; _________________________________________
;| Guile 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, 2, 3)
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), 3, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 3, 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), -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) := 71), var(36):= -81
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 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 = !Time && Random < 350
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 210, Woosh]
type = PlaySnd
trigger1 = !Time
value = 1,1
channel = 1

[State 210, 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) * 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 90), var(36) := -75
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 210, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3 && !MoveContact
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 61), var(36) := -124
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(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 210
elem = 3
ignoreHitPause=1

[State 210, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 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 = !Time && Random < 350
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 215, Woosh]
type = PlaySnd
trigger1 = !Time
value = 1,1
channel = 1

[State 215, 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) * 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 64), var(36) := -74
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(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 215
elem = 3
ignoreHitPause=1

[State 215, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 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 = 2 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

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

[State 220, 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) * 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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 6, 12)
animType = Hard
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), -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 = 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) := 109), var(36) := -78
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(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 220
elem = 4
ignoreHitPause = 1

[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 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, 3, 4)
channel = 0

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

[State 225, 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) * 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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 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 = -5.39, -5.65
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) := -77
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(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 225
elem = 3
ignoreHitPause = 1

[State 225, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

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



;===========<SPINNING BACK KNUCKLE>==========
[StateDef 229]
type = S
physics = S
moveType = A
anim = 229
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 229, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 229, Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 229, 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) * 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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 6, 12)
animType = Hard
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), -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 = 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) := 135), var(36) := -79
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 229, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

[State 229, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING 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, 2, 3)
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), 3, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 3, 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) := 69), var(36) := -32
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

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

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



;===========<KNEE BAZOOKA>==========
[StateDef 239]
type = S
physics = S
moveType = A
anim = 239
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 239, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 239, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8100
ID = 8100
name = "Knee Bazooka Dust"
posType = P1
ownPal = 1

[State 239, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 3
stateType = A
physics = N

[State 239, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 4.5
y = -6

[State 239, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(5) < 0
y = 0.95

[State 239, Landing Sound]
type = PlaySnd
trigger1 = pos y > -vel y
value = 52,0
channel = 3

[State 239, Landing Dust Expod]
type = Explod
trigger1 = pos y > -vel y
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 239, VelSet]
type = VelSet
trigger1 = pos y > -vel y
x = 0
y = 0

[State 239, PosSet]
type = PosSet
trigger1 = (vel x = 0 && vel y = 0) && AnimElemTime(2) > 0
y = 0

[State 239, StateTypeSet: Standing, Physics: Standing]
type = StateTypeSet
trigger1 = (vel x = 0 && vel y = 0) && AnimElemTime(2) > 0
stateType = S
physics = S

[State 239, 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), 3, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 3, 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) := 47), var(36) := -74
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 239, StateTypeSet: Idle]
type = StateTypeSet
trigger1= AnimElemTime(4) >= 0
moveType = I

[State 239, 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, 3, 4)
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) * 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 60), var(36) := -87
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 240, ChangeAnim]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 6)
value = 240
elem = 4
ignoreHitPause = 1

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

[State 245, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 245, 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 78), var(36) := -97
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 245, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

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



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

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

[State 249, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,4
channel = 1

[State 249, VarSet]
type = VarSet
trigger1 = !Time && PrevStateNo != 700
var(10) = ifElse(command = "holdfwd", 2, ifElse(command = "holdback", -2, 0))

[State 249, Dust Helper]
type = Helper
trigger1 = AnimElem = 2
helperType = Normal
stateNo = 8100
ID = 8100
name = "Rolling Sobat Dust"
posType = P1
ownPal = 1

[State 249, VelSet]
type = VelSet
trigger1 = AnimElem = 2 && PrevStateNo != 700
x = var(10)

[State 249, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 0

[State 249, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 8
value = 52,0
channel = 3

[State 249, Landing Dust Expod]
type = Explod
trigger1 = AnimElem = 8
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 249, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = H
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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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(PrevStateNo = 700, -6.46, ifElse(var(20), -3.66, -7.51)), ifElse(PrevStateNo = 700, -5.25, 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 = ifElse(PrevStateNo = 700, 1, 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) := 83), var(36) := -80
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 249, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 6)
value = 249
elem = 5
ignoreHitPause = 1

[State 249, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

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



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

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

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

[State 250, VelSet]
type = VelSet
trigger1 = !Time
x = 6.5

[State 250, Dust Helper]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8100
ID = 8100
name = "Standing Far Heavy Kick Dust"
posType = P1
ownPal = 1

[State 250, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 250, StateTypeSet: Physics: Standing]
type = StateTypeSet
trigger1 = AnimElem = 2
physics = S

[State 250, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 52,0
channel = 3

[State 250, Landing Dust Expod]
type = Explod
trigger1 = AnimElem = 2
anim = 8102
sprPriority = -3
posType = P1
pos = ceil(10 * const(size.xScale)),0
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 250, 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) * 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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 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 = -6.46, -5.25
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) := 103), var(36) := -59
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 250, ChangeAnim]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 6)
value = 250
elem = 5
ignoreHitPause = 1

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

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

[State 255, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 255, 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) * 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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 6, 12)
animType = Hard
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), -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) := 74), var(36) := -84
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
forceStand = 1

[State 255, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) > 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 9)
value = 255
elem = 5
ignoreHitPause = 1

[State 255, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

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



;===========<REVERSE SPIN KICK>==========
[StateDef 259]
type = S
physics = S
moveType = A
anim = 259
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 259, Voice]
type = PlaySnd
trigger1 = AnimElem = 6 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 259, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1,5
channel = 1

[State 259, Dust Helper]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8100
ID = 8100
name = "Reverse Spin Kick Dust"
posType = P1
ownPal = 1

[State 259, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 13
value = 52,0
channel = 3

[State 259, Landing Dust Expod]
type = Explod
trigger1 = AnimElem = 13
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 259, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 7
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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 6, 12)
animType = Hard
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), -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) := 98), var(36) := -80
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 259, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(7) > 0 && AnimElemTime(8) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 9)
value = 259
elem = 8
ignoreHitPause = 1

[State 259, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 259, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1




;===========<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, 2, 3)
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) * 14 < 7, 7, fvar(11) * 14)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 3, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 3, 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) := 71), var(36) := -50
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

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

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



;===========<CROUCHING MEDIUM PUNCH>==========
[StateDef 410]
type = C
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, 3, 4)
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 = 2
forceNoFall = !var(20)
attr = C, 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 79), var(36) := -47
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

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

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



;===========<CROUCHING 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, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 6, 12)
animType = Hard
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), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -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) := 56), var(36) := -78
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
forceStand = 1

[State 420, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4 && !MoveContact
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 12), ifElse(var(20), 6, 12)
animType = Hard
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), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -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) := 33), var(36) := -130
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48
forceStand = 1

[State 420, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 420
elem = 4
ignoreHitPause=1

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

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



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

[State 430, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 430, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3
channel = 1

[State 430, 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) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 3, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 3, 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) := 96), var(36) := -24
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinadd= -255, -255, -255, 48

[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 = 2 && Random < 350
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 440, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 440, 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) * 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 116), var(36) := -32
palFX.time = 12*var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 440, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 440
elem = 4
ignoreHitPause = 1

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

[State 440, End]
type = Changestate
trigger1 = !AnimTime
value = 11
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, 3
channel = 0

[State 450, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 8 && Random < 500
value = 4, 4
channel = 0

[State 450, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 8
value = 1,5
channel = 1

[State 450, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
attr = C, NA
hitFlag = MAF
guardFlag = L
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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 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) := 96), var(36) := -24
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 450, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 9 && !MoveHit
attr = C, NA
hitFlag = MAF
guardFlag = L
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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 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) := 116), var(36) := -32
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 450, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(10) >= 0
moveType = I

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


;===========<GUILE HIGH KICK>==========
[StateDef 459]
type = S
physics = S
moveType = A
anim = 459
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 459, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 459, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 459, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
ID = 459
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 = Back
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), -1.17, -2.33), -6.27
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -1.17, -2.33)
guard.cornerPush.velOff = 0
air.velocity = -5.39, -3.65
air.cornerPush.velOff = 0
yAccel = 0.5
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) := 82), var(36) := -107
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 459, Juggle Reset]
type = VarSet
trigger1 = MoveHit
var(15) = 0

[State 459, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 459
elem = 5
ignoreHitPause = 1

[State 459, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(5) >= 0
moveType = I

[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 = AnimElem = 2 && Random < 200
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 600, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0
channel = 1

[State 600, 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) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 3, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 3, 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) := 50), var(36) := -51
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 600, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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

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



;===========<NEUTRAL 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 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 610, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 610, 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) * 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 50), var(36) := -51
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 610, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

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

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



;===========<ANGLED JUMPING MEDIUM PUNCH>==========
[StateDef 611]
type = A
physics  = N
moveType = A
anim = 611
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 611, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 611, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 611, 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) * 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 63), var(36) := -72
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 611, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

[State 611, Gravity]
type = Gravity
trigger1 = Time >= 0

[State 611, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<NEUTRAL 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, 3, 4)
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
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 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) := 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) := 50), var(36) := -51
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 620, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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

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



;===========<ANGLED JUMPING HEAVY PUNCH>==========
[StateDef 621]
type = A
physics = N
moveType = A
anim = 621
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 621, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
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 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 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) := 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) := 63), var(36) := -72
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 621, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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

[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 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 630, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3
channel = 1

[State 630, 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) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 3, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 3, 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) := 47), var(36) := -105
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 630, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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

[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 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 631, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3
channel = 1

[State 631, 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) * 28 < 7, 7, fvar(11) * 28)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 3, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 3, 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) := 27), var(36) := -49
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 631, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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

[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, 3, 4)
channel = 0

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

[State 640, Hit]
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) * 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 78), var(36) := -68
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 640, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 640
elem = 4
ignoreHitPause = 1

[State 640, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

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

[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
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

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

[State 641, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 641, Hit]
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) * 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), 4, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 4, 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) := 72), var(36) := -50
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 641, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
movetype = I

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

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



;===========<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 = 2 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 650, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 650, 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) * 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), 5, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 5, 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) := 95), var(36) := -59
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 650, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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

[State 650, 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 = !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(command = "holdback", 810, 805)

[State 800, HitDef: KK Throw]
type = HitDef
trigger1 = AnimElem = 2 && var(10)
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 = 820

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

[State 800, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0
channel = 1

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

[State 800, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<THROW SWITCHING SIDES>==========
[StateDef 805]
type = S
moveType = A
physics = S
anim = 805
ctrl = 0
sprPriority = 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(2) < 0 || AnimElemTime(4) >= 0
pos = ceil(35 * const(size.xScale)), 0

[State 805, TargetBind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4) < 0
pos = ceil(11 * const(size.xScale)), 0

[State 805, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(2) < 0 || AnimElemTime(4) >= 0
value = 1

[State 805, SprPriority -1]
type = SprPriority
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(4)< 0
value = -1

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

[State 805, End]
type = ChangeState
trigger1 = AnimElemTime(4) >= 0
value = ifElse(var(10), 820, 810)



;===========<THROW SWITCHING SIDES (TARGET)>==========
[StateDef 806]
type = 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, 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



;===========<JUDO THROW>==========
[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(3) >= 0 && AnimElemTime(4) < 0
edge = 0,32
ignoreHitPause = 1

[State 810, Width]
type = Width
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
edge = 0,64
ignoreHitPause = 1

[State 810, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = ceil(55 * const(size.xScale)),0

[State 810, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = ceil(45 * const(size.xScale)),ceil(-88 * const(size.yscale))

[State 810, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = ceil(-6 * const(size.xScale)),ceil(-102 * const(size.yscale))

[State 810, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = ceil(-60 * const(size.xScale)),ceil(-93 * const(size.yscale))

[State 810, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) = 0
pos = ceil(-120 * const(size.xScale)),ceil(-5 * const(size.yscale))

[State 810, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 5
value = floor(ifElse(139 * fvar(11) < 7, -7, -139 * fvar(11)))

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 5
value = 36

[State 810, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 5 && !var(20)
value = 72

[State 810, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 5
value = 1

[State 810, HitCount]
type = VarAdd
trigger1 = NumTarget && AnimElem = 5
var(13) = 1

[State 810, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 5
var(15) = 1
ignoreHitPause = 1

[State 810, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 5
var(16) = 1
ignoreHitPause = 1

[State 810, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 5
value = 816

[State 810, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 810,0
channel = 0

[State 810, Woosh Sound]
type = PlaySnd
trigger1= AnimElem = 4
value = 1,5
channel = 1

[State 810, Turn]
type = Turn
trigger1 = !AnimTime

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



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

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

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

[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 = 4, -7.5
sprPriority = 0

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

[State 816, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.5

[State 816, EnvShake]
type = EnvShake
trigger1 = pos y > -vel y
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 = pos y > -vel y
value = 5100



;===========<DRAGON SUPLEX>==========
[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, VarSet]
type = VarSet
trigger1 = !Time
var(0) = 0

[State 820, VarSet]
type = VarSet
trigger1 = !Time
trigger1 = !AILevel && command = "holdback"
var(0) = 1

[State 820, Turn]
type = Turn
trigger1 = !Time && var(0)

[State 820, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && var(0)
value = 821
elem = 2

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

[State 820, Width]
type = Width
trigger1 = AnimElemTime(6) < 0
edge = 64,0
ignoreHitPause = 1

[State 820, Width]
type = Width
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(8) < 0
edge = 90,0
ignoreHitPause = 1

[State 820, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 820, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = ceil(10 * const(size.xScale)),0

[State 820, BindToTarget 1]
type = BindToTarget
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = ceil(-20 * const(size.xScale)),0,Foot

[State 820, BindToTarget 2]
type = BindToTarget
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = ceil(-43 * const(size.xScale)),0,Foot

[State 820, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = ceil(-17 * const(size.xScale)),ceil(-90 * const(size.yScale))

[State 820, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = ceil(-8 * const(size.xScale)),ceil(-94 * const(size.yScale))

[State 820, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = ceil(51 * const(size.xScale)),ceil(-96 * const(size.yScale))

[State 820, TargetBind 5]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(7) < 19
pos = ceil(94 * const(size.xScale)),ceil(-23 * const(size.yScale))

[State 820, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 7
value = floor(ifElse(139 * fvar(11) < 7, -7, -139 * fvar(11)))

[State 820, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 7
value = 36

[State 820, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 7 && !var(20)
value = 72

[State 820, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 7
value = 1

[State 820, HitCount]
type = VarAdd
trigger1 = NumTarget && AnimElem = 7
var(13) = 1

[State 820, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 7
var(15) = 1
ignoreHitPause = 1

[State 820, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 7
var(16) = 1
ignoreHitPause = 1

[State 820, Throw]
type = TargetState
trigger1 = NumTarget && AnimElemTime(7) = 19
value = 826

[State 820, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 820,0
channel = 0

[State 820, Woosh Sound]
type = PlaySnd
trigger1= AnimElem = 6
value = 1,5
channel = 1

[State 820, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 820,1
channel = 0

[State 820, Impact Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 820,2
channel = 1

[State 820, Hit Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,5
channel = 2

[State 820, EnvShake]
type = EnvShake
trigger1 = AnimElem = 7
time = 14
ampl = -4
freq = 120

[State 820, Impact Dust]
type = Helper
trigger1 = AnimElem = 7
helperType = Normal
stateNo = 8110
ID = 8110
name = "Impact Dust"
posType = P1
facing = -1
pos = ceil(94 * const(size.xScale)),0
ownPal = 1

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 9
x = 25

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



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

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

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

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


;After Throw
[StateDef 826]
type = A
physics = N
movetype = H
ctrl = 0
velSet = -4.5,-6
sprPriority = 0

[State 826, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 826

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

[State 826, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.5

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

[State 850, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = (Random < 500)

[State 850, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 1, 851, 850)

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

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

[State 850, HitDef: PP Throw]
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, HitDef: KK Throw]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 1 && var(10)
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 = 870

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

[State 850, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0
channel = 1

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

[State 850, Gravity]
type = Gravity
trigger1 = Time >= 0

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



;===========<FLYING MARE>==========
[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, Throw Escape]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 892

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

[State 860, Turn]
type = Turn
triggerAll = !Time
trigger1 = !AILevel && command = "holdback"
trigger2 = AILevel && BackEdgeDist < FrontEdgeDist

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

[State 860, TargetFacing]
type = TargetFacing
trigger1 = Time <= 1
value = -1

[State 860, Width]
type = Width
trigger1 = AnimElemTime(3) < 0
edge = 32,0

[State 860, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0
edge = 64,0

[State 860, PosFreeze]
type = PosFreeze
trigger1 = AnimElemTime(3) < 0
value = 1

[State 860, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = ceil(-30 * const(size.xScale)), ceil(-107 * const(size.yScale))

[State 860, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = ceil(-8 * const(size.xScale)), ceil(-117 * const(size.yScale))

[State 860, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) = 0
pos = ceil(62 * const(size.xScale)), ceil(-53 * const(size.yScale))

[State 860, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 3
value = floor(ifElse(139 * fvar(11) < 7, -7, -139 * fvar(11)))
kill = 1

[State 860, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 3
value = 36

[State 860, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 3 && !var(20)
value = 72

[State 860, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 3
value = 1

[State 860, HitCount]
type = VarAdd
trigger1 = NumTarget && AnimElem = 3
var(13) = 1

[State 860, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 3
var(15) = 1
ignoreHitPause = 1

[State 860, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 3
var(16) = 1
ignoreHitPause = 1

[State 860, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 3
value = 866

[State 860, VelAdd]
type = VelAdd
trigger1= AnimElemTime(3) >= 0
y = 0.55

[State 860, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 860,0
channel = 0

[State 860, Woosh Sound]
type = PlaySnd
trigger1= AnimElem = 3
value = 1,5
channel = 1

[State 860, End]
type = ChangeState
trigger1 = AnimElemTime(3) >= 0
trigger1 = pos y > -vel y
value = 861


;Landing
[StateDef 861]
type = S
physics = N
movetype = I
ctrl = 0
anim = 861
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
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

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

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



;===========<FLYING MARE (TARGET)>==========
;In Air
[StateDef 865]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

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

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

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


;Finish
[StateDef 866]
type = A
physics = N
movetype = H
ctrl = 0
velSet = -4.5,4.5
sprPriority = 0

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

[State 866, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.5

[State 866, EnvShake]
type = EnvShake
trigger1 = pos y > -vel y
time = 14
ampl = -4
freq = 120

[State 866, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 866, End]
type = SelfState
trigger1 = pos y > -vel y
value = 5100



;===========<FLYING BUSTER DROP>==========
[StateDef 870]
type = A
physics = N
moveType = A
anim = 870
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 870, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 51
ctrl = 1

[State 870, Throw Escape]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 892

[State 870, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 870, Turn]
type = Turn
triggerAll = !Time
trigger1 = !AILevel && command = "holdback"
trigger2 = AILevel && BackEdgeDist < FrontEdgeDist

[State 870, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 875

[State 870, TargetFacing]
type = TargetFacing
trigger1 = Time <= 1
value = -1

[State 870, Width]
type = Width
trigger1 = 1
edge = 32,0

[State 870, TargetBind]
type = TargetBind
trigger1 = NumTarget
pos = ceil(40 * const(size.xScale)), ceil(-91 * const(size.yScale))

[State 870, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(1) > 11
y = 0.55

[State 870, Voice]
type = PlaySnd
trigger1 = !Time
value = 870,0
channel = 0

[State 870, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 871


;Landing
[StateDef 871]
type = S
physics = N
movetype = A
ctrl = 0
anim = 871
velSet = 0,0
sprPriority = 1

[State 871, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 871, Arm Overlay]
type = Explod
trigger1 = !Time
anim = 10871
sprPriority = 3
posType = P1
scale = const(size.xScale), 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 871, 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 871, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0

[State 871, Voice]
type = PlaySnd
trigger1 = NumTarget
trigger1 = AnimElemTime(1) = 4
value = 871,0
channel = 0

[State 871, Impact Sound]
type = PlaySnd
trigger1 = NumTarget && !Time
value = 820,2
channel = 1

[State 871, Hit Sound]
type = PlaySnd
trigger1 = NumTarget && !Time
value = 2,2
channel = 2

[State 871, EnvShake]
type = EnvShake
trigger1 = NumTarget && !Time
time = 14
ampl = -4
freq = 120

[State 871, Impact Dust]
type = Helper
trigger1 = NumTarget && !Time
helperType = Normal
stateNo = 8110
ID = 8110
name = "Impact Dust"
posType = P1
facing = -1
ownPal = 1

[State 871, Hit Spark]
type = Helper
trigger1 = NumTarget && !Time
helperType = Normal
stateNo = 8012
ID = 8000
name = "Spark"
posType = P1
pos = ceil(30 * const(size.xScale)), ceil(-35 * const(size.yScale))
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 870, TargetBind]
type = TargetBind
trigger1 = NumTarget && !Time
pos = ceil(28 * const(size.xScale)), ceil(-48 * const(size.yScale))

[State 871, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && !Time
value = floor(ifElse(139 * fvar(11) < 7, -7, -139 * fvar(11)))
kill = 1

[State 871, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && !Time
value = 36

[State 871, Power]
type = PowerAdd
trigger1 = NumTarget && !Time && !var(20)
value = 72

[State 871, HitAdd]
type = HitAdd
trigger1 = NumTarget && !Time
value = 1

[State 871, HitCount]
type = VarAdd
trigger1 = NumTarget && !Time
var(13) = 1

[State 871, Juggle]
type = VarAdd
trigger1 = NumTarget && !Time
var(15) = 1
ignoreHitPause = 1

[State 871, Juggle]
type = VarSet
trigger1 = NumTarget && !Time
var(16) = 1
ignoreHitPause = 1

[State 871, Throw]
type = TargetState
trigger1 = NumTarget && !Time
value = 876

[State 871, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<FLYING BUSTER DROP (TARGET)>==========
;In Air
[StateDef 875]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 875, Turn]
type = Turn
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 875, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 875

[State 875, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1


;Finish
[StateDef 876]
type = A
physics = N
movetype = H
ctrl = 0
velSet = 0,0
sprPriority = 2

[State 876, Turn]
type = Turn
trigger1 = !Time

[State 876, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time && !SelfAnimExist(5946)
value = 876

[State 876, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && SelfAnimExist(5946)
value = 5946

[State 876, Back Explod]
type = Explod
triggerAll = SelfAnimExist(5946) && SelfAnimExist(5947)
trigger1 = !Time
anim = 5947
ID = 5947
sprPriority = 0
posType = P1
removeTime = 18
bindTime = -1

[State 876, ChangeAnim2]
type = ChangeAnim2
trigger1 = SelfAnimExist(5946)
trigger1 = Time = 18
value = 876
elem = 3

[State 876, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1,0
ignoreHitPause = 1

[State 876, VelSet]
type = VelSet
trigger1 = Time = 18
x = 6
y = -4.5

[State 876, VelAdd]
type = VelAdd
trigger1 = Time >= 18
y = 0.5

[State 876, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 876, End]
type = SelfState
trigger1 = pos y > -vel y
value = 5100



;===========<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 = 5000,2
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
