; _______________________________________________
;| Joe Higashi by Jmorphman                      |
; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;==============================================================================================
;========================================<SPECIAL MOVES>=======================================
;==============================================================================================

;========================<HURRICANE UPPER>=============================
[StateDef 1000]
type = S
physics = N
moveType = A
anim = 1000
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1000, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
;ifElse((command = "z" || command = "rlsz"), 2, ifElse((command = "y" || command = "rlsy"), 1, 0))
var(10) = ifElse((NumExplod(90000220) || NumExplod(90000225)), 2, ifElse((NumExplod(90000210) || NumExplod(90000215)), 1, 0))

[State 1000, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
;var(10) = ifElse((P2MoveType = H || Random < 500), 2, ifElse(Random < 500, 1, 0))
var(10) = ifElse((P2MoveType = H || P2Dist x > 182 || Random < 333), 2, ifElse(P2Dist x > 150, 1, 0))

[State 1000, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 0, 1000, ifElse(var(10) = 1, 1010, 1020))

[State 1000, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,0
channel = 0

[State 1000, Woosh sound effect]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11 && var(10) = 2
value = 1,2
channel = 1

[State 1000, Hurricane Upper Startup FX (Left Hand)]
type = Explod
trigger1 = AnimElem = 3 && var(10) != 1
anim = 1003
sprPriority = 3
posType = P1
scale = 0.5,0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1000, Hurricane Upper Startup FX (Right Hand)]
type = Explod
trigger1 = AnimElem = 3 && var(10) = 1
trigger2 = AnimElem = 11 && var(10) = 2
anim = 1003
sprPriority = 3
posType = P1
pos = -8,4
scale = 0.5,0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1000, Hurricane Upper sound effect]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12 && var(10) = 2
value = 1000,1
channel = 3

[State 1000, Projectile]
type = Helper
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12 && var(10) = 2
helperType = Normal
stateNo = 1005
ID = 1005
name = "Hurricane Upper Projectile"
posType = P1
pos = 55,0
size.xScale = 0.5
size.yScale = 0.5
ownPal = 1

[State 1000, Width]
type = Width
trigger1 = AnimElemTime(4) = -1
trigger2 = AnimElemTime(12) = -1 && var(10) = 2
value = 30,0

[State 1000, ChangeState]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<EX HURRICANE UPPER>=============================
[StateDef 1030]
type = S
physics = N
moveType = A
anim = 1030
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1030, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = 3

[State 1030, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1030, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1030, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 64

[State 1030, VarSet]
type = VarSet
trigger1 = !Time
var(47) = 0

[State 1030, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 50, -61
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1030, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1030, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1030,0
channel = 0

[State 1030, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1030,1
channel = 0

[State 1030, Voice 3]
type = PlaySnd
trigger1 = AnimElem = 19
value = 1030,2
channel = 0

[State 1030, Woosh sound effect]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 20
value = 1,2

[State 1030, Hurricane Upper Startup FX (Left Hand)]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 20
anim = 1003
sprPriority = 3
posType = P1
scale = 0.5,0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1030, Hurricane Upper Startup FX (Right Hand)]
type = Explod
trigger1 = AnimElem = 11
anim = 1003
sprPriority = 3
posType = P1
pos = -8,4
scale = 0.5,0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1030, Hurricane Upper sound effect]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 21
value = 1000,1

[State 1030, Button Detect (Final Projectile)]
type = VarSet
trigger1 = AnimElem = 21
var(10) = 4

[State 1030, Projectile]
type = Helper
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
trigger3 = AnimElem = 21
helperType = Normal
stateNo = 1005
ID = 1035
name = "EX Hurricane Upper Projectile"
posType = P1
pos = 55,0
size.xScale = 0.5
size.yScale = 0.5
ownPal = 1

[State 1000, Width]
type = Width
trigger1 = AnimElemTime(4) = -1
trigger2 = AnimElemTime(12) = -1
trigger3 = AnimElemTime(21) = -1
value = 30,0

[State 1030, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<SLASH KICK>=============================
[StateDef 1100]
type = S
physics = S
moveType = A
anim = 1100
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1100, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
;ifElse((command = "c" || command = "rlsc"), 2, ifElse((command = "b" || command = "rlsb"), 1, 0))
var(10) = ifElse((NumExplod(90000250) || NumExplod(90000255)), 2, ifElse((NumExplod(90000240) || NumExplod(90000245)), 1, 0))

[State 1100, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse((P2MoveType = H || P2Dist x > 220 || Random < 333), 2, ifElse(P2Dist x > 190, 1, 0))

[State 1100, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(!var(10), 1100, 1110)

[State 1100, Voice]
type = PlaySnd
trigger1 = !Time
value = 1100,0
channel = 0

[State 1100, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 41,0
channel = 1

[State 1100, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 4
stateType = A
physics = N

[State 1100, Dust Helper]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 8103
ID = 8100
name = "Slash Kick Dust"
posType = P1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 1100, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = ifElse(var(10) = 2, 10.05586592, ifElse(var(10) = 1, 8.938547486, 7.82122905)) ;9, 8, 7
y = ifElse(var(10) = 2, -1.25, ifElse(var(10) = 1, -0.859375, -0.78125)) ;-1, -0.0625, -0.625

[State 1100, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.09765625 ;0.0625

[State 1100, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 91, ifElse(var(10) = 1, 84, 77)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 91, ifElse(var(10) = 1, 84, 77)))), ifElse(var(10) = 2, 11, 10)
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -6.703910615, -5 ;-6, -4
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.328125
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 61), var(36) := -68
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 1100, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1101


;Landing
[StateDef 1101]
type = S
anim = 1101
physics = N
moveType = I
velSet = 0,0

[State 1101, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1101, 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 1101, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
channel = 1

[State 1101, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<EX SLASH KICK>=============================
[StateDef 1130]
type = S
physics = N
moveType = A
anim = 1130
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1130, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1130, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1130, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 33

[State 1130, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 18, -60
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1130, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1130, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = 3

[State 1130, Voice]
type = PlaySnd
trigger1 = !Time
value = 1100,0
channel = 0

[State 1130, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 41,0
channel = 3

[State 1130, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 4
stateType = A
physics = N

[State 1130, Dust Helper]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 8103
ID = 8100
name = "Slash Kick Dust"
posType = P1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 1130, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 11.17318436 ;10
y = -1.25 ;-1

[State 1130, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 0
y = 0.09765625 ;0.0625

[State 1130, EX Slash Kick FX]
type = Explod
trigger1 = AnimElem = 5
anim = 1135
ID = 1135
sprPriority = 4
posType = P1
pos = 75,-70
scale = 0.75,0.5
pauseMoveTime = -1
bindTime = -1
removeTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 1

[State 1130, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
ID = 1130
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 10
getPower = 0,0
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = Back
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -3.75, 0
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -2.5 ;-6, -2
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.328125
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 61), var(36) := -68
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 1130, RemoveExplod]
type = RemoveExplod
trigger1 = (MoveHit && NumTarget(1130)) || (pos y > -vel y)
ID = 1135

[State 1130, EX Slash Kick FX Fade Away]
type = Explod
trigger1 = (MoveHit && NumTarget(1130)) || (pos y > -vel y)
anim = 1136
ID = 1136
sprPriority = 4
posType = P1
pos = 75,-70
scale = 0.75,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1
removeOnGetHit = 1
persistent = 0

[State 1130, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(1130) > 1
ID = 1130
keepOne = 1
excludeID = 1130
ignoreHitPause = 1

[State 1130, ChangeState]
type = ChangeState
trigger1 = MoveHit && NumTarget(1130)
value = 1140

[State 1130, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1101


;Follow-up
[StateDef 1140]
type = A
physics = N
moveType = A
anim = 1140
ctrl = 0
sprPriority = 1
hitCountPersist = 1

[State 1140, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 14

[State 1140, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,5

[State 1140, VelSet]
type = VelSet
trigger1 = !Time
x = 5.75
y = 0

[State 1140, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < (1 + HitCount)
trigger1 = AnimElem = 6
ID = 1140
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -12, -4.25
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -12, -4.25
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.4850
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 71), var(36) := -78
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 1140, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 1140
elem = 7
ignoreHitPause = 1

[State 1140, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(1140) > 1
ID = 1140
keepOne = 1
excludeID = 1140
ignoreHitPause = 1

[State 1430, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(1140)
trigger1 = !(Target(1140), Time)
value = 1145
ID = 1140
ignoreHitPause = 1

[State 1140, Juggle Reset]
type = VarSet
trigger1 = MoveHit && !var(27) && NumTarget(1140)
var(15) = 0

[State 1140, VarAdd]
type = VarAdd
trigger1 = MoveHit && NumTarget(1140)
var(27) = 1
persistent = 0

[State 1140, Gravity]
type = Gravity
trigger1 = AnimElemTime(9) > 0

[State 1140, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 1140, ChangeState]
type = ChangeState
trigger1 = pos y > -vel y
value = 1201



;========================<HIT BY EX SLASH KICK>=============================
;Being Launched
[StateDef 1145]
type = A
moveType = H
physics = N
velSet = 0,0

[State 1145, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5012

[State 1145, End]
type = ChangeState
trigger1 = HitShakeOver
value = 1146


;Heading Towards Wall
[StateDef 1146]
type = A
moveType = H
physics = N

[State 1146, HitVelSet]
type = HitVelSet
trigger1 = !Time
x = 1
y = 1

[State 1146, Gravity]
type = VelAdd
trigger1 = 1
y = GetHitVar(yAccel) * 0.67

[State 1146, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = (vel y < 0), 0
ignoreHitPause = 1

[State 1146, ScreenBound]
type = ScreenBound
triggerAll = NumEnemy
trigger1 = pos x > -40 && Enemy, pos x > -40
trigger2 = pos x < 40 && Enemy, pos x < 40
value = 1
moveCamera = 1, 0

[State 1146, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignoreHitPause = 1

[State 1146, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && SelfAnimExist(5900)
value = 5900

[State 1146, ChangeAnim]
type = ChangeAnim
trigger1 = !SelfAnimExist(5900)
trigger1 = AnimElemTime(AnimElemNo(0) + 1) = 0
value = 5012
elem = AnimElemNo(0)

[State 1146, Bounce Off Wall]
type = ChangeState
trigger1 = Time >= 4
trigger1 = BackEdgeBodyDist <= 0 || FrontEdgeBodyDist <= 0
value = 1147

[State 1146, End]
type = SelfState
trigger1 = vel y > 0 && (pos y > -vel y)
value = 5100


;Impacting Wall
[StateDef 1147]
type = A
moveType = H
physics = N

[State 1147, Turn]
type = Turn
trigger1 = !Time
trigger1 = FrontEdgeDist < BackEdgeDist

[State 1147, PosAdd]
type = PosAdd
trigger1 = 1
x = -BackEdgeBodyDist

[State 1147, PosFreeze]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1147, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0
ignoreHitPause = 1

[State 1147, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignoreHitPause = 1

[State 1147, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && SelfAnimExist(5901)
value = 5901

[State 1147, ChangeAnim]
type = ChangeAnim
trigger1 = !SelfAnimExist(5901)
value = 5000

[State 1147, Impact Sound]
type = PlaySnd
trigger1 = !Time
value = F7,0

[State 1147, Hitting the Wall FX]
type = Explod
trigger1 = !Time
anim = F72
pos = 0, floor(ScreenPos y) - 50
posType = Back
sprPriority = 3

[State 1147, End]
type = ChangeState
trigger1 = Time >= 4
value = 1148


;Bouncing Off Wall
[Statedef 1148]
type = A
moveType = H
physics = N

[State 1148, Turn]
type = Turn
trigger1 = !Time && !SelfAnimExist(5902)

[State 1148, Gravity]
type = VelAdd
trigger1 = Time
y = 0.5

[State 1148, VelSet]
type = VelSet
trigger1 = !Time
;x = ((EnemyNear, pos x - pos x) * Facing + 80 - 40) / 36.0 * ifElse(SelfAnimExist(5902), -1, 1); -40 to account for continued forward movement in EX Slash Kick followup
x = ((EnemyNear, pos x - pos x) * Facing + 40) / 36.0 * ifElse(SelfAnimExist(5902), -1, 1)
y = (pos y + 0.5 * 0.4850 * 36 ** 2) / -36.0

[State 1148, VelSet]
type = VelSet
trigger1 = !Time
trigger1 = vel x != [-9, 0]
x = ifElse(vel x < -9, -9, 0)

[State 1148, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && SelfAnimExist(5902)
value = 5902

[State 1148, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && !SelfAnimExist(5902)
value = ifElse(SelfAnimExist(5051), 5051, 5030)

[State 1148, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5030 && !AnimTime
value = 5050

[State 1148, ChangeAnim]
type = ChangeAnim
trigger1 = vel y > -3 && Anim = 5051 && SelfAnimExist(5061)
value = 5061

[State 1148, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0
ignoreHitPause = 1

[State 1148, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 1148, End]
type = SelfState
trigger1 = vel y > 0 && (pos y > -vel y)
value = 5100



;=====================<TIGER KICK>==========================
[StateDef 1200]
type = S
physics = N
moveType = A
anim = 1200
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1200, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
;ifElse((command = "c" || command = "rlsc"), 2, ifElse((command = "b" || command = "rlsb"), 1, 0))
var(10) = ifElse((NumExplod(90000250) || NumExplod(90000255)), 2, ifElse((NumExplod(90000240) || NumExplod(90000245)), 1, 0))

[State 1200, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse((P2MoveType = H || Random < 500), 2, ifElse(Random < 500, 1, 0))

[State 1200, Button Detect (AI, after EX Slash Kick)]
type = VarSet
trigger1 = !Time && AILevel && NumTarget(1140) && var(27) = 1
var(10) = 0

[State 1200, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 0, 1200, ifElse(var(10) = 1, 1210, 1220))

[State 1200, Voice]
type = PlaySnd
trigger1 = !Time
value = 1200,0
channel = 0

[State 1200, Woosh sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 1200, Fire sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200,1
channel = 3

[State 1200, Tiger Kick Flames]
type = Explod
trigger1 = AnimElem = 5
anim = 1205
ID = 1205
sprPriority = 3
posType = P1
scale = 0.5,0.5
bindTime = -1
removeTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1200, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 4

[State 1200, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 1200, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Tiger Kick Dust"
posType = P1
ownPal = 1

[State 1200, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = ifElse(var(10) = 2, 8.938547486, ifElse(var(10) = 1, 6.703910615, 4.469273743)) ;8, 6, 4
y = ifElse(var(10) = 2, -11.25, ifElse(var(10) = 1, -8.75, -6.25)) ;-9, -7, -5

[State 1200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 1 && vel x >= 0
x = -0.6983240223 ;-0.5

[State 1200, VelSet]
type = VelSet
trigger1 = vel x < 0
x = 0

[State 1200, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 1
y = 0.5859375 ;0.375

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0 && !var(10)
trigger2 = AnimElemTime(5) < 0 && var(10)
value = SCA
time = 1

[State 1200, Ground Hit]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 49, ifElse(var(10) = 1, 70, 105)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 49, ifElse(var(10) = 1, 70, 105)))), ifElse(var(10) = 2, 7, ifElse(var(10) = 1, 9, 13))
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Hard
fall.animType = Hard
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.234636872, -10 ;-2, -8
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -2.234636872, -10 ;-2, -8
air.cornerPush.velOff = 0
yAccel = 0.537109375 ;0.34375
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 41), var(36) := -58
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 1200, Air Hit 1]
type = HitDef
triggerAll = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 5 && !var(10) && !MoveContact && !MoveReversed
trigger2 = AnimElem = 5 && var(10)
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10), 42, 56) < 7, 7, fvar(11) * ifElse(var(10), 42, 56))), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.234636872, -10 ;-2, -8
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -2.234636872, -10 ;-2, -8
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.537109375 ;0.34375
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -95
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 1200, Air Hit 2]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 6 && var(10) = 2
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.234636872, -10 ;-2, -8
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -2.234636872, -10 ;-2, -8
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.537109375 ;0.34375
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -95
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 1200, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElemTime(5) > 0 && vel y >= 0
ID = 1205

[State 1200, Tiger Kick Flames Fade Away]
type = Explod
trigger1 = AnimElemTime(5) > 0 && vel y >= 0
anim = 1206
sprPriority = 3
posType = P1
scale = 0.5,0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0
persistent = 0

[State 1200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 1200, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1201


;Landing
[StateDef 1201]
type = S
anim = ifElse(!var(10), 1201, 1211)
physics = N
moveType = I
velSet = 0,0

[State 1201, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1201, 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 1201, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
channel = 1

[State 1201, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<EX TIGER KICK>=============================
[StateDef 1230]
type = S
physics = N
moveType = A
anim = 1230
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1230, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1230, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1230, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 28

[State 1230, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = P1
pos = 30, -32
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1230, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1230, Voice]
type = PlaySnd
trigger1 = !Time
value = 1200,0
channel = 0

[State 1230, Woosh sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 3

[State 1230, Fire sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200,1
channel = 4

[State 1230, Tiger Kick Flames]
type = Explod
trigger1 = AnimElem = 5
anim = 1205
ID = 1205
sprPriority = 3
posType = P1
scale = 0.5,0.5
bindTime = -1
removeTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1230, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 5

[State 1230, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 1230, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Tiger Kick Dust"
posType = P1
ownPal = 1

[State 1230, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 13.40782123 ;12
y = -11.25 ;-9

[State 1230, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 1 && vel x >= 0
x = -0.6983240223 ;-0.5

[State 1230, VelSet]
type = VelSet
trigger1 = vel x < 0
x = 0

[State 1230, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 1
y = 0.5859375 ;0.375

[State 1230, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(6) < 0
value = SCA
time = 1

[State 1230, Ground Hit]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = Hard
air.animType = Hard
fall.animType = Hard
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.234636872, -10 ;-2, -8
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -2.234636872, -10 ;-2, -8
air.cornerPush.velOff = 0
yAccel = 0.537109375 ;0.34375
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 41), var(36) := -58
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 1230, Air Hit 1]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 5
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.234636872, -10 ;-2, -8
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -2.234636872, -10 ;-2, -8
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.537109375 ;0.34375
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -95
palFX.time = 55
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 1230, Flame Particles]
type = Helper
trigger1 = AnimElemTime(5) > 0
trigger1 = !NumHelper(8150)
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = var(43) := (Target, ID)
helperType = Normal
stateNo = 8150
ID = 8150
name = "Flame Particles"
posType = P2
ownPal = 1
ignoreHitPause = 1

[State 1230, Flame Particle Timer Set 1]
type = Null
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = NumHelper(8150)
trigger1 = Cond(NumHelper(8150), Helper(8150), Cond(1, var(44) := 55, 0), 0)
ignoreHitPause = 1
persistent = 0

[State 1230, Air Hit 2]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 6
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.234636872, -10 ;-2, -8
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -2.234636872, -10 ;-2, -8
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.537109375 ;0.34375
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -95
palFX.time = 56
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 1230, Flame Particle Timer Set 2]
type = Null
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = NumHelper(8150)
trigger1 = Cond(NumHelper(8150), Helper(8150), Cond(1, var(44) := 56, 0), 0)
ignoreHitPause = 1
persistent = 0

[State 1230, Air Hit 3]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 7
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -2.234636872, -10 ;-2, -8
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -2.234636872, -10 ;-2, -8
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.537109375 ;0.34375
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -95
palFX.time = 58
palFX.mul = 128, 128, 128
palFX.sinAdd = 96, 96, 96, 4
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120

[State 1230, Flame Particle Timer Set 3]
type = Null
trigger1 = AnimElemTime(7) >= 0
trigger1 = MoveHit = 1 && NumTarget
trigger1 = !(Target, HitShakeOver)
trigger1 = NumHelper(8150)
trigger1 = Cond(NumHelper(8150), Helper(8150), Cond(1, var(44) := 58, 0), 0)
ignoreHitPause = 1
persistent = 0

[State 1230, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElemTime(5) > 0 && vel y >= 0
ID = 1205

[State 1230, Tiger Kick Flames Fade Away]
type = Explod
trigger1 = AnimElemTime(5) > 0 && vel y >= 0
anim = 1206
sprPriority = 3
posType = P1
scale = 0.5,0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0
persistent = 0

[State 1230, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 1230, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1201



;=====================<OGON NO KAKATO>==========================
[StateDef 1300]
type = S
physics = N
moveType = A
anim = 1300
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1300, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
;ifElse((command = "c" || command = "rlsc"), 2, ifElse((command = "b" || command = "rlsb"), 1, 0))
var(10) = ifElse((NumExplod(90000250) || NumExplod(90000255)), 2, ifElse((NumExplod(90000240) || NumExplod(90000245)), 1, 0))

[State 1300, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse((P2MoveType = H || P2Dist x > 130 || Random < 333), 2, ifElse(P2Dist x > 110, 1, 0))

[State 1300, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1300,0
channel = 0

[State 1300, Woosh sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,5
channel = 1

[State 1300, Jumping Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 40,0
channel = 3

[State 1300, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 4
stateType = A
physics = N

[State 1300, Dust Helper]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 8100
ID = 8100
name = "Ogon no Kakato Dust"
posType = P1
ownPal = 1

[State 1300, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = ifElse(var(10) = 2, 6.703910615, ifElse(var(10) = 1, 5.586592179, 4.469273743)) ;6, 5, 4
y = ifElse(var(10) = 2, -9.375, ifElse(var(10) = 1, -8.75, -8.4375)) ;-7.5, -7, -6.75

[State 1300, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 1
y = ifElse(var(10), 0.78125, 0.68359375) ;0.5, 0.4375

[State 1300, Ogon no Kakato sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1300,1
channel = 4

[State 1300, Ogon no Kakato FX]
type = Explod
trigger1 = AnimElem = 5
anim = 1305
ID = 1305
bindTime = -1
sprPriority = 3
posType = P1
scale = 0.5,0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1300, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 6
ID = 1300
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.586592179, 2.5 ;-5, 2
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -5.586592179, 2.5 ;-5, 2
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.78125 ;0.5
fall = 1
fall.recover = 0
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -93
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 1300, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(7) = 1
ID = 1305
bindTime = 0
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State 1300, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 7
ID = 1300
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * ifElse(var(10) = 2, 77, ifElse(var(10) = 1, 70, 63)) < 7, 7, fvar(11) * ifElse(var(10) = 2, 77, ifElse(var(10) = 1, 70, 63)))), ifElse(var(10) = 2, 10, ifElse(var(10) = 1, 9, 8))
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.586592179, 2.5 ;-5, 2
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -5.586592179, 2.5 ;-5, 2
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.78125 ;0.5
fall = 1
fall.recover = 0
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 49), var(36) := -36
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 1300, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(1300) > 1
ID = 1300
keepOne = 1
excludeID = 1300
ignoreHitPause = 1

[State 1300, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(1300)
trigger1 = !(Target(1300), Time)
value = ifElse(Target(1300), StateType = A, 5425, 5420)
ID = 1300
ignoreHitPause = 1

[State 1300, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

[State 1300, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1301


;Landing
[StateDef 1301]
type = S
anim = ifElse(PrevStateNo = 1330, 1331, 1301)
physics = N
moveType = I
velSet = 0,0

[State 1301, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1301, 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 1301, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
channel = 1

[State 1301, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<SLAMMED AGAINST THE GROUND>=============================
;Being Slammed (Standing)
[StateDef 5420]
type = U
moveType = H
physics = N
velset = 0,0

[State 5420, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = ifElse(SelfAnimExist(5111) || SelfAnimExist(5112), 5012, 5070)

[State 5420, ChangeAnim]
type = ChangeAnim
trigger1 = SelfAnimExist(5420 + (StateType = C))
value = 5420 + (StateType = C)

[State 5420, End]
type = SelfState
trigger1 = HitShakeOver && pos y < 0
trigger2 = StateType = L
value = 5030

[State 5420, End]
type = ChangeState
trigger1 = HitShakeOver && pos y >= 0
value = 5421


;Hitting the Ground
[StateDef 5421]
type = L
moveType = H
physics = N
velSet = 0,0

[State 5421, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5102) && PrevStateNo != 5426, 5102, ifElse(SelfAnimExist(5101) && PrevStateNo != 5426, 5101, 5100))
elem = ifElse(AuthorName = "Team Z2", 2, 1)

[State 5421, ChangeAnim]
type = ChangeAnim
triggerall = !Time && PrevStateNo != 5426
trigger1 = SelfAnimExist(5422)
value = 5422

[State 5421, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 5421, HitFallDamage]
type = HitFallDamage
trigger1 = !Time

[State 5421, EnvShake]
type = EnvShake
trigger1 = !Time
time = 14
ampl = -4

[State 5421, Impact Sound]
type = PlaySnd
trigger1 = !Time
value = F7,1

[State 5421, Hitting the Floor FX]
type = Explod
trigger1 = !Time
anim = F61
posType = P1
pos = 0, 0
sprPriority = -3

[State 5421, End]
type = ChangeState
trigger1 = !AnimTime
trigger2 = Anim = 5100 + (Anim % 10)
trigger2 = Time = 4
trigger2 = Anim != 5422
trigger3 = Anim = 5422
trigger3 = AnimTime = 0 || Time = 12
value = 5422


;Bouncing Off Ground
[StateDef 5422]
type = L
moveType = H
physics = N

[State 5422, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5160 + Anim % 10), 5160 + Anim % 10, 5160)

[State 5422, ChangeAnim]
type = ChangeAnim
triggerall = !Time && Anim = 5422
trigger1 = SelfAnimExist(5424)
value = 5424

[State 5422, VelSet]
type = VelSet
trigger1 = !Time
y = -3.75

[State 5422, PosSet]
type = PosSet
trigger1 = !Time
y = const(movement.down.bounce.offset.y)

[State 5422, PosAdd]
type = PosAdd
trigger1 = !Time
x = const(movement.down.bounce.offset.x)

[State 5422, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.625

[State 5422, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5424
trigger1 = vel y > 0
trigger1 = pos y >= const(movement.down.bounce.groundlevel)
value = ifElse(SelfAnimExist(5162), 5162, ifElse(SelfAnimExist(5161), 5161, 5160))

[State 5422, End]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y >= const(movement.down.bounce.groundlevel)
value = 5110


;Aerial Being Slammed (Hitshake)
[StateDef 5425]
type = A
moveType = H
physics = N
velSet = 0,0

[State 5425, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5070

[State 5425, ChangeAnim]
type = ChangeAnim
trigger1 = Time > 0
value = Anim

[State 5425, ChangeAnim]
type = ChangeState
trigger1 = HitShakeOver
value = 5426


;Aerial Being Slammed (Knocked Away)
[StateDef 5426]
type = A
moveType = H
physics = N
ctrl = 0

[State 5426, VelAdd]
type = VelAdd
trigger1 = Time > 0
y = GetHitVar(yAccel)

[State 5426, HitVelSet]
type = HitVelSet
trigger1 = !Time
x = 1
y = 1

[State 5426, ChangeState]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= const(movement.air.gethit.trip.groundlevel)
value = 5421



;=====================<EX OGON NO KAKATO>==========================
[StateDef 1330]
type = S
physics = N
moveType = A
anim = 1330
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1330, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1330, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1330, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 31

[State 1330, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = P1
pos = -11, -55
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1330, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1330, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1300,0
channel = 0

[State 1330, Woosh sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,5
channel = 3

[State 1330, Jumping Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 40,0
channel = 4

[State 1330, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 4
stateType = A
physics = N

[State 1330, Dust Helper]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 8100
ID = 8100
name = "Ogon no Kakato Dust"
posType = P1
ownPal = 1

[State 1330, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) = 1
x = 7.82122905 ;7
y = -5

[State 1330, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 1
y = 0.5

[State 1330, Ogon no Kakato sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1300,1
channel = 5

[State 1330, Ogon no Kakato FX]
type = Explod
trigger1 = AnimElem = 5
anim = 1305
ID = 1335
bindTime = -1
sprPriority = 3
posType = P1
scale = 0.5,0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 1330, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 6
ID = 1330
attr = A, SA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.68937069644, 0
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -5.586592179, 2.5 ;-5, 2
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.78125 ;0.5
fall = 0
air.fall = 1
fall.recover = 0
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -93
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 1330, ModifyExplod]
type = ModifyExplod
trigger1 = AnimElemTime(7) = 1
ID = 1335
bindTime = 0
pauseMoveTime = -1
superMoveTime = -1
ignoreHitPause = 1

[State 1330, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 7
ID = 1330
attr = A, SA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 10
getPower = 0,0
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -4.68937069644, 0
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -5.586592179, 2.5 ;-5, 2
air.cornerPush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.78125 ;0.5
fall = 0
air.fall = 1
fall.recover = 0
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 49), var(36) := -36
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 1330, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(1330) > 1
ID = 1330
keepOne = 1
excludeID = 1330
ignoreHitPause = 1

[State 1330, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(1330)
trigger1 = !(Target(1330), Time) && Target(1330), StateType = A
value = 5425
ID = 1330
ignoreHitPause = 1

[State 1330, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 1330, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 1301



;========================<BAKURETSUKEN>=============================
;Startup
[StateDef 1400]
type = S
physics = N
moveType = A
anim = 1400
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 72 * !var(20)
faceP2 = 1

[State 1000, Reset QCF explod]
type = RemoveExplod
trigger1 = !Time
trigger1 = NumExplod(90010003)
id = 90010003

[State 1000, Reset QCF explod]
type = RemoveExplod
trigger1 = !Time
trigger1 = NumExplod(90010006)
id = 90010006

[State 1000, Reset QCF explod]
type = RemoveExplod
trigger1 = !Time
trigger1 = NumExplod(90010101)
id = 90010101

[State 1000, Reset QCF explod]
type = RemoveExplod
trigger1 = !Time
trigger1 = NumExplod(90010104)
id = 90010104

[State 1400, Button Detect]
type = VarSet
trigger1 = !Time && !AILevel
;ifElse(command = "z", 2, ifElse(command = "y", 1, 0))
var(10) = ifElse(NumExplod(90000220) || NumExplod(90000225), 2, ifElse(NumExplod(90000210) || NumExplod(90000215), 1, 0))

[State 1400, Tap Punch Buffer Set]
type = VarSet
trigger1 = !Time && !AILevel
var(46) = ifElse(NumExplod(90000200) || NumExplod(90000205) || NumExplod(90000210) || NumExplod(90000215), 16, 18)

[State 1400, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
trigger1 = !NumEnemy
var(10) = 2

[State 1400, Button Detect (AI)]
type = VarSet
trigger1 = !Time && AILevel
trigger1 = NumEnemy
var(10) = ifElse((EnemyNear, GetHitVar(HitTime) > 6 || P2Dist x > 80), 2, 1)

[State 1400, Tap Punch Buffer Set (AI)]
type = VarSet
trigger1 = !Time && AILevel
var(46) = ifElse(var(10) = 2, 18, 16)

[State 1400, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(var(10) = 2, 1402, ifElse(var(10) = 1, 1401, 1400))

[State 1400, Voice]
type = PlaySnd
trigger1 = !Time
value = 1400, var(10)
channel = 0

[State 1400, Woosh Sound]
type = PlaySnd
trigger1 = AnimTime = -2
value = 1,1

[State 1400, Dust]
type = Helper
trigger1 = !AnimTime && (var(10) = 1 || var(10) = 2)
helperType = Normal
stateNo = 8103
ID = 8100
name = "Bakuretsuken Dust"
postype = P1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 1400, End]
type = ChangeState
trigger1 = !AnimTime
value = 1410


;Looping
[StateDef 1410]
type = S
physics = N
moveType = A
anim = 1410
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 1410, Tap Punch Buffer (AI)]
type = VarSet
trigger1 = AILevel
trigger1 = NumEnemy
trigger1 = P2StateType != A && (P2BodyDist x = [0,75])
var(46) = 10

[State 1410, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 1410

[State 1410, Loop]
type = ChangeAnim
triggerAll = var(46) > 0
trigger1 = !AnimTime
value = 1410
elem = 1

[State 1410, VelSet]
type = VelSet
trigger1 = !Time
x = ifElse(var(10) = 2, 9.217877095, ifElse(var(10) = 1, 5.865921788, 0)) ;8.25, 5.25 ,0

[State 1410, VelAdd]
type = VelAdd
trigger1 = vel x > 0
x = ifElse(var(10) = 2, -0.6983240223, -0.5237430168) ;-0.5, -0.375

[State 1410, Stop]
type = VelSet
trigger1 = vel x < 0
x = 0

[State 1410, Spark XY]
type = Null
trigger1 = AnimElem = 1
trigger1 = var(35) := 75 || var(36) := -55
trigger2 = AnimElem = 3
trigger2 = var(35) := 80 || var(36) := -81
trigger3 = AnimElem = 5
trigger3 = var(35) := 85 || var(36) := -68
trigger4 = AnimElem = 7
trigger4 = var(35) := 68 || var(36) := -92

[State 1410, Hit Low]
type = HitDef
trigger1 = !var(16) && (var(15) < ifElse(1 + HitCount < 4, 1 + HitCount, 1) || var(20))
trigger1 = AnimElem = 1 || AnimElem = 5
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 7
getPower = ifElse(!var(13), 72, 36) * !var(20), 12 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Hard
air.animType = Low
fall.animType = Low
ground.type = Low
air.type = Low
ground.hitTime = ifElse(var(10) = 2, 15, ifElse(var(10), 13, 11))
ground.slideTime = ifElse(var(10) = 2, 15, ifElse(var(10), 13, 11))
guard.hitTime = ifElse(var(10) = 2, 15, ifElse(var(10), 13, 11))
air.hitTime = 120
ground.velocity = -5.25, 0
ground.cornerPush.velOff = 0
guard.velocity = -5.25
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.328125
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10, -55
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 1410, Hit High]
type = HitDef
trigger1 = !var(16) && (var(15) < ifElse(1 + HitCount < 4, 1 + HitCount, 1) || var(20))
trigger1 = AnimElem = 3 || AnimElem = 7
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 7
getPower = ifElse(!var(13), 72, 36) * !var(20), 12 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Hard
air.animType = High
fall.animType = High
ground.type = High
air.type = High
ground.hitTime = ifElse(var(10) = 2, 15, ifElse(var(10), 13, 11))
ground.slideTime = ifElse(var(10) = 2, 15, ifElse(var(10), 13, 11))
guard.hitTime = ifElse(var(10) = 2, 15, ifElse(var(10), 13, 11))
air.hitTime = 120
ground.velocity = -5.25, 0
ground.cornerPush.velOff = 0
guard.velocity = -5.25
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.328125
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10, -55
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 1410, Followup Detection Reset]
type = VarSet
trigger1 = !Time
var(14) = 0

[State 1410, Bakuretsu Hook]
type = VarSet
triggerAll = (!var(14) || AILevel)
trigger1 = !AILevel
;command = "QCF"
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104))
;x / y
trigger1 = NumExplod(90000200) || NumExplod(90000205) || NumExplod(90000210) || NumExplod(90000215)
trigger2 = AILevel && MoveGuarded
trigger2 = P2StateType = C && (P2BodyDist x = [0,58])
trigger3 = AILevel && MoveHit
trigger3 = (P2BodyDist x = [50,80])
var(14) = 1421

[State 1410, Bakuretsu Upper]
type = VarSet
triggerAll = (!var(14) || AILevel)
trigger1 = !AILevel
;command = "QCF"
trigger1 = (ifElse(P2dist x < 0, Facing = -1, Facing = 1) && NumExplod(90010006)) || (ifElse(P2dist x < 0, Facing = 1, Facing = -1) && NumExplod(90010104))
;z
trigger1 = NumExplod(90000220) || NumExplod(90000225)
trigger2 = AILevel && MoveHit
trigger2 = (P2BodyDist x = [80,105])
var(14) = 1422

[State 1410, Followup]
type = ChangeState
trigger1 = var(14) = [1000,2999]
trigger1 = (AnimElemTime(1) > 0 && AnimElemTime(2) <= 0) || (AnimElemTime(3) > 0 && AnimElemTime(4) <= 0) || (AnimElemTime(5) > 0 && AnimElemTime(6) <= 0) || (AnimElemTime(7) > 0 && AnimElemTime(8) <= 0)
value = var(14)

[State 1410, End]
type = ChangeState
trigger1 = var(46) <= 0
trigger1 = (AnimElemTime(1) > 0 && AnimElemTime(2) <= 0) || (AnimElemTime(3) > 0 && AnimElemTime(4) <= 0) || (AnimElemTime(5) > 0 && AnimElemTime(6) <= 0) || (AnimElemTime(7) > 0 && AnimElemTime(8) <= 0)
trigger2 = Time > 120
value = 1420

[State 1410, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
value = 1,1


;End
[Statedef 1420]
type = S
physics = N
moveType = I
anim = 1420
ctrl = 0
sprPriority = 1
moveHitPersist = 1

[State 1420, VelSet]
type = VelSet
trigger1 = vel x != 0
x = 0

[State 1420, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<BAKURETSU HOOK>=============================
[StateDef 1421]
type = S
physics = N
moveType = A
anim = 1421
ctrl = 0
velSet = 0,0
sprPriority = 1
hitCountPersist = 1

;need to travel 69 (nice) pixels in 26 ticks with starting displacement = 5
[State 1421, VelSet]
type = VelSet
trigger1 = !Time
x = 5

[State 1421, VelMul]
type = VelMul
trigger1 = Time < 27
x = 0.946875

[State 1421, VelSet]
type = VelSet
trigger1 = Time = 27
x = 0

[State 1421, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1030, 2
channel = 0

[State 1421, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 1421, Hit 1]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 3
attr = S, SA
hitFlag = MAF
guardFlag = H
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
getPower = ifElse(!var(13), 72, 36) * !var(20), 12 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 22
ground.slideTime = 22
guard.hitTime = 22
air.hitTime = 120
ground.velocity = -5.25, 0
ground.cornerPush.velOff = 0
guard.velocity = -5.25
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -2.5 ;-6, -2
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.328125
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 49), var(36) := -72
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 1421, Hit 2]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 5
ID = 1421
attr = S, SA
hitFlag = MAF
guardFlag = H
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
getPower = ifElse(!var(13), 72, 36) * !var(20), 12 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Back
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 22
ground.slideTime = 22
guard.hitTime = 22
air.hitTime = 120
ground.velocity = 0,0
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -6,10
air.cornerPush.velOff = 0
down.velocity = 0, 0
down.cornerpush.veloff = 0
yAccel = 0.5
fall = 1
fall.recover = 0
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 67), var(36) := -47
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 1421, TargetDrop]
type = TargetDrop
trigger1 = NumTarget(1421) > 1
ID = 1421
keepOne = 1
excludeID = 1421
ignoreHitPause = 1

[State 1421, TargetState]
type = TargetState
trigger1 = MoveHit && NumTarget(1421)
trigger1 = !(Target(1421), Time)
value = ifElse(Target(1421), StateType = A, 5425, 5420)
ID = 1421
ignoreHitPause = 1

[State 1421, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 1421, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<BAKURETSU UPPER>=============================
[StateDef 1422]
type = S
physics = N
moveType = A
anim = 1422
ctrl = 0
velSet = 0,0
sprPriority = 1
hitCountPersist = 1

[State 1422, AfterImage]
type = AfterImage
trigger1 = Time = 1
time = 2
timeGap = 1
frameGap = 4
length = 6
palBright = 0,0,0
palContrast = 128,128,128
palPostBright = 0,0,0
palAdd = 0,0,0
palMul = 0.9,0.9,0.9
trans = Add1

[State 1422, AfterImage Persist]
type = AfterImageTime
trigger1 = AnimElemTime(3) < -3
time = 2

[State 1422, AfterImage Off]
type = AfterImageTime
trigger1 = AnimElem = 3
time = 0

;need to travel 126 pixels in 21 ticks with starting displacement = 11
[State 1422, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 11

[State 1422, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(10) < 0
x = 0.9334375

[State 1422, Stop]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 1422, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1030, 2
channel = 0

[State 1422, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,2
channel = 1

[State 1422, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 6
ID = 1422
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 7
getPower = ifElse(!var(13), 72, 36) * !var(20), 12 * !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 = Up
air.animType = Up
fall.animType = Up
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -3.351955307, -7.5  ;-3, -6
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -3.351955307, -7.5  ;-3, -6
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 103), var(36) := -76
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 1422, Juggle Reset]
type = VarSet
trigger1 = MoveHit && !var(28) && NumTarget(1422)
var(15) = 0

[State 1422, VarAdd]
type = VarAdd
trigger1 = MoveHit && NumTarget(1422)
var(28) = 1
persistent = 0

[State 1422, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

[State 1421, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<EX BAKURETSUKEN>=============================
[StateDef 1430]
type = S
physics = N
moveType = A
anim = 1430
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = -500
faceP2 = 1

[State 1430, Custom Combo Juggle Points Reset]
type = VarSet
trigger1 = !Time && var(20)
var(15) = 0
ignoreHitPause = 1

[State 1430, Custom Combo Reset]
type = PalFX
trigger1 = !Time
trigger1 = var(20) := -1
time = 1

[State 1430, EX Flash]
type = VarSet
trigger1 = !Time
var(25) = 63

[State 1430, EX FX]
type = Explod
trigger1 = !Time
anim = 8210
sprPriority = 3
posType = p1
pos = 41, -83
scale = 0.5, 0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 1430, EX Startup Sound]
type = PlaySnd
trigger1 = !Time
value = 0,1000
channel = 1

[State 1430, Voice]
type = PlaySnd
trigger1 = !Time
value = 1430,0
channel = 0

[State 1430, Dust]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8103
ID = 8100
name = "Bakuretsuken Dust"
postype = p1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 1430, VelSet]
type = VelSet
trigger1 = !Time
x = 9.497206704 ;8.5

[State 1430, VelAdd]
type = VelAdd
trigger1 = vel x > 0
x = -0.6983240223 ;0.5

[State 1430, Stop]
type = VelSet
trigger1 = vel x < 0
x = 0

[State 1430, Woosh Sound]
type = PlaySnd
trigger1 = !Time
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 26
value = 1,1

[State 1430, Spark XY]
type = Null
trigger1 = AnimElem = 2 || AnimElem = 14
trigger1 = var(35) := 62 || var(36) := -99
trigger2 = AnimElem = 6 || AnimElem = 18
trigger2 = var(35) := 69 || var(36) := -84
trigger3 = AnimElem = 10 || AnimElem = 22
trigger3 = var(35) := 67 || var(36) := -69

[State 1430, Hit Low]
type = HitDef
triggerAll = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 10
trigger2 = AnimElem = 22
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 4,4
guard.pauseTime = 4,4
animType = Hard
air.animType = Low
fall.animType = Low
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -1.4725, 0
ground.cornerPush.velOff = 0
guard.velocity = -1.4725
guard.cornerPush.velOff = 0
air.velocity = -3.75, -3.5
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.328125
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10, -55
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 1430, Hit High]
type = HitDef
triggerAll = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 7
getPower = 0,0
givePower = 36, 36
pauseTime = 4,4
guard.pauseTime = 4,4
animType = Hard
air.animType = High
fall.animType = High
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -1.4725, 0
ground.cornerPush.velOff = 0
guard.velocity = -1.4725
guard.cornerPush.velOff = 0
air.velocity = -3.75, -3.5
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.328125
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10, -55
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 1430, Penultimate Hit]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 27
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 0
getPower = 0,0
givePower = 36, 36
pauseTime = 4,4
guard.pauseTime = 4,4
animType = Hard
air.animType = High
fall.animType = High
ground.type = High
air.type = High
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = 0, 0
ground.cornerPush.velOff = 0
guard.velocity = 0
guard.cornerPush.velOff = 0
air.velocity = -3.75, -3.5
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.328125
fall = 0
air.fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 86), var(36) := -78
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 1430, Voice]
type = PlaySnd
trigger1 = AnimElem = 31
value = 1030, 2
channel = 0

[State 1430, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 31
value = 1,2
channel = 1

[State 1430, Final Hit]
type = HitDef
trigger1 = !var(16) && (var(15) < (1 + HitCount) || var(20))
trigger1 = AnimElem = 33
ID = 1430
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 7
getPower = 0, 0
givePower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = Up
air.animType = Up
fall.animType = Up
ground.type = High
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -0.195, -10.81
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -0.195, -8.81
air.cornerPush.velOff = 0
yAccel = 0.5
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 103), var(36) := -76
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 1430, Juggle Reset]
type = VarSet
trigger1 = MoveHit && !var(28) && NumTarget(1430)
var(15) = 0

[State 1430, VarAdd]
type = VarAdd
trigger1 = MoveHit && NumTarget(1430)
var(28) = 1
persistent = 0

[State 1430, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(34) >= 0
movetype = I

[State 1430, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



[StateDef 2900]
type = S
physics = N
moveType = A
anim = 2900
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0

[State 2900, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
time = 1
ignoreHitPause = 1

[State 2900, Voice]
type = PlaySnd
trigger1 = !Time
value = 1200,0
channel = 0

[State 2900, Woosh sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 2900, Fire sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1200,1
channel = 3

[State 2900, Tiger Kick Flames]
type = Explod
trigger1 = AnimElem = 5
anim = 1205
ID = 1205
sprPriority = 3
posType = P1
scale = 0.5,0.5
bindTime = -1
removeTime = -1
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0

[State 2900, Jump Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 40,0
channel = 4

[State 2900, StateTypeSet: Air, Physics: None]
type = StateTypeSet
trigger1 = AnimElem = 5
stateType = A
physics = N

[State 2900, Dust Helper]
type = Helper
trigger1 = AnimElem = 5
helperType = Normal
stateNo = 8100
ID = 8100
name = "Tiger Kick Dust"
posType = P1
ownPal = 1

[State 2900, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 1
x = 6.703910615 ;6
y = -8.75 ;-7

[State 2900, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 1 && vel x >= 0
x = -0.6983240223 ;-0.5

[State 2900, VelSet]
type = VelSet
trigger1 = vel x < 0
x = 0

[State 2900, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(5) > 1
y = 0.5859375 ;0.375

[State 2900, Ground Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getpower = 0,0
givePower = 36, 36
pauseTime = 12, 12
guard.pauseTime = 12, 12
animType = DiagUp
air.animType = DiagUp
fall.animType = DiagUp
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.54, -5.25
ground.cornerpush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerpush.velOff = 0
air.velocity = -5.54, -5.25
air.cornerpush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 41), var(36) := -58
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
kill = 0

[State 2900, Air Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5 && !MoveContact && !MoveReversed
attr = A, SA
hitFlag = MAF
guardFlag = MA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getpower = 0,0
givePower = 36, 36
pauseTime = 12, 12
guard.pauseTime = 12, 12
animType = DiagUp
air.animType = DiagUp
fall.animType = DiagUp
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.54, -5.25
ground.cornerpush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerpush.velOff = 0
air.velocity = -5.54, -5.25
air.cornerpush.velOff = 0
airGuard.velocity = -8, -1
airGuard.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8001)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -95
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
kill = 0

[State 2900, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElemTime(5) > 0 && vel y >= 0
ID = 1205

[State 2900, Tiger Kick Flames Fade Away]
type = Explod
trigger1 = AnimElemTime(5) > 0 && vel y >= 0
anim = 1206
sprPriority = 3
posType = P1
scale = 0.5,0.5
ownPal = 1
removeOnGetHit = 1
ignoreHitPause = 0
persistent = 0

[State 2900, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 2900, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 2901


;Landing
[StateDef 2901]
type = S
anim = 47
physics = N
moveType = I
velSet = 0,0

[State 2901, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 2901, 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 2901, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
channel = 3

[State 2901, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;========================<KICK ZERO COUNTER>=============================
[StateDef 2910]
type = S
physics = N
moveType = A
anim = 2910
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0

[State 2910, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) < 0
value = SCA
time = 1
ignoreHitPause = 1

[State 2910, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 2910, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 2910, Slide Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 450, 0
channel = 3

[State 2910, Dust Helper]
type = Helper
trigger1 = AnimElem = 3
helperType = Normal
stateNo = 8103
ID = 8100
name = "Slide Dust"
posType = p1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 2910, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 8.938547486 ;8

[State 2910, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 0 && vel x > 0
x = -0.5237430168 ;-0.375

[State 2910, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 2910, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = C, SA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getpower = 0,0
givepower = 36, 36
pauseTime = 12,12
guard.pauseTime = 12,12
animType = DiagUp
air.animType = DiagUp
fall.animType = DiagUp
ground.type = Low
air.type = Low
ground.hitTime = 18
ground.slideTime = 18
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -5.54, -5.25
ground.cornerPush.velOff = 0
guard.velocity = -11.0509440309
guard.cornerPush.velOff = 0
air.velocity = -5.54, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 1
fall.recover = 1
fall.recoverTime = 120
forceStand = 1
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8013)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -40
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
kill = 0

[State 2910, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(5) >= 0
moveType = I

[State 2910, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

