
;---------------------------------------------------------------------------
; SUPERS
;---------------------------------------------------------------------------

; Super Flying Kick
[Statedef 2000]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 20,-19
time = 30
movetime = 30
poweradd = -1000
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 15

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

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

;--------
; SFK - Kick
[Statedef 2001]
Type = A
Movetype = A
physics = N
anim = 1001
sprpriority = -2

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 50
lenght = 25

[State 1030, hit]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 1030, Sarge]
type = PlaySnd
trigger1 = time = 0
value = 0,1

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = A, SA 
damage   = 200,20
guardflag = HA
animtype = heavy
pausetime = 17,17
guard.pausetime = 15,15
sparkxy =  0,-50
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = -5
air.velocity = -5
guard.velocity = -5
airguard.velocity = -5,-2
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
getpower = 0

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 10
y = -6

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1030, ann]
type = PlaySnd
triggerall = time = 1
trigger1 = movehit
value = 4,2+random%5

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Super Rabbit Punch
[Statedef 2100]
type    = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
anim = 2100
ctrl = 0
sprpriority = 4

[State 1800, 8]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 30
pos = -3,-24
sound = s2,3
p2defmul = 1
poweradd = -1000
anim = s11500

[State 6400, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 15

[State 6400, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && Time < 25
value2 = C, NA
time = 1

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

;---------------------------------------------------------------------------
; SRP - Uppers
[Statedef 2101]
Type = S
Movetype = A
physics = N
anim = 2101
sprpriority = 4

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 70
lenght = 25

[State 1000, vels1]
type = Velset
trigger1 = animelem = 2
trigger2 = animelem = 5
x = 4

[State 1000, vels2]
type = Velset
trigger1 = animelem = 4
trigger2 = animelem = 7
x = 0

[State 1000, golpe]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = 1,2

[State 1000, suelo]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 7
value = 1,4

[State 220, h1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 5
attr = S, HA
damage = 65, 10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 15, 15
sparkxy = -10, -60
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-2
air.hittime = 18
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 2102
ctrl = 0

;-----------------
[Statedef 2102] ;elevandose
type = A
movetype = A
physics = N
juggle = 4
poweradd = 0
anim = 1501

[State 1030, hit]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,3

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = A, SA 
damage   = 70,10
guardflag = HA
animtype = heavy
pausetime = 17,17
guard.pausetime = 15,15
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 = -10,0
air.velocity = -3,-6
guard.velocity = -6
airguard.velocity = -3,-2
fall = 1
fall.recover = 0
air.juggle = 0
air.fall = 1
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1030, ann]
type = PlaySnd
triggerall = time = 1
trigger1 = movehit
value = 4,2+random%5

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 5
y = -10

[State 1101, VelSet]
Type = null;VelSet
trigger1 = animelem = 2
x = 0

[State 1101, 1]
type = VelAdd
trigger1 = animelemtime(1) > 0
y = .45

[State 1101, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 50

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Sarge Combo
[Statedef 2200]
type    = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
anim = 2000
ctrl = 0
sprpriority = 4

[State 1800, 8]
type = SuperPause
trigger1 = animelem = 1
time = 30
movetime = 30
pos = 20,-19
sound = s2,3
p2defmul = 1
poweradd = -1000
anim = s11500

[State 6400, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 15

[State 6400, Super E]
type = NotHitBy
trigger1 = AnimElemTime(1) >= 0 && Time < 25
value2 = C, NA
time = 1

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

;---------------------------------------------------------------------------
; SC - Dash
[Statedef 2201]
Type = S
Movetype = A
physics = N
anim = 1100
sprpriority = 4

[State 1030, hit]
type = PlaySnd
trigger1 = animelem = 2
value = 1,2

[State 1030, Jim]
type = PlaySnd
trigger1 = time = 0
value = 0,0

[State 1100, Hit]
type = HitDef
trigger1 = time = 0
attr = S, SA 
damage   = 25,10
animtype = heavy
guardflag = HA
pausetime = 10,10
guard.pausetime = 10,10
sparkxy =  -10, -64
sparkno = s11000
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 25
ground.velocity = -1
air.velocity = -1,-2
guard.velocity = -1
airguard.velocity = -1,-2
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
p1stateno = 2202

[State 1041, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 10

[State 1101, 3]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; SC - Hit!!
[Statedef 2202]
Type = S
Movetype = A
physics = N
anim = 2200
sprpriority = 4

[State 1041, VelSet]
type = VelSet
trigger1 = 1
x = 0

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 100
lenght = 25

[State 220, h1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 15
attr = A, HA
damage = 25, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
sparkxy = -10, -40
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,0
guardsound = s1,5
ground.type = low
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 18
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 220, h2]
type = HitDef
trigger1 = animelem = 5
trigger2 = animelem = 8
trigger3 = animelem = 12
trigger4 = animelem = 18
attr = A, HA
damage = 25, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
sparkxy = -10, -52
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,0
guardsound = s1,5
ground.type = high
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = 0
airguard.velocity = 0
air.type = High
air.velocity = -2,-3
air.hittime = 18
getpower = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 220, final]
type = HitDef
trigger1 = animelem = 21
attr = A, HA
damage = 25, 5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 10, 10
sparkxy = -10, -48
sparkno = s11100
guard.sparkno = s11200
hitsound = s3,0
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 24
ground.velocity = -10,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -10,-2
air.hittime = 18
getpower = 0
fall = 1
air.fall = 1
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)

[State 1030, ann]
type = PlaySnd
triggerall = animelem = 21
trigger1 = movehit
value = 4,2+random%5

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