; _________________________________________
;| Chun-Li by Jmorphman                    |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<NORMAL MOVES>========================================
;==============================================================================================

;===========<STANDING LIGHT PUNCH>==========
[StateDef 200]
type = S
physics = S
moveType = A
anim = 200
ctrl = 0
velset = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 200, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

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

[State 200, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 0
getpower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
yAccel = 0.4
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 52), var(36):= -71
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48

[State 200, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 200
elem = 3
ignoreHitPause = 1

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

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



;===========<STANDING FAR MEDIUM PUNCH>==========
[StateDef 210]
type = S
physics = S
moveType = A
anim = 210
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 210, Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 210, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -3.24, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 84), var(36) := -61
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 210, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 210
elem = 4
ignoreHitPause = 1

[State 210, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

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



;===========<STANDING CLOSE MEDIUM PUNCH>==========
[StateDef 215]
type = S
physics = S
moveType = A
anim = 215
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 215, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 350
trigger2 = AnimElem = 9 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 215, Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 9
value = 1,1

[State 215, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = 0, 0
ground.cornerPush.velOff = 0
guard.velocity = 0
guard.cornerPush.velOff = 0
air.velocity = -3.24, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -76
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 215, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 215
elem = 5
ignoreHitPause = 1

[State 215, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 10
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -3.24, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -76
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 215, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(11) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 215
elem = 11
ignoreHitPause = 1

[State 215, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(11) >= 0
moveType = I

[State 215, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING FAR HEAVY PUNCH>==========
[StateDef 220]
type = S
physics = S
moveType = A
anim = 220
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 220, Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 220, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -5.39, -5.65
air.cornerPush.velOff = 0
yaccel = 0.58
fall = ifElse(PrevStateNo = 700, 1, 0)
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 108), var(36) := -68
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 220, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 220
elem = 6
ignoreHitPause = 1

[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I

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



;===========<STANDING CLOSE HEAVY PUNCH>==========
[StateDef 225]
type = S
physics = S
moveType = A
anim = 225
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 225, Voice]
type = PlaySnd
trigger1 = !Time && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 225, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,2
channel = 1

[State 225, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.77, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.77, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.24, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 59), var(36) := -59
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 225, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 225
elem = 4
ignoreHitPause = 1

[State 225, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 225, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING FAR LIGHT KICK>==========
[StateDef 230]
type = S
physics = S
moveType = A
anim = 230
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 230, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 230, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3
channel = 1

[State 230, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animtype = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.12, -5.41), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.12, -5.41)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -67
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, Followup Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 230, Chudanrenshu (Second Hit)]
type = VarSet
triggerAll = (!var(14) || AILevel) && !var(40)
trigger1 = !AILevel && MoveContact
;command = "a"
trigger1 = (NumExplod(90000230) || command = "a")
trigger2 = AILevel && MoveContact
var(14) = 231

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



;===========<CHUDANRENSHU (2ND HIT)>==========
[StateDef 231]
type = S
physics = S
moveType = A
anim = 231
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 231, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 231, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel = 1

[State 231, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animtype = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.12, -5.41), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.12, -5.41)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -84
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 231, StateTypeSet: Idle]
type = StateTypeSet
trigger1= AnimElemTime(3) >= 0
moveType = I

[State 231, Followup Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 231, Chudanrenshu (Third Hit)]
type = VarSet
triggerAll = (!var(14) || AILevel)
trigger1 = !AILevel && MoveContact
;command = "a"
trigger1 = (NumExplod(90000230) || command = "a")
trigger2 = AILevel && MoveContact
var(14) = 232

[State 231, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<CHUDANRENSHU (THIRD HIT)>==========
[StateDef 232]
type = S
physics = S
moveType = A
anim = 232
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 232, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 232, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel = 1

[State 232, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animtype = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.12, -5.41), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.12, -5.41)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -44
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 232, StateTypeSet: Idle]
type = StateTypeSet
trigger1= AnimElemTime(3) >= 0
moveType = I

[State 232, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING CLOSE LIGHT KICK>==========
[StateDef 235]
type = S
physics = S
moveType = A
anim = 235
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1

[State 235, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 235, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel = 1

[State 235, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animtype = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.12, -5.41), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.12, -5.41)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 52), var(36) := -34
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 235, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 235
elem = 3
ignoreHitPause = 1

[State 235, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 235, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING FAR MEDIUM KICK>==========
[StateDef 240]
type = S
physics = S
moveType = A
anim = 240
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 240, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 240, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 240, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 79), var(36) := -87
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 240, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 240
elem = 4
ignoreHitPause = 1

[State 240, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

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



;===========<STANDING CLOSE MEDIUM KICK>==========
[StateDef 245]
type = S
physics = S
moveType = A
anim = 245
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 245, PosAdd]
type = PosAdd
trigger1 = !Time
x = 16

[State 245, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 245, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,4
channel = 1

[State 245, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.05, -9.03), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.05, -9.03)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -100
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 245, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I

[State 245, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = -16

[State 245, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<KINTEKISHU>==========
[StateDef 246]
type = S
physics = S
moveType = A
anim = 246
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 246, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4, 1
channel = 0

[State 246, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,4
channel = 1

[State 246, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 82), var(36) := -63
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 246, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 246, Followup Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 246, Tenkukyaku]
type = VarSet
triggerAll = (!var(14) || AILevel)
trigger1 = !AILevel && MoveContact
;command = "b"
trigger1 = (NumExplod(90000240) || command = "b")
trigger2 = AILevel && MoveHit
var(14) = 247

[State 246, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<TENKUKYAKU>==========
[StateDef 247]
type = S
physics = S
moveType = A
anim = 247
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0

[State 247, PosAdd]
type = PosAdd
trigger1 = !Time
x = 32

[State 247, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 13

[State 247, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 10

[State 247, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 33

[State 247, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3300,0
channel = 0

[State 247, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,4
channel = 1

[State 247, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -0.3125, -8.5
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -0.3125, -8.5
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
forceStand = 1
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 20), var(36) := -93
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 247, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 247
elem = 5
ignoreHitPause = 1

[State 247, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 247, Followup Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 247, Tenshokyaku]
type = VarSet
triggerAll = (!var(14) || AILevel)
trigger1 = !AILevel
;command = "D, U"
trigger1 = NumExplod(90012708)
;command = "b"
trigger1 = (NumExplod(90000240) || command = "b")
trigger2 = AILevel && MoveHit
var(14) = 248

[State 247, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<TENSHOKYAKU>==========
[StateDef 248]
type = S
physics = S
moveType = A
anim = 248
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
hitCountPersist = 1

[State 248, Voice]
type = PlaySnd
trigger1 = !Time
value = 1400,0
channel = 0

[State 248, Woosh Sound]
type = PlaySnd
trigger1 = !Time
trigger2 = AnimElem = 3
trigger3 = AnimElem = 7
trigger4 = AnimElem = 11
trigger5 = AnimElem = 15
value = 1,5

[State 248, Jumping Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 41,0
channel = 1

[State 248, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 2
stateType = A
physics = N

[State 248, Dust Helper]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 8100
ID = 8100
name = "Tenshokyaku Dust"
posType = P1
ownPal = 1

[State 248, VelSet]
type = VelSet
trigger1 = AnimElem = 4
y = -6.25

[State 248, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0 && vel y < 0
y = 0.2563476563

[State 248, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0 && vel y >= 0
y = 0.5859375

[State 248, Move Contact Count Reset]
type = VarSet
trigger1 = !Time
var(11) = 0

[State 248, Ground Hit]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20)) && var(11) < 4
trigger1 = AnimElem = 2
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Hard
air.animType = Hard
fall.animType = Hard
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -0.3125, -8.125
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -0.3125, -8.125
air.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 28), var(36) := -83
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 248, Air Hit 1]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20)) && var(11) < 4
trigger1 = AnimElem = 4
attr = A, NA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -0.3125, -8.75
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -0.3125, -5.625
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 37), var(36) := -114
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 248, Air Hit 2]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20)) && var(11) < 4
trigger1 = AnimElem = 8
attr = A, NA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -0.3125, -8.75
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -0.3125, -5.625
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 44), var(36) := -120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 248, Air Hit 3]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20)) && var(11) < 4
trigger1 = AnimElem = 12
attr = A, NA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -2.5, -8.75
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -2.5, -5.625
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 37), var(36) := -114
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 248, Air Hit 4]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20)) && var(11) < 4
trigger1 = AnimElem = 16
attr = A, NA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = -2.5, -8.75
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -2.5, -5.625
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 44), var(36) := -120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 248, Move Contact Count]
type = VarAdd
triggerAll = MoveContact = 1
trigger1 = MoveHit = 1 && NumEnemy
trigger2 = MoveGuarded = 1 && NumEnemy
var(11) = 1

[State 248, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(17) >= 0
movetype = I

[State 248, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1401



;===========<STANDING FAR MEDIUM KICK>==========
[StateDef 249]
type = S
physics = S
moveType = A
anim = 249
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 249, Width]
type = Width
trigger1 = AnimElemTime(3) < 0
player = 32,0

[State 249, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 30

[State 249, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
x = 19

[State 249, PosAdd]
type = PosAdd
trigger1 = AnimElem = 5
x = 8

[State 249, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 5

[State 249, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
x = 2

[State 249, Voice]
type = PlaySnd
trigger1 = AnimElem = 6 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 249, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1,4
channel = 1

[State 249, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 8
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 56), var(36) := -101
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 249, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
movetype = I

[State 249, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING FAR HEAVY KICK/YOKUSENKYAKU>==========
[StateDef 250]
type = S
physics = S
moveType = A
anim = 250
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 250, Hold Forward Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 250, Yokusenkyaku]
type = VarSet
triggerAll = (!var(14) || AILevel) && !Time && !var(40) && PrevStateNo != 700 && !NumProjID(131035)
trigger1 = !AILevel
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90000006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90000004))
trigger2 = AILevel
var(14) = 1

[State 250, PosAdd]
type = PosAdd
triggerAll = var(14)
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
x = 6

[State 250, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 250, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 250, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(PrevStateNo = 700, -6.46, ifElse(var(20), -4.86, -10.52)), ifElse(PrevStateNo = 700, -5.25, 0)
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = ifElse(PrevStateNo = 700, 1, 0)
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkxy = -10 + 0 * (var(35) := 69), var(36) := -72
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

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

[State 250, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 11
value = 52,0
channel = 3

[State 250, Landing Dust Explod]
type = Explod
trigger1 = AnimElem = 11
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

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



;===========<STANDING CLOSE HEAVY KICK>==========
[StateDef 255]
type = S
physics = S
moveType = A
anim = 255
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 250, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
x = 16

[State 255, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800,1
channel = 0

[State 255, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 255, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
ID = 255
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.36
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkno = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 30), var(36) := -76
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48
forceStand = 1

[State 255, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(255)
trigger1 = !(Target(255), Time) && Target(255), StateType = A
value = 257
ID = 255
ignoreHitPause = 1

[State 255, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) > 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 255
elem = 5
ignoreHitPause = 1

[State 255, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 255, Followup Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 255, High Jump Cancel]
type = VarSet
triggerAll = (!var(14) || AILevel)
trigger1 = !AILevel && MoveContact
;command = "highjump"
trigger1 = NumExplod(90000408)
trigger2 = AILevel && (MoveGuarded || (MoveHit && EnemyNear, StateType = A))
var(14) = 3101

[State 255, Followup]
type = ChangeState
trigger1 = var(14)
trigger1 = AnimElemTime(5) = 0
value = var(14)

[State 255, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING CLOSE HEAVY KICK (SHADOW LADY)>==========
[StateDef 256]
type = S
physics = S
moveType = A
anim = 256
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 256, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800,1
channel = 0

[State 256, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 256, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
ID = 256
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72)*!var(20), 36*!var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -6.83, -12.64), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -6.83, -12.64)
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.36
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkno = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 36), var(36) := -103
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48
forceStand = 1

[State 256, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(256)
trigger1 = !(Target(256), Time) && Target(256), StateType = A
value = 257
ID = 256
ignoreHitPause = 1

[State 256, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 256, Followup Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 256, High Jump Cancel]
type = VarSet
triggerAll = (!var(14) || AILevel)
trigger1 = !AILevel && MoveContact
;command = "highjump"
trigger1 = NumExplod(90000408)
trigger2 = AILevel && (MoveGuarded || (MoveHit && EnemyNear, StateType = A))
var(14) = 3101

[State 256, Followup]
type = ChangeState
trigger1 = var(14)
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(8) < 0
value = var(14)

[State 256, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<SPECIAL JUGGLE-ABLE AIR GET HIT>==========
;Hitshake
[StateDef 257]
type = A
moveType = H
physics = N
velSet = 0,0

[State 257, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
trigger1 = GetHitVar(AnimType) != [3,5]
value = ifElse((GetHitVar(AirType) = 1), 5000, 5010) + GetHitVar(AnimType)

[State 257, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
trigger1 = GetHitVar(AnimType) = [3,5]
value = 5030

[State 257, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
trigger1 = (GetHitVar(AnimType) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(AnimType)))
value = 5047 + GetHitVar(AnimType)

[State 257, ChangeAnim]
type = ChangeAnim
trigger1 = Time > 0
value = Anim

[State 257, ChangeState]
type = ChangeState
trigger1 = HitShakeOver
value = 258


;Knocked away
[StateDef 258]
type = A
moveType = H
physics = N
ctrl = 0

[State 258, ChangeAnim]
type = ChangeAnim
trigger1 = Anim != [5000, 5199]
trigger1 = SelfAnimExist(5030)
value = 5030

[State 258, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = GetHitVar(yAccel)

[State 258, HitVelSet]
type = HitVelSet
trigger1 = !Time
x = 1
y = 1

[State 258, ChangeState]
type = SelfState
triggerAll = !HitFall
trigger1 = Time >= 16
trigger2 = vel y > 0
trigger2 = pos y >= const(movement.air.getHit.groundLevel)
value = 5040

[State 258, ChangeState]
type = SelfState
triggerAll = HitFall
trigger1 = Time >= 16
trigger2 = vel y > 0
trigger2 = pos y >= const(movement.air.getHit.groundLevel)
value = 5050



;===========<CROUCHING LIGHT PUNCH>==========
[StateDef 400]
type = C
physics = C
moveType = A
anim = 400
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1

[State 400, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 400, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,0
channel = 1

[State 400, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 59), var(36) := -41
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 400, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 400
elem = 3
ignoreHitPause = 1

[State 400, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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



;===========<CROUCHING MEDIUM PUNCH>==========
[StateDef 410]
type = C
physics = C
moveType = A
anim = 410
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 410, Voice]
type = PlaySnd
trigger1 = !Time && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 410, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,1
channel = 1

[State 410, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 72), var(36) := -8
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 410, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 410
elem = 4
ignoreHitPause = 1

[State 410, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 410
elem = 5
ignoreHitPause = 1

[State 410, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 410, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<CROUCHING HEAVY PUNCH>==========
[StateDef 420]
type = C
physics = C
moveType = A
anim = 420
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 420, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 420, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 420, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -6.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -6.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -38
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 420, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

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



;===========<CROUCHING LIGHT KICK>==========
[StateDef 430]
type = C
physics = C
moveType = A
anim = 430
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1

[State 430, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 430, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel = 1

[State 430, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 77), var(36) := -3
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 430, ChangeAnimElem]
type  = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 430
elem = 3
ignoreHitPause = 1

[State 430, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 430, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<CROUCHING MEDIUM KICK>==========
[StateDef 440]
type = C
physics = C
moveType = A
anim = 440
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 440, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 440, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,4
channel = 1

[State 440, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13),144,72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 89), var(36) := -9
palFX.time = 12*var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 440, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 440, End]
type = Changestate
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<KOHOKAITENKYAKU>==========
[StateDef 448]
type = S
physics = S
moveType = A
anim = 448
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 448, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 448, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 448, Ground Hit]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 448, Jumping Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 40,0
channel = 3

[State 448, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 4
stateType = A
physics = N

[State 448, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Kohokaitenkyaku dust"
posType = P1
ownPal = 1

[State 448, Aerial Hit]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5 && !MoveHit && !MoveReversed
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 76), var(36) := -106
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 448, VelSet]
type = VelSet
trigger1 = AnimElem = 6
x = -1.875
y = -9.375

[State 448, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(6) > 0
y = 0.634765625

[State 448, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 448, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 449


;Landing
[StateDef 449]
type = S
anim = 47
physics = N
moveType = I
velSet = 0,0

[State 449, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 449, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 449, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
channel = 1

[State 449, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1




;===========<CROUCHING HEAVY KICK>==========
[StateDef 450]
type = C
physics = C
moveType = A
anim = 450
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 450, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 450, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 450, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getpower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Trip
air.type = Trip
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -1, -6.25
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -1, -8.24
air.cornerPush.velOff = 0
yAccel = 0.677
fall = 1
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 88), var(36) := -52
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 450, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(7) >= 0
moveType = I

[State 450, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<KAKUKYAKURAKU>==========
[StateDef 458]
type = A
physics = N
moveType = A
anim = 458
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 458, Jumping Sound]
type = PlaySnd
trigger1 = !Time
value = 41,0
channel = 1

[State 458, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,1
channel = 0

[State 458, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 9 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 458, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1,5
channel = 3

[State 458, Dust Helper]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8100
ID = 8100
name = "Kakukyakuraku dust"
posType = P1
ownPal = 1

[State 458, VelSet]
type = VelSet
trigger1 = !Time
x = 2.5
y = -12.5

[State 458, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = 0.78125

[State 458, Width]
type = Width
trigger1 = 1
edge = -5,0
ignoreHitPause = 1

[State 458, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 10
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 4 * var(9)
ground.slideTime = 15 + 4 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 18
ground.velocity = 5, -6.5625
ground.cornerPush.velOff = 0
guard.velocity = 12.64
guard.cornerPush.velOff = 0
air.velocity = 5, -6.5625
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := -23), var(36) := -56
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 458, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(10) > 0 && AnimElemTime(11) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 458
elem = 11
ignoreHitPause = 1

[State 458, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 459


;Landing
[StateDef 459]
type = S
anim = 459
physics = N
moveType = I
velSet = 0,0

[State 459, Turn]
type = Turn
trigger1 = !Time

[State 459, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 459, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 459, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
channel = 1

[State 459, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<JUMPING LIGHT PUNCH>==========
[StateDef 600]
type = A
physics = N
moveType = A
anim = 600
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 600, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 600, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,0
channel = 1

[State 600, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 44), var(36) := -51
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 600, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 600
elem = 3
ignoreHitPause = 1

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

[State 600, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 600, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

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



;===========<JUMPING MEDIUM PUNCH>==========
[StateDef 610]
type = A
physics  = N
moveType = A
anim = 610
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 610, Voice]
type = PlaySnd
trigger1 = !Time && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 610, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,1
channel = 1

[State 610, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 44), var(36) := -51
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 610, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 610
elem = 3
ignoreHitPause = 1

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

[State 610, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 610, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

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



;===========<JUMPING HEAVY PUNCH>==========
[StateDef 620]
type = A
physics = N
moveType = A
anim = 620
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 620, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 620, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 620, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
ID = 620
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(vel x && !var(40), 56, 84) < 7, 7, fvar(11) * ifElse(vel x  && !var(40), 56, 84))), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animtype = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.25, -5.78125
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -65
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 620, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(620)
trigger1 = !(Target(620), Time) && Target(620), StateType = A
value = 257
ID = 620
ignoreHitPause = 1

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

[State 620, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 620, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 620, Followup Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 620, Yoshiken]
type = VarSet
triggerAll = (!var(14) || AILevel) && vel x && AnimElemTime(3) >= 0 && AnimElemTime(8) < 0 && !var(40)
trigger1 = !AILevel
;command = "z"
trigger1 = (NumExplod(90000220) || command = "z")
trigger2 = AILevel && MoveContact
var(14) = 621

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



;===========<YOSHIKEN>==========
[StateDef 621]
type = A
physics = N
moveType = A
anim = 621
ctrl = 0
sprPriority = 1
powerAdd = 0
hitCountPersist = 1

[State 621, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 621, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 621, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animtype = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.25, -5.78125
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 55), var(36) := -87
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 621, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 621, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 621, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 621, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<NEUTRAL JUMPING LIGHT KICK>==========
[StateDef 630]
type = A
physics = N
moveType = A
anim = 630
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 630, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 630, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel = 1

[State 630, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 24), var(36) := -122
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 630, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 630
elem = 3
ignoreHitPause = 1

[State 630, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 630, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 630, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

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



;===========<ANGLED JUMPING LIGHT KICK>==========
[StateDef 631]
type = A
physics = N
moveType = A
anim = 631
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 631, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 631, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel = 1

[State 631, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 56), var(36) := -51
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 631, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 631
elem = 3
ignoreHitPause = 1

[State 631, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

[State 631, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 631, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 631, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<NEUTRAL JUMPING MEDIUM KICK>==========
[StateDef 640]
type = A
physics = N
moveType = A
anim = 640
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 640, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 640, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 640, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 31), var(36) := -128
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 640, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 640, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 640, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

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



;===========<ANGLED JUMPING MEDIUM KICK>==========
[StateDef 641]
type = A
physics = N
moveType = A
anim = 641 + var(40)
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 641, Voice]
type = PlaySnd
trigger1 = !Time && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 641, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,4
channel = 1

[State 641, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ifElse(!var(40), 75, 56)), var(36) := ifElse(!var(40), -75, -51)
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 641, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 641 + var(40)
elem = 3
ignoreHitPause = 1

[State 641, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 641, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 641, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 641, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<YOSOKYAKU>==========
[StateDef 648]
type = A
physics = N
moveType = A
anim = 648
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)
hitCountPersist = 1

[State 648, Voice]
type = PlaySnd
trigger1 = !Time && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 648, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,5
channel = 1

[State 648, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 2
ID = 648
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -5, ifElse(var(20), -4.921875, -6.5625);-4.0625;
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := -5), var(36) := -15
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 648, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(648)
trigger1 = !(Target(648), Time) && Target(648), StateType = A
value = 257
ID = 648
ignoreHitPause = 1

[State 648, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 648
elem = 3
ignoreHitPause = 1

[State 648, VelSet]
type = VelSet
trigger1 = MoveContact = 1 && HitPauseTime
x = ifElse(BackEdgeBodyDist <= 15 || FrontEdgeBodyDist <= 25, -5, 5)
y = ifElse(var(20), -5.625, -7.5)
ignoreHitPause = 1
persistent = 0

[State 648, ChangeState]
type = ChangeState
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 649
ignoreHitPause = 1

[State 648, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 648, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 648, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 648, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52


;After Hit
[StateDef 649]
type = A
physics = N
moveType = A
moveHitPersist = 1
hitCountPersist = 1

[State 649, VarAdd]
type = VarAdd
trigger1 = !Time
var(44) = 1

[State 649, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 649, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = 0.5859375

[State 649, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(5) >= 0
value = 1
ignoreHitPause = 1

[State 649, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<NEUTRAL JUMPING HEAVY KICK>==========
[StateDef 650]
type = A
physics = N
moveType = A
anim = 650
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 650, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 650, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 650, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 61), var(36) := -63
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

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

[State 650, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 650, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 650, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<ANGLED JUMPING HEAVY KICK>==========
[StateDef 651]
type = A
physics = N
moveType = A
anim = 651
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 651, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,3
channel = 0

[State 651, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 651, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 5
ID = 651
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -2.5, 6
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.4375
fall = 0
air.fall = 1
fall.recover = 0
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 46), var(36) := -25
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 651, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(651) > 1
ID = 651
keepOne = 1
excludeID = 651
ignoreHitPause = 1

[State 651, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(651)
trigger1 = !(Target(651), Time) && Target(651), StateType = A
value = 5425
ID = 651
ignoreHitPause = 1

[State 651, ChangeAnimElem 3]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 651
elem = 8
ignoreHitPause = 1

[State 651, ChangeAnimElem 2]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 651
elem = 7
ignoreHitPause = 1

[State 651, ChangeAnimElem 1]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 651
elem = 6
ignoreHitPause = 1

[State 651, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 651, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 651, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 651, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<NEUTRAL JUMPING HEAVY KICK (SHADOW LADY)>==========
[StateDef 655]
type = A
physics = N
moveType = A
anim = 655
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 655, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 655, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 655, Hit 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 67), var(36) := -60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 655, Hit 2]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -106
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 655, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 655, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 655, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 655, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<ANGLED JUMPING HEAVY KICK (SHADOW LADY)>==========
[StateDef 656]
type = A
physics = N
moveType = A
anim = 656
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 656, Voice]
type = PlaySnd
trigger1 = !Time && Random < 500
trigger2 = AnimElem = 5 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 656, Woosh Sound 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 656, Woosh Sound 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,5
channel = 3

[State 656, Hit 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
ID = 656
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.75, -7.34375
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 24), var(36) := -122
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 656, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(656)
trigger1 = !(Target(656), Time) && Target(656), StateType = A
value = 257
ID = 656
ignoreHitPause = 1

[State 656, ChangeAnimElem 1]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) > 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 656
elem = 3
ignoreHitPause = 1

[State 656, Hit 2]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 6
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -2.5, -7.96875
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 31), var(36) := -128
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 656, ChangeAnimElem 2]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(6) > 0 && AnimElemTime(7) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 656
elem = 7
ignoreHitPause = 1

[State 656, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

[State 656, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 656, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 656, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<THROW ATTEMPT>==========
[StateDef 800]
type = S
physics = S
movetype = A
anim = 800
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 800, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
var(10) = (command = "kk")

[State 800, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = (Random < 500)

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

[State 800, Tech Hit]
type = VarSet
trigger1 = NumEnemy
trigger1 = EnemyNear, StateType != A
trigger1 = (EnemyNear, StateNo = [0,999]) && (EnemyNear, StateNo != [100,119]) && (EnemyNear, StateNo != [200,799])
var(19) = 7

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

[State 800, HitDef: PP Throw]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2BodyDist x < 55
trigger1 = !var(38)
attr = S, NT
hitFlag = M-
priority = 1, Miss
getPower = 0,0
givePower = 0,0
sparkNo = -1 +0 * (var(33) := 0)
guard.sparkNo = -1 +0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -50
hitSound = -1 +0 * (var(31) := 800)
guardSound = -1 +0 * (var(32) := 0)
fall = 1
fall.recover = 1
numHits = 0
p1StateNo = ifElse(ifElse(!NumExplod(92828282) && !NumExplod(92468246), command = "holdback", command = "holdfwd"), 805, 810)

[State 800, HitDef: KK Throw]
type = HitDef
trigger1 = AnimElem = 2 && var(10)
trigger1 = !var(38)
trigger1 = P2BodyDist x < 55
attr = S, NT
hitFlag = M-
priority = 1, Miss
getPower = 0,0
givePower = 0,0
sparkNo = -1 + 0 * (var(33) := 0)
guard.sparkNo = -1 +0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -50
hitSound = -1 +0 * (var(31) := 800)
guardSound = -1 +0 * (var(32) := 0)
fall = 1
fall.recover = 1
numhits = 0
p1StateNo = ifElse(ifElse(!NumExplod(92828282) && !NumExplod(92468246), command = "holdback", command = "holdfwd"), 805, 820)

[State 800, Voice (Missed)]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800,0
channel = 0

[State 800, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
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 = 0

[State 805, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 806

[State 805, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

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

[State 805, Turn]
type = Turn
trigger1 = AnimElem = 3

[State 805, Facing]
type = TargetFacing
trigger1 = 1
value = -1

[State 805, Tech Hit]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback") && Target, command != "holdup" && Target, command != "holddown"
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 805, Tech Hit Countdown]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 805, TargetBind 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 48, 0

[State 805, TargetBind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
trigger2 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 26, 0

[State 805, TargetBind 3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 0,0

[State 805, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(2) < 0 || AnimElemTime(5) >= 0
value = 1

[State 805, SprPriority 2]
type = SprPriority
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
value = -1

[State 805, End]
type = ChangeState
trigger1 = !NumTarget
value = 0
ctrl = 1

[State 805, End]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
value = ifElse(var(10), 820, 810)



;===========<THROW SWITCHING SIDES (TARGET)>==========
[StateDef 806]
type = S
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, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

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

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



;===========<KOSHUTO>==========
[StateDef 810]
type = S
physics = N
moveType = A
anim = 810
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 810, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 810, Tech Hit]
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 810, Throw]
type = TargetState
trigger1 = !Time && NumTarget
value = 815

[State 810, Width]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
edge = 48,0
ignoreHitPause = 1

[State 810, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(8) < 0
edge = 64,0
ignoreHitPause = 1

[State 810, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 48,0

[State 810, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 29,0

[State 810, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 0,0

[State 810, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -19,0

[State 810, TargetBind 5]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 23, -84

[State 810, TargetBind 6]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 67, -48

[State 810, TargetBind 7]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 1
pos = 90, (Target, const(movement.down.bounce.offset.y) + -25)

[State 810, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 8
value = floor(ifElse(140 * fvar(11) < 7, -7, -140 * fvar(11)))

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 8
value = 36

[State 810, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 8 && !var(20)
value = 72

[State 810, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 8
value = 1

[State 810, VarAdd]
type = VarAdd
trigger1 = NumTarget && AnimElem = 8
var(13) = 1

[State 810, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 8
var(15) = 1
ignoreHitPause = 1

[State 810, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 8
var(16) = 1
ignoreHitPause = 1

[State 810, Throw]
type = TargetState
trigger1 = NumTarget && AnimElemTime(8) = 1
value = 816

[State 810, Voice]
type = PlaySnd
trigger1 = AnimElem = 7
value = 800,1
channel = 0

[State 810, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1,5
channel = 1

[State 810, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = 64

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



;===========<KOSHUTO (TARGET)>==========
;Being Thrown
[StateDef 815]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 815, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 815

[State 815, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 815, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 815 && !AnimTime
value = 5160

[State 815, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1


;After Throw
[StateDef 816]
type = A
physics = N
movetype = H
ctrl = 0
velSet = -8.75, -0.78125
sprPriority = 0

[State 816, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1,0
ignoreHitPause = 1

[State 816, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.5859375

[State 816, EnvShake]
type = EnvShake
trigger1 = vel y > 0
trigger1 = pos y >= const(movement.down.bounce.groundlevel)
time = 14
ampl = -4
freq = 120

[State 816, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 816, End]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y >= const(movement.down.bounce.groundlevel)
value = 5100



;===========<KIRINSHU>==========
[Statedef 820]
type = S
physics = N
moveType = A
anim = 820
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 820, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 820, Tech Hit]
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 820, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 820, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 825

[State 820, Width]
type = Width
trigger1 = AnimElemTime(16) < 0
edge = 32,0
ignoreHitPause = 1

[State 820, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 18,0

[State 810, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 36,0

[State 810, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 48,0

[State 810, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 29,0

[State 810, TargetBind 5]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(7) < 0
pos = 18,0

[State 810, TargetBind 6]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
pos = 2,0

[State 820, Woosh Sound 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1,4
channel = 1

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 13
x = 16

;[State 820, PosAdd]
;type = PosAdd
;trigger1 = AnimElem = 14
;x = 13

[State 820, Woosh Sound 1]
type = PlaySnd
trigger1 = AnimElem = 15
value = 1,5
channel = 3

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 15
x = 10

[State 820, Voice]
type = PlaySnd
trigger1 = AnimElem = 16
value = 4,3
channel = 0

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 16
x = 33

[State 820, Damage 1]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 8
value = floor(ifElse(70 * fvar(11) < 7, -7, -70 * fvar(11)))
kill = 0

[State 820, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 8
value = 18

[State 820, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 8 && !var(20)
value = 36

[State 820, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 8
value = 1

[State 820, HitCount]
type = VarAdd
trigger1 = NumTarget && AnimElem = 8
var(13) = 1

[State 820, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 8
var(15) = 1
ignoreHitPause = 1

[State 820, Hit Sound 1]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 8
value = 2,4
channel = 2

[State 820, Hit Spark 1]
type = Helper
trigger1 = NumTarget && AnimElem = 8
helperType = Normal
stateNo = 8011
ID = 8000
name = "Spark"
posType = P1
pos = 30, -76
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 820, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 16
value = floor(ifElse(70 * fvar(11) < 7, -7, -70 * fvar(11)))

[State 820, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 16
value = 18

[State 820, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 16 && !var(20)
value = 36

[State 820, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 16
value = 1

[State 820, HitCount]
type = VarAdd
trigger1 = NumTarget && AnimElem = 16
var(13) = 1

[State 820, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 16
var(15) = 1
ignoreHitPause = 1

[State 820, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 16
var(16) = 1
ignoreHitPause = 1

[State 820, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 16
value = 826

[State 820, Hit Sound 2]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 16
value = 2,5
channel = 2

[State 820, Hit Spark 2]
type = Helper
trigger1 = NumTarget && AnimElem = 16
helperType = Normal
stateNo = 8012
ID = 8001
name = "Spark"
posType = P1
pos = 9, -114
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 820, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<KIRINSHU (TARGET)>==========
;Being Thrown
[StateDef 825]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 825, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 825

[State 825, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 825, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1

[State 825, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(5) > 0 && AnimElemTime(5) < 12
x = ceil((14 - AnimElemTime(5)) / 4) * ifElse(AnimElemTime(5) % 2 = 1, -1, 1)

[State 825, StateTypeSet: Air, Physics: None]
type = StateTypeSet
Trigger1 = AnimElemTime(5) = 12
stateType = A
physics = N

[State 825, VelSet]
type = VelAdd
Trigger1 = AnimElemTime(5) = 12
x = -5
y = -6.5625

[State 825, VelAdd]
type = VelAdd
Trigger1 = AnimElemTime(5) > 12
y = 0.5126953125

[State 825, EnvShake]
type = EnvShake
trigger1 = pos y > -vel y
time = 14
ampl = -4
freq = 120

[State 825, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 825, End]
type = SelfState
trigger1 = pos y > -vel y
value = 5100


;After First Hit
[StateDef 826]
type = A
physics = N
movetype = H
ctrl = 0
velSet = 0, 0

[State 826, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1,0
ignoreHitPause = 1

[State 826, PosAdd]
type = PosAdd
trigger1 = Time < 12
x = ceil((14 - Time) / 4) * ifElse(Time % 2 = 1, 1, -1)

[State 826, VelSet]
type = VelAdd
Trigger1 = Time = 12
x = -5
y = -6.5625

[State 826, VelAdd]
type = VelAdd
Trigger1 = Time > 12
y = 0.5126953125

[State 826, EnvShake]
type = EnvShake
trigger1 = pos y > -vel y
time = 14
ampl = -4
freq = 120

[State 826, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 826, End]
type = SelfState
trigger1 = pos y > -vel y
value = 5100



;===========<AIR THROW ATTEMPT>==========
[StateDef 850]
type = A
physics = N
moveType = A
anim = 850
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 850, Throw Escape Reset]
type = VarSet
trigger1 = 1
var(19) = 0

[State 850, Escape]
type = VarSet
trigger1 = NumEnemy
trigger1 = (EnemyNear, StateNo = [0,899]) && (EnemyNear, StateNo != [100,104]) && (EnemyNear, StateNo != [600,799])
var(19) = 7

[State 850, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 850, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 1
trigger1 = !var(38)
attr = A, NT
hitFlag = AF
priority = 1, Miss
getPower = 0,0
givePower = 0,0
sparkNo = -1 + 0 * (var(33) := 0)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -50
hitSound = -1 + 0 * (var(31) := 800)
guardSound = -1 + 0 * (var(32) := 0)
fall = 1
fall.recover = 1
numHits = 0
p1StateNo = 860

[State 850, Voice (Missed)]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800,0
channel = 0

[State 850, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,0
channel = 1

[State 850, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(2) >= 0
moveType = I

[State 850, Gravity]
type = Gravity
trigger1 = 1

[State 850, VelAdd]
type = VelAdd
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 850, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<RYUSEIRAKU>==========
[StateDef 860]
type = A
physics = N
moveType = A
anim = 860
ctrl = 0
sprPriority = 1

[State 860, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 51
ctrl = 1

[State 860, Tech Hit]
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 = 892

[State 860, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 860, Turn]
type = Turn
triggerAll = !Time
trigger1 = !NumExplod(94646464) && !NumExplod(92468246)
trigger1 = command = "holdback"
trigger2 = NumExplod(94646464) || NumExplod(92468246)
trigger2 = command = "holdfwd"

[State 860, Throw]
type = TargetState
trigger1 = !Time && NumTarget
value = 865

[State 860, Width]
type = Width
trigger1 = 1
edge = 48,0
ignoreHitPause = 1

[State 860, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 0,0

[State 860, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = -19,0

[State 860, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0
pos = 23, -84

[State 861, Voice]
type = PlaySnd
trigger1 = !Time
value = 4,1
channel = 0

[State 860, Gravity]
type = Gravity
trigger1 = AnimElemTime(2) >= 0

[State 860, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) >= 0
trigger1 = vel x
x = ifElse((var(3) = [2,3]), -0.04577636719, -0.03051757813) * ifElse(vel x < 0, -1, 1)

[State 860, PosFreeze]
type = PosFreeze
trigger1 = AnimElemTime(2) < 0
value = 1

[State 860, PosSet]
type = PosSet
trigger1 = pos y > -vel y && AnimElemTime(4) < 0
y = 0

[State 860, VelSet]
type = VelSet
trigger1 = pos y > -vel y && AnimElemTime(4) < 0
x = 0
y = 0

[State 860, End]
type = ChangeState
trigger1 = AnimElemTime(4) >= 0
trigger1 = pos y > -vel y
value = 861


;Finish
[StateDef 861]
type = S
physics = N
moveType = A
anim = 861
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 861, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 861, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
pos = 20,0
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 861, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
channel = 1

[State 861, Throw]
type = TargetState
trigger1 = !Time && NumTarget
value = 866

[State 861, Width]
type = Width
trigger1 = AnimElemTime(3) < 0
edge = 64,0
ignoreHitPause = 1

[State 861, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 67, -48

[State 861, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 1
pos = 90, (Target, const(movement.down.bounce.offset.y) + -25)

[State 810, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 3
value = floor(ifElse(140 * fvar(11) < 7, -7, -140 * fvar(11)))

[State 861, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 3
value = 36

[State 861, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 3 && !var(20)
value = 72

[State 861, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 3
value = 1

[State 861, VarAdd]
type = VarAdd
trigger1 = NumTarget && AnimElem = 3
var(13) = 1

[State 861, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 3
var(15) = 1
ignoreHitPause = 1

[State 861, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 3
var(16) = 1
ignoreHitPause = 1

[State 861, Throw]
type = TargetState
trigger1 = NumTarget && AnimElemTime(3) = 1
value = 816

[State 861, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800,1
channel = 0

[State 861, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 3

[State 861, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 64

[State 861, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<RYUSEIRAKU (TARGET)>==========
;Being Thrown, in air
[StateDef 865]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 865, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 865

[State 865, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 865, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1


;Being Thrown, on ground
[StateDef 866]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 866, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 866

[State 866, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 866, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 866 && !AnimTime
value = 5160

[State 866, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1



;===========<THROW ESCAPED>==========
[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
ignoreHitPause = 1

[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 = PlaySnd
trigger1 = AnimElem = 2
value = 800,0
channel = 0

[State 890, Escape Sound]
type = PlaySnd
trigger1= !Time
value = 760,0

[State 890, Throw Escape FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8000
ID = 8000
name = "Spark"
PosType = P1
pos = 0, -68
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(5945), 5945, 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
ignoreHitPause = 1

[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



;===========<THROW ESCAPE MIDAIR>==========
[StateDef 892]
type = A
physics = N
moveType = I
anim = 892
ctrl = 0
velSet = 0, 0
sprPriority = 1

[State 892, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 48, 0

[State 892, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 897

[State 892, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 892, PosAdd]
type = PosAdd
trigger1 = !Time
x = 24

[State 892, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 892, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 892, PosFreeze]
type = PosFreeze
trigger1 = Time < 18
value = 1

[State 892, VelSet]
type = VelSet
trigger1 = Time = 18
x = -2
y = -4

[State 892, VelAdd]
type = VelAdd
trigger1 = Time > 18
y = 0.5

[State 892, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5000,2
channel = 0

[State 892, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = 760,0

[State 892, Throw Escape FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8000
ID = 8000
name = "Spark"
posType = P1
pos = 24,-64
facing = -1
ownPal = 1
size.xScale = 0.5
size.yScale = 0.5
pauseMoveTime = 65535
superMoveTime = 65535

[State 892, ChangeState]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > -vel y
value = 52


;Target Escape
[StateDef 897]
type = A
physics = N
moveType = I
ctrl = 0
velSet = 0, 0
sprPriority = 1

[State 897, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 152

[State 897, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 18
value = 142

[State 897, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 897, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 897, PosFreeze]
type = PosFreeze
trigger1 = Time < 18
value = 1

[State 897, VelSet]
type = VelSet
trigger1 = Time = 18
x = -2
y = -4

[State 897, VelAdd]
type = VelAdd
trigger1 = Time >= 18
y = 0.5

[State 897, SelfState]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > -vel y
value = 52
