; _________________________________________
;| King by Jmorphman                       |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<NORMAL MOVES>========================================
;==============================================================================================

;===========<STANDING FAR 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), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
yAccel = 0.4
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 69), var(36):= -82
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48

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

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



;===========<STANDING CLOSE LIGHT PUNCH>==========
[StateDef 205]
type = S
physics = S
moveType = A
anim = 205
ctrl = 0
velset = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 205, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 205, Woosh]
type = PlaySnd
trigger1 = !Time
value = 1,0
channel = 1

[State 205, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getpower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -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) := 50), var(36):= -79
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 205, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 205, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1




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

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

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

[State 210, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -3.24, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -85
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 210, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

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



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

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

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

[State 220, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = 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(PrevStateNo = 700, -6.46, ifElse(var(20), -4.86, -10.52)), ifElse(PrevStateNo = 700, -5.25, 0)
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -5.39, -5.65
air.cornerPush.velOff = 0
yaccel = 0.58
fall = ifElse(PrevStateNo = 700, 1, 0)
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 84), var(36) := -81
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 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 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

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

[State 225, HitDef 1]
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) * 77 < 7, 7, fvar(11) * 77)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.77, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.77, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.24, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -59
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 225, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4 && !MoveReversed && !MoveContact
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), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.77, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.77, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.24, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -117
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 225, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

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



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

[State 230, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 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 = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animtype = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.12, -5.41), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.12, -5.41)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 72), var(36) := -58
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 230, StateTypeSet: Idle]
type = StateTypeSet
trigger1= AnimElemTime(6) >= 0
moveType = I

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



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

[State 235, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 235, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3
channel = 1

[State 235, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animtype = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.12, -5.41), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.12, -5.41)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -33
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 235, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

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



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

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

[State 240, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,4
channel = 1

[State 240, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 63), var(36) := -93
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

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

[State 240, Landing Dust Explod]
type = Explod
trigger1 = AnimElem = 9
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 240, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 52,0
channel = 3

[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) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 46), var(36) := -76
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



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

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

[State 250, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,5
channel = 1

[State 250, 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), 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 + 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) := 79), var(36) := -109
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 250, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 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 = 2 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

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

[State 255, Woosh Sound 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1,5
channel = 3

[State 255, 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) * 42 < 7, 7, fvar(11) * 42)), 0
getPower = ifElse(!var(13), 216, 72)*!var(20), 36*!var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = 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, 0), 0
ground.cornerPush.velOff = 0
guard.velocity = 0
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) := 50), var(36) := -43
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 255, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 8
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13), 216, 72)*!var(20), 36*!var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.36
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkno = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 44), var(36) := -92
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 255, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(10) >= 0
moveType = I

[State 255, 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), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -47
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 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 410, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 410, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
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), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -61
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

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

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



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

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

[State 420, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 420, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -6.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -6.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 34), var(36) := -78
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

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

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

[State 430, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 65), var(36) := -7
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) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13),144,72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = 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) := 68), var(36) := -7
palFX.time = 12*var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 440, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 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, ifElse(Random < 500, 3, 4)
channel = 0

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

[State 450, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
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), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Trip
air.type = Trip
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -1, -6.25
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -1, -8.24
air.cornerPush.velOff = 0
yAccel = 0.677
fall = 1
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 79), var(36) := -17
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 450, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(5) >= 0
moveType = I

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



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

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

[State 458, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,5
channel = 1

[State 458, Slide Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,458
channel = 3

[State 458, Dust Helper]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 8103
ID = 8100
name = "Slide Dust"
posType = p1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 458, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 15

[State 458, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0 && vel x > 0
x = -1.5625

[State 458, VelSet]
type = VelSet
trigger1 = vel x < 0
x = 0

[State 458, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 6
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 0
getpower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Trip
air.type = Trip
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -0.8, -6.24
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -1, -6.24
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) := 58), var(36) := -9
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 458, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(10) >= 0
moveType = I

[State 458, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<SLIDING KICK (CANCELLED)>==========
[StateDef 459]
type = C
physics = N
moveType = A
anim = 458
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 = 4
value = 1,5
channel = 1

[State 459, Slide Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,459
channel = 3

[State 459, Dust Helper]
type = Helper
trigger1 = AnimElem = 4
helperType = Normal
stateNo = 8103
ID = 8100
name = "Slide Dust"
posType = p1
pauseMoveTime = 255
superMoveTime = 255
ownPal = 1

[State 459, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 15

[State 459, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(4) > 0 && vel x > 0
x = -1.5625

[State 459, VelSet]
type = VelSet
trigger1 = vel x < 0
x = 0

[State 459, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 6
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), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -6.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -6.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -9
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 459, StateTypeSet: Idle]
type = StateTypeset
trigger1= AnimElemTime(10) >= 0
moveType = I

[State 459, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



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

[State 600, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 600, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 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), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -4.31, -7.36
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 34), var(36) := -40
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 600, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

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

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

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



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

[State 610, Voice]
type = PlaySnd
trigger1 = 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), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 34), var(36) := -40
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 610, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

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

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

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



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

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

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

[State 620, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animtype = Hard
air.animType = Back
fall.animType = Back
ground.type = 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) := 39), var(36) := -87
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 620, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4 && !MoveReversed && !MoveContact
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 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) := 15), var(36) := -127
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 620, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

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

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

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



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

[State 630, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 630, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -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) := 25), var(36) := -81
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

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

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

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

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



;===========<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, 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), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -85
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 640, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
movetype = I

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

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

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



;===========<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), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recoverTime = 120
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 66), var(36) := -48
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

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

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

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

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



;===========<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) = (ifElse(NumExplod(90000230), 1, 0) + ifElse(NumExplod(90000240), 1, 0) + ifElse(NumExplod(90000250), 1, 0) >= 2)

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

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

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

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

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

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

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

[State 800, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,0
channel = 1

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

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



;===========<THROW SWITCHING SIDES>==========
[StateDef 805]
type = S
moveType = A
physics = S
anim = 805
ctrl = 0
sprPriority = 0

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

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

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

[State 805, Turn]
type = Turn
trigger1 = AnimElem = 4

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

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

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

[State 805, TargetBind 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 52, 0

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

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

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

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

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

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


;===========<THROW SWITCHING SIDES (TARGET)>==========
[StateDef 806]
type = S
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

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

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

[State 806, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

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

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



;===========<HOLD RUSH>==========
[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(13) < 0
edge = 32,0

[State 810, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 52,0

[State 810, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(13) < 0
pos = 32,0

[State 810, Damage 1]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 5
value = floor(ifElse(62 * fvar(11) < 7, -7, -62 * fvar(11)))
kill = 0

[State 810, Damage 2]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 12
value = floor(ifElse(78 * fvar(11) < 7, -7, -78 * fvar(11)))

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 5
trigger2 = NumTarget && AnimElem = 12
value = 18

[State 810, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 5 && !var(20)
trigger2 = NumTarget && AnimElem = 12 && !var(20)
value = 36

[State 810, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 5
trigger2 = NumTarget && AnimElem = 12
value = 1

[State 810, HitAdd]
type = VarAdd
trigger1 = NumTarget && AnimElem = 5
trigger2 = NumTarget && AnimElem = 12
var(13) = 1

[State 810, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 5
trigger2 = NumTarget && AnimElem = 12
var(15) = 1
ignoreHitPause = 1

[State 810, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 13
value = 816

[State 810, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,3
channel = 0

[State 810, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = 810,0
channel = 0

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

[State 810, Woosh Sound 1]
type = PlaySnd
trigger1= AnimElem = 11
value = 1,2
channel = 1

[State 810, Hit Sound 1]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 5
value = 2,4
channel = 2

[State 810, Hit Sound 2]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 12
value = 2,2
channel = 2

[State 810, Hit Spark 1]
type = Helper
trigger1 = NumTarget && AnimElem = 5
helperType = Normal
stateNo = 8011
ID = 8000
name = "Spark"
posType = P1
pos = 30, -76
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 810, Hit Spark 2]
type = Helper
trigger1 = NumTarget && AnimElem = 12
helperType = Normal
stateNo = 8012
ID = 8001
name = "Spark"
posType = P1
pos = 32, -86
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 810, PosAdd]
type = PosAdd
trigger1 = AnimElem = 13
x = 14

[State 810, PosAdd]
type = PosAdd
trigger1 = AnimElem = 14
x = 11

[State 810, PosAdd]
type = PosAdd
trigger1 = AnimElem = 15
x = 3

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



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

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

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

[State 815, 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 = -5, -10.8843612670899
sprPriority = 0

[State 816, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5030

[State 816, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5030 && !AnimTime
value = 5050

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

[State 816, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.680255889892609

[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



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

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

[State 820, Tech Hit]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

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

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

[State 820, Width]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
edge = 0,64
ignoreHitPause = 1

[State 820, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
value = -1
ignoreHitPause = 1

[State 820, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(7) >= 0
value = 1
ignoreHitPause = 1

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 5
x = -35

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = -17

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 7
x = -7

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 8
x = -8

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 10
x = -24

[State 820, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 52,0

[State 820, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
pos = 32,0

[State 820, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 54,-81

[State 820, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 26, -103

[State 820, TargetBind 5]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(7) = 0
pos = -48, -105

[State 820, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 7
value = floor(ifElse(140 * fvar(11) < 7, -7, -140 * 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 && AnimElem = 7
value = 826

[State 820, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4,4
channel = 0

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

[State 820, Handstand sound]
type = PlaySnd
trigger1= AnimElem = 6
value = 100,1
channel = 3

[State 820, Landing Dust Explod]
type = Explod
trigger1 = AnimElem = 10
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 820, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 10
value = 52,0
channel = 3

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



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

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

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

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


;After Throw
[StateDef 826]
type = A
physics = N
movetype = H
ctrl = 0
velSet = 5, -6.15234375

[State 826, Turn]
type = Turn
trigger1 = !Time

[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 = 0.5126953125

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

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

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



;===========<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 = 5940,0
channel = 0

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

[State 890, Throw Escape FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8000
ID = 8000
name = "Spark"
PosType = P1
pos = 0, -68
facing = -1
ownPal = 1
size.xScale = 0.5
size.yScale = 0.5
pauseMoveTime = 65535
superMoveTime = 65535

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


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

[State 895, ChangeAnim]
type = ChangeAnim
trigger1= !Time
value = ifElse(SelfAnimExist(5945), 5945, 130)

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

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

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

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

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

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

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

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