; Standing Light Punch
[Statedef 200]
type   =S
movetype= A
physics=S
velset=0,0
ctrl=0
anim=ifelse(Var(11),10200,200)
poweradd=10 * !var(20)
sprpriority=2
facep2=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 200+ Var(11)*10000&& P2BodyDist X < 25
value = 205 + Var(11)*10000

[State 200, Swing Snd]
type=PlaySnd
trigger1=AnimElem=2
value=1,0
channel=1
[State 200, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value = 0,9
channel = 0

[State 200, Hit]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=S, NA
damage = Ifelse(var(55),20,32), 0
guardflag=M
hitflag=MAF
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 10 * (var(35) := 80), var(36):=-65
hitsound=S2+10*var(44), 0
guardsound=s130, 0
animType=Light
air.animType=Back
fall.animType=Back
ground.type=High
air.type=Low
ground.slidetime=12 + 2 * var(9)
ground.hittime =12 + 2 * var(9)
guard.hittime=12
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-4.21,-7.36
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
air.hittime=120
yaccel=.58
fall=0
fall.recover=1
fall.recoverTime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 200, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(4) = 0
moveType=I

[State 200, End]
type=ChangeState
trigger1=!AnimTime
value=0
ctrl=1
;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type   =S
movetype= A
physics=S
poweradd= 20 * !var(20)
ctrl=0
velset=0,0
anim=ifelse(Var(11),10210,210)
sprpriority=-1
facep2=1
 
[State 210, Swing Snd]
type=Playsnd
trigger1=AnimElem=2
value=1,1
channel=1
[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 250
value = 0,10
channel = 0
 
[State 210, Hit]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=S,NA        
hitflag=MAF       
guardflag=M         
priority=4 ,Hit   
damage = Ifelse(var(55),40,60), 0
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
hitsound=S2,12
guardsound=s130, 0
pausetime =Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
guard.pausetime = Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
sparkNo=-1 + 0 * (var(33) := 8020)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -52
animType=Medium
air.animType=Back
fall.animType=Back
ground.type=High
air.type=Low
ground.slidetime=15 + 3*var(9)
ground.hittime=15 + 3*var(9)
guard.hittime=15
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-5,-7.51)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-5,-7.51)*(ifelse(!var(20),1,.5)))
air.velocity=-3.24, -7.73
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recoverTime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=10
envshake.ampl=Ifelse(random<=500,-2,2)
 
[State 210, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(6) = 0
moveType=I
 
[State 220, Blood]
type = helper
triggerall = Var(11)
trigger1 = hitpausetime = Ifelse(var(20), 5, 10)
trigger1 = movehit = 1 && numtarget
helpertype = normal
stateno = 8050
ID = 8050
name = "Blood"
postype = p2
pos = 0,-52
facing = -1
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 210, Followup Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0
 
[State 210, Geshiki: Yumebiki]
type = VarSet
triggerAll = (!var(14) || AILevel) && AnimElemTime(4) >= 0 && AnimElemTime(7) < 0 && MoveHit
trigger1 = !AILevel
trigger1 = command = "holdfwd"&& command="y"
trigger2 = AILevel
var(14) = 300
 
[State 210, Followup]
type = ChangeState
trigger1 = var(14) = [200,999]
trigger1 = AnimElem = 7
value = var(14)
 
[State 210, End]
type=ChangeState
trigger1=!AnimTime
value=0
ctrl=1

;------------------------------------------
; Standing Strong Punch
[Statedef 220]
type   =S
movetype= A
physics=S
poweradd= 30 * !var(20)
ctrl=0
velset=0,0
anim =ifelse(Var(11),10220,220)
sprpriority=2
facep2=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 220+ Var(11)*10000&& P2BodyDist X < 25
value = 225 + Var(11)*10000

[State 220, Swing Snd]
type=playsnd
trigger1=animelem=2
value=1,2
channel=1
[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 300
value = 0,13
channel = 0

[State 220, PosAdd]
type=PosAdd
trigger1= anim != 225 && (animelem = 2 || animelem = 3 )
x=Ifelse((animelem=2),4,8)

[State 210, Hit]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=S,NA        
hitflag=MAF       
guardflag=M         
priority=4 ,Hit   
damage = Ifelse(var(55),40,60), 0
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
hitsound=S2,12
guardsound=s130, 0
pausetime =Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
guard.pausetime = Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
sparkNo=-1 + 0 * (var(33) := 8020)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -52
animType=Medium
air.animType=Back
fall.animType=Back
ground.type=High
air.type=Low
ground.slidetime=15 + 3*var(9)
ground.hittime=15 + 3*var(9)
guard.hittime=15
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-5,-7.51)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-5,-7.51)*(ifelse(!var(20),1,.5)))
air.velocity=-3.24, -7.73
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recoverTime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=10
envshake.ampl=Ifelse(random<=500,-2,2)

[State 220, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=225&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Hard         
priority=4, Hit   
damage = Ifelse(var(55),65,88), 0
ID = 200*!var(20)
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8020)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 160), var(36) := -75
hitsound=S2,12
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High     
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
air.velocity=-5.39, -5.65
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 220, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=10220&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Hard         
priority=4, Hit   
damage = Ifelse(var(55),65,88), 0
ID = 200*!var(20)
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -70
hitsound=S2+10*var(44),2
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High     
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
air.velocity=-5.39, -5.65
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 220, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=10225&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Hard         
priority=4, Hit   
damage = Ifelse(var(55),65,88), 0
ID = 200*!var(20)
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8020)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 160), var(36) := -75
hitsound=S2,12
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High     
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
air.velocity=-5.39, -5.65
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 220, Blood]
type = helper
triggerall = Var(11) && Anim = 10225
trigger1 = hitpausetime = Ifelse(var(20), 5, 10)
trigger1 = movehit = 1 && numtarget
helpertype = normal
stateno = 8050
ID = 8050
name = "Blood"
postype = p2
pos = 0,-52
facing = -1
ownpal = 1
pausemovetime = 65535
supermovetime = 65535
ignorehitpause = 1

[State 220, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(7) = 0
moveType=I

[State 220, End]
type=ChangeState
trigger1=!AnimTime
value=0
ctrl=1

; Dodge Strong Punch/Z-Counter Punch
[Statedef 221]
type   =S
movetype= A
physics=S
poweradd= ifElse(PrevStateNo=750, 0, 30 * !var(20))
ctrl=0
velset=0,0
anim=220
sprpriority=2
facep2=1

[State 221, Swing Snd]
type=playsnd
trigger1=animelem=2
value=1,2
channel=1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 300
value = 0,13
channel = 0

[State 221, Muteki: Z-Counter]
type=Nothitby
trigger1=PrevStateNo=750 && AnimElemTime(5)<0
time=1
value=SCA

[State 221, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time && PrevStateNo != 750
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Hard         
priority=4, Hit   
damage = Ifelse(var(55),75,96), 0
;ID = 200*!var(20)
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -70
hitsound=S2+10*var(44),2
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High      
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=Ifelse(var(20),-4,-8), -2.5
guard.velocity=Ifelse(var(20),-5,-10)
air.velocity=Ifelse(var(20),-4,-8),-3
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=1
fall.recover=0
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 221, HitDef Z-Counter]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time && PrevStateNo=750
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Hard         
priority=6, Hit   ;Higher priority for counters
damage=105, 0
;ID = 200*!var(20)
getpower=0, 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -70
hitsound=S2+10*var(44),2
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High     
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=Ifelse(var(20),-4,-8), -2.5
guard.velocity=Ifelse(var(20),-5,-10)
air.velocity=Ifelse(var(20),-4,-8),-3
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=1
fall.recover=0
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 221, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(7) = 0
moveType=I

[State 221, End]
type=ChangeState
trigger1=!AnimTime
value=0
ctrl=1
;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type   =S
movetype= A
physics=S
poweradd= 10 * !var(20)
ctrl=0
velset=0,0
anim=ifelse(Var(11),10230,230)
sprpriority=2
facep2=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 230+ Var(11)*10000&& P2BodyDist X < 25
value = 235 + Var(11)*10000

[State 230, Swing Snd]
type=playsnd
trigger1=animelem=2
value=1,3
channel=1
[State 230, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value = 0,9
channel = 0

[State 230, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=230&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Light         
priority=4,Hit   
damage = Ifelse(var(55),20,32), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-50
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 230, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=235&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Light         
priority=4,Hit   
damage = Ifelse(var(55),20,32), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-5
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 230, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=10230&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Light         
priority=4,Hit   
damage = Ifelse(var(55),20,32), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-50
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 230, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=10235&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Light         
priority=4,Hit   
damage = Ifelse(var(55),20,32), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-5
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 230, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(4)= 0
moveType=I

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

;------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type   =S
movetype= A
physics=S
poweradd= 20 * !var(20)
ctrl=0
velset=0,0
anim=ifelse(Var(11),10240,240)
sprpriority=2
facep2=1

[State 240, Swing Snd]
type=playsnd
trigger1=animelem=3
value=1,4
channel=1
[State 240, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 250
value = 0,10
channel = 0

[State 240, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Medium         
priority=4,Hit   
damage = Ifelse(var(55),40,60), 0
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
guard.pausetime = Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
sparkNo=-1 + 0 * (var(33) := 8011)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -60
hitsound=S2+10*var(44),4
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High
air.type=Low
ground.slidetime=15 + 3*var(9)
ground.hittime=15 + 3*var(9)
guard.hittime=15
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-5,-7.51)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-5,-7.51)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=10
envshake.ampl=Ifelse(random<=500,-2,2)

[State 240, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(4)= 0
moveType=I

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

;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type   =S
movetype= A
physics=S
poweradd= 30 * !var(20)
ctrl=0
velset=0,0
anim=ifelse(Var(11),10250,250)
sprpriority=2
facep2=1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 250+ Var(11)*10000&& P2BodyDist X < 25
value = 255 + Var(11)*10000

[State 250, Swing Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1
[State 250, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 300
value = 0,13
channel = 0

[State 250, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=250&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Hard         
priority=4,Hit   
damage = Ifelse(var(55),75,96), 0
ID = 200*!var(20)
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 95), var(36) := -80
hitsound=S2+10*var(44),5
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 250, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=255&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Hard         
priority=4,Hit   
damage = Ifelse(var(55),75,96), 0
ID = 200*!var(20)
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 95), var(36) := -90
hitsound=S2+10*var(44),5
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 250, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=10250&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Hard         
priority=4,Hit   
damage = Ifelse(var(55),75,96), 0
ID = 200*!var(20)
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 95), var(36) := -80
hitsound=S2+10*var(44),5
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 250, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=anim=10255&&(!time) && !movecontact
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Hard         
priority=4,Hit   
damage = Ifelse(var(55),75,96), 0
ID = 200*!var(20)
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 95), var(36) := -90
hitsound=S2+10*var(44),5
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)

[State 250, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(6)= 0
moveType=I

[State 250, End]
type=ChangeState
trigger1=!AnimTime
value=0
ctrl=1
; Geshiki: Yumebiki
[Statedef 300]
type   =S
movetype= A
physics=S
poweradd= 30 * !var(20)
ctrl=0
velset=0,0
anim =ifelse(Var(11),10300,300)
sprpriority=2
facep2=1
 
[State 300, PosAdd]
type = PosAdd
trigger1 = animelem=3||animelem=5
x = 10
 
[State 300, PosAdd]
type = PosAdd
trigger1 = animelem=6
x = 4
 
[State 300, PosAdd]
type = PosAdd
trigger1 = animelem=8
x = 6
 
[State 300, PosAdd]
type = PosAdd
trigger1 = animelem=9
x = -4
 
[State 300, Elem Skip]
type = ChangeAnim
trigger1 = !Time
trigger1 = PrevStateNo = 210 && var(14) = 300
value = 300+ Var(11)*10000
elem = 2
 
[State 300, Snd]
type = playsnd
trigger1 = animelem=3
value = 0,31
channel = 0
 
[State 300, Swing Snd]
type=playsnd
trigger1=animelem=3
value=1,2
channel=1
 
[State 240, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=Medium         
priority=4,Hit   
damage = Ifelse(var(55),75,96), 10
ID = 200*!var(20)
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -88
hitsound=S2+10*var(44),2
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High     
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=22 + 4*var(9)
guard.hittime=18
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-9,-10.52)*(ifelse(!var(20),1,.5)))
air.velocity=-5.39, -5.65
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
 
[State 300, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(5)= 0
moveType=I
 
[State 300, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1
;---------------------------------------------------------------------------
; Geshiki: Goufu In "Shinigami"
[Statedef 310]
type   =S
movetype= A
physics=S
poweradd= 30 * !var(20)
ctrl=0
velset=0,0
anim=ifelse(Var(11),10310,310)
sprpriority=ifelse(p2bodydist x<25,1,-1)
facep2=1

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3 || AnimElem = 4
trigger2 = AnimElem = 5 || AnimElem = 13 || AnimElem = 14
x = 9;13.5

[State 0, Snd]
type=playsnd
trigger1= animelem=8
value=0,10
channel=0

[State 0, Snd]
type=playsnd
trigger1= animelem=8
value=1,5
channel=1

[State 0, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1= Anim=310 && animelem=8
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=hard         
priority=4,Hit   
damage = Ifelse(var(55),20,32), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-107
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 0, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1= Anim = 310 && animelem=9
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=hard         
priority=4,Hit   
damage = Ifelse(var(55),20,32), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-56
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 0, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1= Anim=10310 && animelem=7
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=hard         
priority=4,Hit   
damage = Ifelse(var(55),20,32), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-107
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 0, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1= Anim = 10310 && animelem=8
attr=S,NA        
hitflag=MAF       
guardflag=M         
animtype=hard         
priority=4,Hit   
damage = Ifelse(var(55),20,32), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-56
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State Idle]
type=statetypeset
trigger1= animelemtime(10)>=0
movetype=I

[State 0, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1
;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type   =C
movetype= A
physics=C
poweradd= 10 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10400,400)
sprpriority=2
facep2=1
velset=0,0

[State 400, Swing Snd]
type=playsnd
trigger1= animelem=1
value=1,0
channel=1
[State 400, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value = 0,9
channel = 0

[State 400, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=C,NA        
hitflag=MAF       
guardflag=M         
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30,30
animtype=Light         
priority=4,Hit   
damage = Ifelse(var(55),22,35), 0
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-40
hitsound=S2+10*var(44),0
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-4.21,-7.36
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 400, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(3)= 0
moveType=I

[State 400, End]
type=ChangeState
trigger1=!AnimTime
value=11
ctrl=1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type   =C
movetype= A
physics=C
poweradd= 20 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10410,410)
sprpriority=2
facep2=1
velset=0,0

[State 410, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 400, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=C,NA        
hitflag=MAF       
guardflag=M         
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30,30
animtype=Light         
priority=4,Hit   
damage = Ifelse(var(55),22,35), 0
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-40
hitsound=S2+10*var(44),0
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-4.21,-7.36
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 410, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(3)= 0
moveType=I

[State 410, End]
type=ChangeState
trigger1=!AnimTime
value=11
ctrl=1
;--------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type   =C
movetype= A
physics=C
poweradd= 30 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10420,420)
sprpriority=2
facep2=1
velset=0,0

[State 420, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1
[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 300
value = 0,13
channel = 0

[State 420, HitDef]
type = HitDef
triggerall=fvar(8)<2
trigger1= !var(16) && (var(15)<1 || var(20)) && !Time
trigger1 = !Time
attr = C,NA        
hitflag = MAF       
guardflag = M         
animtype = Hard         
priority = 4, Hit   
damage = Ifelse(var(55)=2,35,Ifelse(var(55)=1,60,85)), 0
ID = 200*!var(20)
getpower = 30 * !var(20), 0
givepower = 30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo = -1 + 0 * (var(33) := 8020)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 71), var(36) := -111
hitsound = S2,12
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = Ifelse(var(55)=2,30,120)
ground.velocity = Ifelse(var(55)=2,-1,Ifelse(var(55)=1,-9,-10.52))*(ifelse(!var(20),1,.5)),Ifelse(var(55)=2,-12,0)
guard.velocity = Ifelse(var(20),-4,-8)
air.velocity = Ifelse(var(55)=2,-1,Ifelse(var(20),-2.5,-5)),Ifelse(var(55)=2,-10,-3)
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel =  Ifelse(var(55)=2,.4,.65)
fall = 0
fall.recover = 1
fall.recovertime = Ifelse(var(55)=2,20,120)
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 12
envshake.ampl = Ifelse(random<=500,-4,4)

[State 420, ChangeState]
type = ChangeState
trigger1 = var(55)=2&&movehit=1&&command="holdup"
value = 123
ctrl = 0
ignorehitpause = 1

[State 420, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(5)= 0
moveType=I

[State 420, End]
type=ChangeState
trigger1=!AnimTime
value=11
ctrl=1

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 430]
type   =C
movetype= A
physics=C
poweradd= 10 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10430,430)
sprpriority=2
facep2=1
velset=0,0

[State 430, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1
[State 430, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value = 0,9
channel = 0

[State 430, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=C,NA        
hitflag=MAF       
guardflag=L         
animtype=Light         
priority=4,Hit   
damage =20, 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
guard.pausetime = Ifelse(var(20), 4, 8), Ifelse(var(20), 4, 8)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-5
hitsound=S2+10*var(44),3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=12 + 2*var(9)
ground.hittime=12 + 2*var(9)
guard.hittime=12
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-3,-4.49)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 430, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(3)= 0
moveType=I

[State 430, End]
type=ChangeState
trigger1=!AnimTime
value=11
ctrl=1
;---------------------------------------------------------------------------
;Crouch Medium Kick
[Statedef 440]
type   =C
movetype= A
physics=C
poweradd= 10 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10440,440)
sprpriority=2
facep2=1
velset=0,0

[State 440, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1

[State 440, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time
attr=C,NA        
hitflag=MAF       
guardflag=L         
animtype=Medium         
priority=4,Hit   
damage = Ifelse(var(55),45,65), 0
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
pausetime =Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
guard.pausetime = Ifelse(var(20), 5, 10), Ifelse(var(20), 5, 10)
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 85), var(36):=-2
hitsound=S2+10*var(44),4
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Low      
air.type=Low
ground.slidetime=15 + 2*var(9)
ground.hittime=15 + 2*var(9)
guard.hittime=15
air.hittime=120
ground.velocity=ceil(Ifelse(var(55),-5,-7.51)*(ifelse(!var(20),1,.5)))
guard.velocity=ceil(Ifelse(var(55),-5,-7.51)*(ifelse(!var(20),1,.5)))
air.velocity=-6.46,-5.25
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
yaccel=.58
fall=0
fall.recover=1
fall.recovertime=120
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=10
envshake.ampl=Ifelse(random<=500,-2,2)

[State 440, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(3)= 0
moveType=I

[State 440, End]
type=ChangeState
trigger1=!AnimTime
value=11
ctrl=1
;--------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type   =C
movetype= A
physics=C
poweradd=ifElse(PrevStateNo=750, 0, 30 * !var(20));no power gain for z-counter
ctrl=0
anim=Ifelse(Var(11),10450,450)
sprpriority=2
facep2=1
velset=0,0

[State 450, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,5
channel=1
[State 450, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 300
value = 0,13
channel = 0

[State 450, Muteki: Z-Counter]
type=Nothitby
trigger1=PrevStateNo=750 && AnimElemTime(6)<0
time=1
value=SCA

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 20

[State 450, HitDef]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time && PrevStateNo != 750
attr=C,NA        
hitflag=MAF       
guardflag=L         
animtype=Hard         
priority=4,Hit   
damage = Ifelse(var(55),78,102), 0
getpower=30 * !var(20), 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -50
hitsound=S2+10*var(44),5
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=Trip     
air.type=Trip
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
fall=1
fall.recover=1
fall.recovertime=120
yaccel=.58
ground.velocity=-1.5, -6
guard.velocity=Ifelse(var(20),-3,-6)
air.velocity=-1.5, -6
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
fall.envshake.time=16
fall.envshake.ampl=Ifelse(random<=500,-6,6)

[State 450, HitDef: Z-Counter]
type=HitDef
trigger1 = !var(16) && (var(15)<1 || var(20))
trigger1=!Time && PrevStateNo=750
attr=C,NA        
hitflag=MAF       
guardflag=L         
animtype=Diagup         
priority=6,Hit   ;Higher value due to it being a counter
damage=80, 0
getpower=0, 0
givepower=30, 30
pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
guard.pausetime = Ifelse(var(20), 6, 12), Ifelse(var(20), 6, 12)
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -36
hitsound=S2+10*var(44),5
guardsound=s130, 0
air.animType=Diagup
fall.animType=Diagup
ground.type=Low     
air.type=Low
ground.slidetime=18 + 4*var(9)
ground.hittime=18 + 4*var(9)
guard.hittime=18
air.hittime=120
fall=1
fall.recover=0
yaccel=.58
ground.velocity=Ifelse(var(20),-3,-6), -5.5
guard.velocity=Ifelse(var(20),-3,-6)
air.velocity=Ifelse(var(20),-3,-6), -5.5
ground.cornerPush.velOff=0
guard.cornerPush.velOff=0
air.cornerPush.velOff=0
palFX.time=12 * var(9)
palFX.add=255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time=12
envshake.ampl=Ifelse(random<=500,-3,3)
fall.envshake.time=16
fall.envshake.ampl=Ifelse(random<=500,-6,6)

[State 450, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(6)= 0
moveType=I

[State 450, End]
type=ChangeState
trigger1=!AnimTime
value=11
ctrl=1
;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type   =A
movetype= A
physics=N
poweradd= 10 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10600,600)
sprpriority=2

[State 600, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,0
channel=1
[State 600, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value = 0,9
channel = 0

[State 600, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<15 || var(20))
trigger1 = !Time
attr=A, NA
damage = Ifelse(var(55),20,32), 0
animtype=Light
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8)), Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8))
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 90), var(36):=-45
hitsound=S2+10*var(44), 0
guardsound=s130, 0
ground.type=High
ground.slidetime=12 + 2*var(9)
ground.hittime =12 + 2*var(9)
guard.hittime =12
ground.velocity=Ifelse(var(20),-2,-4)
guard.velocity=Ifelse(var(20),-2,-4)
airguard.ctrlTime=16
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = Ifelse(var(20)||var(55)=2,-1,-3),-7
airguard.velocity = -4.75, -0.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 8
envshake.ampl = Ifelse(random<=500,-2,2)

[State 600, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(8)= 0
moveType=I

[State 600, Gravity]
type=Gravity
trigger1=1

[State 600, End]
type=ChangeState
trigger1=pos y > -vel y
value=52

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type   =A
movetype= A
physics=N
poweradd= 20 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10610,610)
sprpriority=2

[State 610, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1
[State 610, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 250
value = 0,10
channel = 0

[State 610, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<16 || var(20))
trigger1=!Time
attr=A, NA
damage = Ifelse(var(55),40,60), 0
animtype=Medium
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)),Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo=-1 + 0 * (var(33) := 8011)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 90), var(36) := -50
hitsound=S2+10*var(44), 1
guardsound=s130, 0
ground.type=High
ground.slidetime=12 + 3*var(9)
ground.hittime =12 + 3*var(9)
guard.hittime =15
ground.velocity=Ifelse(var(20),-2,-4)
guard.velocity=Ifelse(var(20),-2,-4)
air.animType=Back
fall.animType=Back
air.type=High
air.velocity = Ifelse(var(20)||var(55)=2,-1,-3),-7
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)

[State 610, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(5)= 0
moveType=I

[State 610, Gravity]
type=Gravity
trigger1=1

[State 610, End]
type=ChangeState
trigger1=pos y > -vel y
value=52

;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type   =A
movetype= A
physics=N
poweradd= 30 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10620,620)
sprpriority=2

[State 620, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1
[State 620, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 300
value = 0,13
channel = 0

[State 620, Hit]
type=HitDef
triggerall = (fvar(8)<4 && var(15)<17 || var(20))
trigger1=!Time
attr=A, NA
damage = Ifelse(var(55),75,96), 0
animtype=Hard
guardflag=HA
hitflag=MAF
getpower=30 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 6,Ifelse(var(55)=2, 15, 12)), Ifelse(var(20), 6,Ifelse(var(55)=2, 15, 12))
sparkNo=-1 + 0 * (var(33) := 8011)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 85), var(36) := -65
hitsound=S2+10*var(44), 2
guardsound=s130, 0
ground.type=High
ground.slidetime=12 + 4*var(9)
ground.hittime =12 + 4*var(9)
guard.hittime =18
ground.velocity = Ifelse(var(20),-2.5,-5)
guard.velocity = Ifelse(var(20),-2.5,-5)
air.animType=Back
fall.animType=Back
air.type=High
air.velocity = Ifelse(var(55)=2,-12,Ifelse(var(20),-2,-5)),Ifelse(var(55)=2,12,Ifelse(var(20),-3,-5))
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,1,.58)
fall = 0
air.fall=var(55)=2
fall.recover = 0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 12
envshake.ampl = Ifelse(random<=500,-4,4)
fall.envshake.time = 12
fall.envshake.ampl = Ifelse(random<=500,-5,5)

[State 620, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(6)= 0
moveType=I

[State 620, Gravity]
type=Gravity
trigger1=1

[State 620, End]
type=ChangeState
trigger1=pos y > -vel y
value=52

;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type   =A
movetype= A
physics=N
poweradd= 10 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10630,630)
sprpriority=2

[State 630, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1
[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value = 0,9
channel = 0

[State 630, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<15 || var(20))
trigger1=!Time
attr=A, NA
damage = Ifelse(var(55),20,32), 0
animtype=Light
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=10 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8)), Ifelse(var(20), 4,Ifelse(var(55)=2, 12, 8))
sparkNo=-1 + 0 * (var(33) := 8010)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36):=-49
hitsound=S2+10*var(44), 3
guardsound=s130, 0
air.animType=Back
fall.animType=Back
ground.type=High
ground.slidetime=12 + 2*var(9)
ground.hittime =12 + 2*var(9)
guard.hittime=12
ground.velocity=Ifelse(var(20),-2,-4)
guard.velocity=Ifelse(var(20),-2,-4)
air.type=High
airguard.ctrlTime = 16
air.velocity =Ifelse(var(20)||var(55)=2,-1,-3),-7
airguard.velocity = -5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 8
envshake.ampl = Ifelse(random<=500,-2,2)

[State 630, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(3)= 0
moveType=I

[State 630, Gravity]
type=Gravity
trigger1=1

[State 630, End]
type=ChangeState
trigger1=pos y > -vel y
value=52

;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type   =A
movetype= A
physics=N
poweradd= 20 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10640,640)
sprpriority=2

[State 640, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1
[State 640, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 250
value = 0,10
channel = 0

[State 640, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<16 || var(20))
trigger1=!Time
attr=A, NA
damage = Ifelse(var(55),42,65), 0
animtype=Medium
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)), Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo=-1 + 0 * (var(33) := 8011)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -49
hitsound=S2+10*var(44), 4
guardsound=s130, 0
ground.type=High
ground.slidetime=12 + 3*var(9)
ground.hittime =12 + 3*var(9)
guard.hittime=15
ground.velocity=Ifelse(var(20),-2.5,-5)
guard.velocity=Ifelse(var(20),-2.5,-5)
air.animType=Back
fall.animType=Back
air.type=High
airguard.ctrlTime = 16
air.velocity = Ifelse(var(20)||var(55)=2,-1,-3),-7
airguard.velocity = -6,-1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)

[State 640, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(3)= 0
moveType=I

[State 640, Gravity]
type=Gravity
trigger1=1

[State 640, End]
type=ChangeState
trigger1=pos y > -vel y
value=52

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type   =A
movetype= A
physics=N
poweradd= 30 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10650,650)
sprpriority=2

[State 650, Swing Snd]
type=playsnd
trigger1=animelem=2
value=1,5
channel=1
[State 650, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 300
value = 0,13
channel = 0

[State 650, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<17 || var(20))
trigger1=!Time
attr=A, NA
damage = Ifelse(var(55),70,96), 0
animtype=Hard
guardflag=HA
hitflag=MAF
getpower=30 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 6,Ifelse(var(55)=2, 15, 12)), Ifelse(var(20), 6,Ifelse(var(55)=2, 15, 12))
sparkNo=-1 + 0 * (var(33) := 8012)
guard.sparkNo=-1 + 0 * (var(34) := 8000)
sparkXY=-10 + 0 * (var(35) := 80), var(36) := -54
hitsound=S2+10*var(44), 5
guardsound=s130, 0
ground.type=High
ground.slidetime=12 + 4*var(9)
ground.hittime =12 + 4*var(9)
guard.hittime=18
ground.velocity=Ifelse(var(20),-2.5,-5)
guard.velocity=Ifelse(var(20),-2.5,-5)
air.type=High
airguard.ctrlTime=16
air.velocity =Ifelse(var(55)=2,-15,Ifelse(var(20),-2,-5)),Ifelse(var(55)=2,15,Ifelse(var(20),-4,-6))
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,1,.58)
fall = 0
air.fall=var(55)=2
fall.recover = 0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 12
envshake.ampl = Ifelse(random<=500,-4,4)
fall.envshake.time = 12
fall.envshake.ampl = Ifelse(random<=500,-5,5)

[State 650, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(6)= 0
moveType=I

[State 650, Gravity]
type=Gravity
trigger1=1

[State 650, End]
type=ChangeState
trigger1=pos y > -vel y
value=52
;---------------------------------------------------------------------------
; Geshiki: Yuri Ori
[Statedef 320]
type   =A
movetype= A
physics=N
poweradd= 10 * !var(20)
ctrl=0
anim=Ifelse(Var(11),10320,320)
sprpriority=2

[State 320, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1

[State 320, Snd]
type=playsnd
trigger1= animelem=2 && random<200
value=0,10
channel=0

[State 320, Hit]
type=HitDef
triggerall = (fvar(8)<3 && var(15)<16 || var(20))
trigger1=!Time
attr=A, NA
damage = Ifelse(var(55),40,60), 0
animtype=Medium
guardflag=HA
hitflag=MAF
ID = 200*!var(20)
getpower=20 * !var(20), 0
givepower=30, 30
priority=4, Hit
pausetime = Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10)),Ifelse(var(20), 5,Ifelse(var(55)=2, 12, 10))
sparkNo=-1
guard.sparkNo=-1
sparkXY=-1
hitsound=S2+10*var(44), 1
guardsound=s130, 0
ground.type=High
ground.slidetime=12 + 3*var(9)
ground.hittime =12 + 3*var(9)
guard.hittime =15
ground.velocity=Ifelse(var(20),-2,-4)
guard.velocity=Ifelse(var(20),-2,-4)
air.animType=Back
fall.animType=Back
air.type=High
air.velocity = Ifelse(var(20)||var(55)=2,-1,-3),-7
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = Ifelse(var(55)=2,.45,.58)
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
envshake.time = 10
envshake.ampl = Ifelse(random<=500,-3,3)

[State 320, HitSpark]
type=Helper
trigger1=movecontact=1 && numtarget
trigger1=(enemynear, movetype=H) && !(target, time)
helperType=Normal
stateNo=ifElse(MoveGuarded, 8001, 8005)
ID=8000
name="Spark"
postype = p2
pos = (target, const(size.ground.front) -10), (target, const(size.mid.pos.y)-10)
facing=-1
ownPal=1
size.xScale=1
size.yScale=1
pauseMoveTime=65535
superMoveTime=65535
ignoreHitPause=1
persistent=0

[State 320, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I

[State 320, Gravity]
type=Gravity
trigger1=1

[State 320, End]
type=ChangeState
trigger1=pos y > -vel y
value=52
;---------------------------------------------------------------------------
;Throw - Attempt
[Statedef 800]
type   =S
movetype= A
physics=S
juggle =0
velset=0,0
ctrl=0
anim=800
facep2=1

[State 800, Strength]
type=varset
trigger1=!time && !AIlevel
var(10)=ifelse(command="kk",0,1)
[State 800, Strength]
type=varset
trigger1=!time && AIlevel
var(10)=ceil(random / 500)

[State 800, VarSet]
type = VarSet
trigger1 =!time
var(8)=0
[State 800, VarSet]
type = VarSet
trigger1 =!time
var(12)=0

[State 800, Throw Escape Reset]
type=VarSet
trigger1=1
var(19)=0

[State 800, Escape]
type=VarSet
trigger1=NumEnemy
trigger1=(EnemyNear, StateNo=[0,899]) && (EnemyNear, StateNo != [100,104]) && (EnemyNear, StateNo != [600,799])
var(19)=7

[State 800, AttackDist]
type=AttackDist
trigger1=1
value=0

[State 800, Throw 1]
type=Hitdef
trigger1=AnimElem=2 && !var(10)
trigger1=!var(38)
attr=S, NT
priority=1,Miss
getpower=35 * !var(20)
givepower=0
hitflag=M-
numhits=0
sparkno=-1
p1stateno=ifelse (command="holdback", 811,810)
hitsound=s800, 0
fall=1
fall.recover=1

[State 800, Throw 2]
type=Hitdef
trigger1=AnimElem=2 && var(10)=1
trigger1=!var(38)
attr=S, NT
priority=1,Miss
getpower=35 * !var(20)
givepower=0
hitflag=M-
numhits=0
sparkno=-1
p1stateno=ifelse (command="holdback", 811,830)
hitsound=s800, 0
fall=1
fall.recover=1

[State 800, Miss Voice]
type =PlaySnd
trigger1=AnimElem=4
value=5000,3
channel=0
[State 800, Swing Snd]
type=PlaySnd
trigger1=AnimElem=2
value=1,0
channel=1

[State 800, StateTypeSet: Idle]
type=StateTypeSet
trigger1=AnimElemTime(3) > 0
moveType=I

[State 800, End]
type=ChangeState
trigger1=!AnimTime
value=0
ctrl=1
;===========<THROW SWITCHING SIDES>==========
[Statedef 805]
type=S
movetype=A
physics=S
anim=805
ctrl=0
sprpriority=-1

[State 805, Throw]
type=targetstate
trigger1= !time && numtarget
value=806
[State 805, Throw]
type=targetfacing
trigger1= !time && numtarget
value=-1

[State 805, Width]
type=width
trigger1= 1
edge=24,24

[State 805, Turn]
type=turn
trigger1= animelem=3
[State 805, facing]
type=targetfacing
trigger1= 1
value=-1

[State 805, Escape]
type=changestate
trigger1= numtarget && var(19)
trigger1= (target,command="holdfwd" || target,command="holdback")
trigger1= (target,command="b" || target,command="c" || target,command="y" || target,command="z")
value=890
[State 805, Escape]
type=varadd
trigger1= var(19)>0
var(19)=-1

[State 805, Bind 1]
type=targetbind
trigger1= animelemtime(2)<0 || animelemtime(4)>=0
pos=ceil(55*const(size.xscale)),0
[State 805, Bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(4)<0
pos=ceil(35*const(size.xscale)),0

[State 805, spr]
type=sprpriority
trigger1= animelem=2
value=-1

[State 805, End]
type=changestate
trigger1= !numtarget
value=0
ctrl=1
[State 805, End]
type=changestate
trigger1= animelemtime(4)>=0
value=ifelse(var(10),820,810)
;===========<THROW SWITCHING SIDES (TARGET)>==========
[StateDef 806]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 806, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 806, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 806

[State 806, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 1,1

[State 806, SelfState]
type = SelfState
trigger1 = Time >= 60
value = ifElse(pos y < 0, 5040, 0)
ctrl = 1

;---------------------------------------------------------------------------
;Sakahagi
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0, 0
poweradd = 0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = !Time && PrevStateNo=811

[State 810, TargetState]
type = TargetState
trigger1 = !Time
value = 820

[State 0, TargetFacing]
type = TargetFacing
trigger1 = !Time && facing=target,facing
value = -1
ignorehitpause=1

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,37
volume = 255
channel = 0

[State 810, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S2,12
volume = 255

[State 810, TargetBind1]
type = TargetBind
trigger1 = AnimElemTime(1)>=0 && AnimElemTime(2)<0
pos =  28,0
time = 1
[State 810, TargetBind1]
type = TargetBind
trigger1 = AnimElemTime(2)>=0 && AnimElemTime(3)<0
pos =  26,0
time = 1
[State 810, TargetBind1]
type = TargetBind
trigger1 = AnimElemTime(3)>=0 && AnimElemTime(4)<0
pos =  20,0
time = 1
[State 810, TargetBind1]
type = TargetBind
trigger1 = AnimElemTime(4)>=0 && AnimElemTime(5)<0
pos =  17,0
time = 1
[State 810, TargetBind1]
type = TargetBind
trigger1 = AnimElemTime(5)>=0 && AnimElemTime(6)<0
pos =  10,0
time = 1

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -119
kill = 1

[State 810, Throw Escape]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 810, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 0, Explod]
type = Helper
trigger1 = animelem=6
helperType=Normal
stateNo=8015
ID=8015
name="Spark"
pos = 0, -65
facing=-1
ownPal=0
size.xScale=1.0
size.yScale=1.0
pauseMoveTime=65535
superMoveTime=65535
ignoreHitPause=1
persistent=0

[State 810, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Throw-Switching Sides
[Statedef 811]
type = S
movetype = A
physics = N
anim = 805
ctrl = 0
velset = 0,0

[State 810, TargetState]
type = TargetState
trigger1 = !Time
value = 821

[State 810, TargetBind1]
type = TargetBind
trigger1 = !Time
pos =  28,0
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 3.5

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 0

[State 0, Turn]
type = Turn
trigger1 = !AnimTime && PrevStateNo = 830

[State 810, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = Ifelse(var(10),830,810)
;---------------------------------------------------------------------------
;Sakahagi-P2
[Statedef 820]
type = S
movetype = H
physics = S

[State 0, Turn]
type = Turn
trigger1 = !time && facing = enemynear, facing
ignorehitpause = 1

[State 820, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, SprPriority]
type = SprPriority
trigger1 = 1
value = -1

[State 820, ChangeAnim]
type= ChangeAnim2
trigger1 = Anim !=820
value = 820

[State 820, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time = 25
statetype = A
physics = N

[State 820, VelSet]
type = VelSet
trigger1 = Time = 25
x = -5.6
y = -5.8

[State 820, VelAdd]
type = VelAdd
trigger1 = Time > 25
y = .5

[State 0, EnvShake]
type = EnvShake
trigger1= vel y > 0
trigger1= pos y > -vel y
time = 14
freq = 120
ampl = -3

[State 820, SelfState]
type = SelfState
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 5100
;-----------------------------------------------------------------
;Throw-Switching Sides-P2
[Statedef 821]
type = S
movetype = H
physics = S

[State 0, Turn]
type = Turn
trigger1 = !time && facing = enemynear, facing
ignorehitpause = 1

[State 820, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0

[State 820, SprPriority]
type = SprPriority
trigger1 = 1
value = 5

[State 820, ChangeAnim]
type= ChangeAnim2
trigger1 = Anim !=821
value = 821

[State 820, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
;---------------------------------------------------------------------------
;Hikire Kine
[Statedef 830]
type = S
movetype = A
physics = S
anim = 830
velset = 0, 0
poweradd = 0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = !Time && PrevStateNo=811

[State 0, TargetState]
type = TargetState
trigger1 = !Time
value = 845

[State 3120, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1)>=0 &&animelemtime(9)<0
pos = 36,0
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S0,33
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S0,44
volume = 255

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 9
time = 15
freq = 75
ampl = -8

[State 1100, Helper]
type = Helper
trigger1= animelem=9
helpertype = normal
name = "Flames"
ID = 7180
stateno = 7180
pos = 0,-57
postype = p2
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5*const(size.xscale)
size.yscale=.5*const(size.yscale)

[State 0, Explod]
type = Explod
trigger1 = AnimElemTime(9)=0
trigger2 = AnimElemTime(9)=2
anim = 6130
ID = 6130
pos = 30,-57
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 7
ontop = 1

[State 3120, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -115
kill = 1

[State 0, TargetState]
type = TargetState
trigger1 = AnimElem = 9
value = 846

[State 0, ChangeState]
type = ChangeState
trigger1= !AnimTime
value = 0
ctrl = 1
;------------------------------------------------------------------
;Hikire Kine-P2
[Statedef 845]
type = S
movetype = H
physics = N

[State 0, Turn]
type = Turn
trigger1 = !Time && enemynear, facing = facing
ignorehitpause = 1

[State 3230, SprPriority]
type = SprPriority
trigger1 = !Time
value = -1

[State 3330, ChangeAnim]
type= ChangeAnim2
trigger1 = !Time
value = 3235

[State 3230, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0
;------------------------------------------------------------------
;Hikire kine-P2
[Statedef 846]
type = A
movetype = H
physics = N

[State 3330, ChangeAnim]
type= ChangeAnim2
trigger1 = !Time
value = 3236

[State 0, PalFX]
type = PalFX
trigger1 = !Time
time = 30
mul = 128, 128, 128
sinAdd = 96, 96, 96, 4

[State 0, VelSet]
type = VelSet
trigger1 = !Time && StateNo != 3160
x = -2.6
y = -7.6

[State 0, VelSet]
type = VelSet
trigger1 = !Time && StateNo = 3160
x = -7.6
y = -2.6

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State 3230, CtrlSet]
type = CtrlSet
trigger1 = 1
value = 0

[State 0, EnvShake]
type = EnvShake
trigger1= vel y > 0
trigger1= pos y > -vel y
time = 14
freq = 120
ampl = -4

[State 820, SelfState]
type = SelfState
trigger1= vel y > 0
trigger1= pos y > -vel y
value = 5100
;---------------------------------------------------------------------------
[Statedef 821]
type    = A
movetype= H
physics = N
velset = 5.25,-7.5

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5

[State 821, recover]
type = SelfState
triggerall = (Pos Y = [-20,5])&& alive && CanRecover
trigger1 = Command = "recovery"
value = Ifelse(pos y>=0,5200,5210)

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

;===========<THROW ESC'D>==========
[StateDef 890]
type = S
physics = N
movetype = I
anim = 5945
ctrl = 0
velset = 0,0
sprPriority = 1

[State 890, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 0,0

[State 890, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 895

[State 890, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 890, PosAdd]
type = PosAdd
trigger1 = !Time
x = 24

[State 890, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 890, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 890, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(6) >= 0
value = 1

[State 890, SprPriority -1]
type = SprPriority
trigger1 = AnimElemTime(2) <= 0
value = -1

[State 890, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 890, VelSet]
type = VelSet
trigger1 = 1
x = -1.425
y = 0

[State 890, Voice]
type = null;PlaySnd
trigger1 = AnimElem = 2
value = 0,0
channel = 0

[State 890, Escape Sound]
type = PlaySnd
trigger1= !Time
value = 130,0

[State 890, Throw Escape FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8000
ID = 8000
name = "Spark"
PosType = P1
pos = 0, -54
facing = -1
ownPal = 1
size.xScale = 0.5
size.yScale = 0.5
pauseMoveTime = 65535
superMoveTime = 65535

[State 890, End]
type = ChangeState
trigger1 = Time >= 27
value = 0
ctrl = 1

;Target Escape
[StateDef 895]
type = S
physics = N
moveType = I
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 895, ChangeAnim]
type = ChangeAnim
trigger1= !Time
value = ifElse(SelfAnimExist(5940), 5940, 130)

[State 895, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && !SelfAnimExist(5945) && SelfAnimExist(5940)
value = 5940

[State 895, ChangeAnim]
type = ChangeAnim
trigger1= !Time && !SelfAnimExist(5945) && !SelfAnimExist(5940) && SelfAnimExist(5910)
value = 5910

[State 895, ChangeAnim]
type = ChangeAnim
trigger1 = Time >= 20 && Anim = 130
value = 140

[State 895, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 895, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 895, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 895, VelSet]
type = VelSet
trigger1 = 1
x = -1.425
y = 0

[State 895, End]
type = SelfState
trigger1 = Time >= 27
value = 0
ctrl = 1
