger9 = animelem = 89
trigger10 = animelem = 91
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-5
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 93
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-56
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, voz]
type = PlaySnd
trigger1 = animelem = 92
value = 0,0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 94
value = 4,7

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

;---------------------------------------------------------------------------
; IC2
[Statedef 3550]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3550
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 0,-13
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Sarge]
type = PlaySnd
trigger1 = time = 1
value = 0,2

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3551
ctrl = 0

;--------
; IC2 - Ultra!!
[Statedef 3551]
Type = S
Movetype = A
physics = S
anim = 3551

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 250
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(105) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 35
trigger7 = animelem = 37
trigger8 = animelem = 39
trigger9 = animelem = 41
trigger10 = animelem = 43
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-70
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 12
trigger2 = animelem = 14
trigger3 = animelem = 16
trigger4 = animelem = 18
trigger5 = animelem = 20
trigger6 = animelem = 80
trigger7 = animelem = 82
trigger8 = animelem = 84
trigger9 = animelem = 86
trigger10 = animelem = 88
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-30
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 23
trigger2 = animelem = 25
trigger3 = animelem = 27
trigger4 = animelem = 29
trigger5 = animelem = 31
trigger6 = animelem = 47
trigger7 = animelem = 49
trigger8 = animelem = 51
trigger9 = animelem = 53
trigger10 = animelem = 55
trigger11 = animelem = 93
trigger12 = animelem = 95
trigger13 = animelem = 97
trigger14 = animelem = 99
trigger15 = animelem = 101
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-50
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 59
trigger2 = animelem = 63
trigger3 = animelem = 67
trigger4 = animelem = 71
trigger5 = animelem = 75
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-20
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 105
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-80
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 106
value = 4,7

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

;---------------------------------------------------------------------------
; IC3
[Statedef 3600]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3600
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -40,-42
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,3

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3601
ctrl = 0

;--------
; IC3 - Ultra!!
[Statedef 3601]
Type = S
Movetype = A
physics = S
anim = 3601

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 300
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(90) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 68
trigger7 = animelem = 70
trigger8 = animelem = 72
trigger9 = animelem = 74
trigger10 = animelem = 76
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-75
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 12
trigger2 = animelem = 14
trigger3 = animelem = 16
trigger4 = animelem = 18
trigger5 = animelem = 20
trigger6 = animelem = 23
trigger7 = animelem = 25
trigger8 = animelem = 27
trigger9 = animelem = 29
trigger10 = animelem = 31
trigger11 = animelem = 45
trigger12 = animelem = 47
trigger13 = animelem = 49
trigger14 = animelem = 51
trigger15 = animelem = 53
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-48
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 34
trigger2 = animelem = 36
trigger3 = animelem = 38
trigger4 = animelem = 40
trigger5 = animelem = 42
trigger6 = animelem = 57
trigger7 = animelem = 59
trigger8 = animelem = 61
trigger9 = animelem = 63
trigger10 = animelem = 65
trigger11 = animelem = 79
trigger12 = animelem = 81
trigger13 = animelem = 83
trigger14 = animelem = 85
trigger15 = animelem = 87
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-25
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 90
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-56
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 91
value = 4,7

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

;---------------------------------------------------------------------------
; IC4
[Statedef 3650]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3650
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -26,-56
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,0

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3651
ctrl = 0

;--------
; IC4 - Ultra!!
[Statedef 3651]
Type = S
Movetype = A
physics = S
anim = 3651

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 250
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(101) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 35
trigger7 = animelem = 37
trigger8 = animelem = 39
trigger9 = animelem = 41
trigger10 = animelem = 43
trigger11 = animelem = 46
trigger12 = animelem = 50
trigger13 = animelem = 54
trigger14 = animelem = 58
trigger15 = animelem = 62
trigger16 = animelem = 77
trigger17 = animelem = 79
trigger18 = animelem = 81
trigger19 = animelem = 83
trigger20 = animelem = 85
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-50
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 12
trigger2 = animelem = 14
trigger3 = animelem = 16
trigger4 = animelem = 18
trigger5 = animelem = 20
trigger6 = animelem = 89
trigger7 = animelem = 91
trigger8 = animelem = 93
trigger9 = animelem = 95
trigger10 = animelem = 97
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-70
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 23
trigger2 = animelem = 25
trigger3 = animelem = 27
trigger4 = animelem = 29
trigger5 = animelem = 31
trigger6 = animelem = 48
trigger7 = animelem = 52
trigger8 = animelem = 56
trigger9 = animelem = 60
trigger10 = animelem = 64
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-56
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 67
trigger2 = animelem = 69
trigger3 = animelem = 71
trigger4 = animelem = 73
trigger5 = animelem = 75
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-15
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 101
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-75
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 102
value = 4,7

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

;---------------------------------------------------------------------------
; IC5
[Statedef 3700]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3650
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -26,-56
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,10

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3701
ctrl = 0

;--------
; IC5 - Ultra!!
[Statedef 3701]
Type = S
Movetype = A
physics = S
anim = 3700

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 250
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(104) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 7
trigger3 = animelem = 12
trigger4 = animelem = 17
trigger5 = animelem = 22
trigger6 = animelem = 37
trigger7 = animelem = 39
trigger8 = animelem = 41
trigger9 = animelem = 43
trigger10 = animelem = 45
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-15
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 26
trigger2 = animelem = 28
trigger3 = animelem = 30
trigger4 = animelem = 32
trigger5 = animelem = 34
trigger6 = animelem = 60
trigger7 = animelem = 62
trigger8 = animelem = 64
trigger9 = animelem = 66
trigger10 = animelem = 68
trigger11 = animelem = 82
trigger12 = animelem = 84
trigger13 = animelem = 86
trigger14 = animelem = 88
trigger15 = animelem = 90
trigger16 = animelem = 93
trigger17 = animelem = 95
trigger18 = animelem = 97
trigger19 = animelem = 99
trigger20 = animelem = 101
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-48
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 49
trigger2 = animelem = 51
trigger3 = animelem = 53
trigger4 = animelem = 55
trigger5 = animelem = 57
trigger6 = animelem = 71
trigger7 = animelem = 73
trigger8 = animelem = 75
trigger9 = animelem = 77
trigger10 = animelem = 79
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-70
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 104
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-80
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 105
value = 4,7

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

;---------------------------------------------------------------------------
; IC6
[Statedef 3750]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3750
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -25,-35
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,9

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3751
ctrl = 0

;--------
; IC6 - Ultra!!
[Statedef 3751]
Type = S
Movetype = A
physics = S
anim = 3751

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 250
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(101) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-58
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 12
trigger2 = animelem = 14
trigger3 = animelem = 16
trigger4 = animelem = 18
trigger5 = animelem = 20
trigger6 = animelem = 23
trigger7 = animelem = 25
trigger8 = animelem = 27
trigger9 = animelem = 29
trigger10 = animelem = 31
trigger11 = animelem = 46
trigger12 = animelem = 48
trigger13 = animelem = 50
trigger14 = animelem = 52
trigger15 = animelem = 54
trigger16 = animelem = 78
trigger17 = animelem = 80
trigger18 = animelem = 82
trigger19 = animelem = 84
trigger20 = animelem = 86
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-48
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 35
trigger2 = animelem = 37
trigger3 = animelem = 39
trigger4 = animelem = 41
trigger5 = animelem = 43
trigger6 = animelem = 97
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-70
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 57
trigger2 = animelem = 59
trigger3 = animelem = 61
trigger4 = animelem = 63
trigger5 = animelem = 65
trigger6 = animelem = 68
trigger7 = animelem = 70
trigger8 = animelem = 72
trigger9 = animelem = 74
trigger10 = animelem = 76
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-30
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit5]
type = HitDef
trigger1 = animelem = 89
trigger2 = animelem = 93
trigger3 = animelem = 100
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-15
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 101
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-56
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 102
value = 4,7

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

;---------------------------------------------------------------------------
; CLAYTALITIES
;---------------------------------------------------------------------------

; Launch from MUGEN
[Statedef 4000]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 800

[State HIT]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 9002

[State NOhit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 200
 
[State hit]
type = ChangeState
trigger1 = movecontact
value = 4001

; LFM - Take This!!
[Statedef 4001]
type = S
movetype= A
physics = S
anim = 4000
ctrl = 0
velset = 0,0

[State SetFatality]
type = VarSet
trigger1 = !time
var(21) = 1

[State silence]
type = StopSnd
trigger1 = !time
channel = -1

[State Dark]
type = BGPalFX
trigger1 = !time
time = 9999
add = -20,-100,-100

[State posFIX]
type = TargetBind
trigger1 = anim = 8003 && movecontact
time = 10
pos = 50,0
persistent = 0

[State 1101, Jim]
type = PlaySnd
trigger1 = time = 30
value = 0,3

[State 1350, CS]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = unguardable

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = C, HA
damage = 9999,9999
animtype = Up
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkxy = -10, -50
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-20
air.velocity = -0,-20
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
p2stateno = 4005
yaccel = 0

[State 1350, CS]
type = assertspecial
trigger1 = time = 40
flag = roundnotover
flag2 = nomusic

[State pos]
type = PosSet
trigger1 = 1
y = 0
 
;------
;win especial
[State 13100, WinP]
type = VarSet
triggerall = var(0) = 0
trigger1 = NumEnemy = 1
trigger1 = P2Life = 0
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(0), Life) + (EnemyNear(1), Life) = 0
var(0) = 1

[state 13100, give control]
type = ctrlset
trigger1 = (time = 40) && (var(0)=1) && winko
value = 1
  
[state 13100, no control]
type = ctrlset
trigger1 = (time = 40+1) && (var(0)=1) && winko
value = 0

[State 13100, End]
type = ChangeState
trigger1 = winko && (var(0) = 1) && (time = 40)
value = 180

[State End]
type = changestate
trigger1 = enemynear,stateno = 5150; && enemynear,time = 30
value = 0
ctrl = 1

;-----------
; LFM - player 2 golpeado
[Statedef 4005] 
type = A
movetype= H
physics = N
sprpriority = -1

[State anim]
type = ChangeAnim2
trigger1 = 1
value = 4005
 
[State vel]
type = VelSet
trigger1 = 1
y = -15
 
[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999

[State dead]
type = ChangeState
trigger1 = time = 20
value = 5150
 
;---------------------------------------------------------------------------
; Squish Claytality
[Statedef 4100]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 800

[State HIT]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 9002

[State NOhit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 200
 
[State hit]
type = ChangeState
trigger1 = movecontact
value = 4101

; SC - Splat!!
[Statedef 4101]
type = S
movetype= A
physics = S
anim = 4100
ctrl = 0
velset = 0,0

[State SetFatality]
type = VarSet
trigger1 = !time
var(21) = 1

[State silence]
type = StopSnd
trigger1 = !time
channel = -1

[State Dark]
type = BGPalFX
trigger1 = !time
time = 9999
add = -20,-100,-100

[State posFIX]
type = TargetBind
trigger1 = anim = 8003 && movecontact
time = 10
pos = 50,0
persistent = 0

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(11) < 0
edge = 60,0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = 20, 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(11) < 0
pos = 0, 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 11
pos = 23, -20

[State 1402, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2

[State 1402, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
value = 3,2

[State 1000, golpe]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 6
trigger3 = AnimElem = 8
trigger4 = AnimElem = 10
anim = 11000
pos = 0,-10
postype = p1
sprpriority = 4

[State 1402, 1]
type = PlaySnd
trigger1 = AnimElem = 11
value = 0,2

[State 1350, CS]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = unguardable

[State 1350, CS]
type = assertspecial
trigger1 = time = 40
flag = roundnotover
flag2 = nomusic

[State 250, 2]
type = HitDef
trigger1 = animelem = 1
attr = S, HA
animtype  = heavy
damage    = 0,0;9999,9999
pausetime = 1,1
sparkno = -1;s11100
sparkxy = -10,-50
hitsound = -1;s5,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,0
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 1
air.juggle = 15
fall.xvelocity = 0
fall.yvelocity = 2
down.velocity = 0,5
p2stateno = 4105

[State 250, 2]
type = HitDef
trigger1 = animelem = 10
attr = C, HA
animtype  = heavy
damage    = 9999,9999
pausetime = 3, 3
sparkno = -1;s11100
sparkxy = -10,-50
hitsound = s5,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,5
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 1
air.juggle = 15
fall.xvelocity = 0
fall.yvelocity = 2
down.velocity = 0,5
p2stateno = 4106

[State pos]
type = PosSet
trigger1 = 1
y = 0
 
;------
;win especial
[State 13100, WinP]
type = VarSet
triggerall = var(1) = 0
trigger1 = NumEnemy = 1
trigger1 = P2Life = 0
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(0), Life) + (EnemyNear(1), Life) = 0
var(1) = 1

[state 13100, give control]
type = ctrlset
trigger1 = (time = 50) && (var(1)=1) && winko
value = 1
  
[state 13100, no control]
type = ctrlset
trigger1 = (time = 50+1) && (var(1)=1) && winko
value = 0

[State 13100, End]
type = changeState
trigger1 = winko && (var(1) = 1) && (time = 80)
value = 180

[State End]
type = ChangeState
trigger1 = enemynear,stateno = 5150; && enemynear,time = 70
value = 0
ctrl = 1

;---
; HS - player 2 golpeado 1
[Statedef 4105] 
type = S
movetype= H
physics = N
sprpriority = -1

[State 5500, 1] ;Use continue animation if available
type = ChangeAnim2
trigger1 = time = 0
value = 4105

;---
; HS - player 2 golpeado 2
[Statedef 4106] 
type = C
movetype= H
physics = N
sprpriority = -1

[State dead]
type = ChangeState
trigger1 = time = 1
value = 5150
 
;---------------------------------------------------------------------------
; Knock Off Top Half
[Statedef 4200]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 800

[State HIT]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 9002

[State NOhit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 200
 
[State hit]
type = ChangeState
trigger1 = movecontact
value = 4201

; SC - Slash!!
[Statedef 4201]
type = S
movetype= A
physics = S
anim = 4200
ctrl = 0
velset = 0,0

[State SetFatality]
type = VarSet
trigger1 = !time
var(21) = 1

[State silence]
type = StopSnd
trigger1 = !time
channel = -1

[State Dark]
type = BGPalFX
trigger1 = !time
time = 9999
add = -20,-100,-100

[State posFIX]
type = TargetBind
trigger1 = anim = 8003 && movecontact
time = 10
pos = 50,0
persistent = 0

[State 1101, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,1

[State 1350, CS]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = unguardable

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 9999,9999
animtype = Up
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkxy = -10, -50
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-20
air.velocity = -0,-20
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
p2stateno = 4205
yaccel = 0

[State 1350, CS]
type = assertspecial
trigger1 = time = 40
flag = roundnotover
flag2 = nomusic

[State pos]
type = PosSet
trigger1 = 1
y = 0
 
;------
;win especial
[State 13100, WinP]
type = VarSet
triggerall = var(2) = 0
trigger1 = NumEnemy = 1
trigger1 = P2Life = 0
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(0), Life) + (EnemyNear(1), Life) = 0
var(2) = 1

[state 13100, give control]
type = ctrlset
trigger1 = (time = 40) && (var(2)=1) && winko
value = 1
  
[state 13100, no control]
type = ctrlset
trigger1 = (time = 40+1) && (var(2)=1) && winko
value = 0

[State 13100, End]
type = changeState
trigger1 = winko && (var(2) = 1) && (time = 40)
value = 180

[State End]
type = ChangeState
trigger1 = enemynear,stateno = 5150; && enemynear,time = 30
value = 0
ctrl = 1

;-----------
; KOTH - player 2 golpeado
[Statedef 4205] 
type = L
movetype= H
physics = N
sprpriority = -1

;----
[State LFM]
type = ChangeState
trigger1 = !selfanimexist(7710)
value = 5150
;----

[State 1242]
type = ChangeAnim2
trigger1 = time = 0
value = 7710

[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999

[State 1000, mitad]
type = Explod
trigger1 = time = 0
anim = 7711
pos = 0,-45
postype = p1
sprpriority = 4
vel = -1.5,-8
accel = 0,.4
shadow = -1
removetime = 45

[State dead]
type = ChangeState
trigger1 = time = 0
value = 5150
