; _________________________________________
;| Ryo Sakazaki by CrazyKoopa & Jmorphman  |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<NORMAL MOVES>========================================
;==============================================================================================

;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200]
type    = S
physics = S
movetype= A
anim = 200
ctrl = 0
velset = 0,0
sprpriority = 1
poweradd = 0
facep2 = 1

[State 200, Snd]
type=playsnd
trigger1= !time && random<200
value= 4, ifElse(Random < 500, 0, 1)
channel=0

[State 200, Snd]
type=playsnd
trigger1= !time
value=1,0
channel=1

[State 200, Hit]
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) := 55), var(36) := -82
palfx.time = 12 * var(9)
palfx.add = 255, 255, 255
palfx.sinadd = -255, -255, -255, 48

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

[State 200, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 200, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Close Light Punch
[Statedef 201]
type    = S
physics = S
movetype= A
anim = 201
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, 0, 1)
channel = 0

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

[State 200, Hit]
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) * 28 < 7, 7, fvar(11) * 28)), 0
getpower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
guard.pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 12 + 2 * var(9)
ground.slidetime = 12 + 2 * var(9)
guard.hittime = 12
air.hittime = 120
ground.velocity = ifelse(var(20), -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) := 35), var(36) := -86
palfx.time = 12 * var(9)
palfx.add = 255, 255, 255
palfx.sinadd = -255, -255, -255, 48

[State 205, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 201
elem = 3
ignoreHitPause = 1

[State 200, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 200, 5]
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, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 210, Snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 210, Hit]
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) * 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 = -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):=66), var(36):=-71
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 200, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I

[State 210, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Hyouchu Wari
[Statedef 218]
type = S
physics = S
moveType = A
anim = 218
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 218, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = 4,2
channel = 0

[State 218, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1,1
channel = 1

[State 218, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=5
forceNoFall = !var(20)
attr = S,NA
hitflag = MAF
guardflag = H
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*70<7, 7, fvar(11)*70)), 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), -4.66, -8.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.66, -8.51)
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):=52), var(36):=-18
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 218, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

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


;---------------------------------------------------------------------------
;Hyouchu Wari (Canceled)
[Statedef 219]
type = S
physics = S
moveType = A
anim = 219
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 218, Voice]
type = PlaySnd
trigger1 = animelem = 2
value = 4,2
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1,1
channel = 1

[State 300, 6]
type = VelSet
trigger1 = AnimElem = 4
x = 8

[State 300, 6]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 240, Hit]
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)*42<7, 7, fvar(11)*42)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 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), -4.66, -8.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.66, -8.51)
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):=52), var(36):=-18
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 218, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

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

;---------------------------------------------------------------------------
; Standing Far Strong 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, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 220, Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 220, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
forcenofall = !var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*98<7, 7, fvar(11)*98)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18 + 4*var(9)
ground.slidetime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -5.39, -5.65
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=63), var(36):=-69
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 200, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 220, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Close Heavy Punch
[Statedef 221]
type = S
physics = S
moveType = A
anim = 221
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 220, Snd]
type=playsnd
trigger1= animelem = 2 && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 220, Snd]
type=playsnd
trigger1= animelem = 2
value=1,2
channel=1

[State 225, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -4.66, -8.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.66, -8.51)
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) := 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):=-72
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 220, Type]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I

[State 220, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
physics = S
moveType = A
anim = 230
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 230, Snd]
type=playsnd
trigger1= !time && random<500
value= 4, ifelse(random<500, 0, 1)
channel=0

[State 230, Snd]
type=playsnd
trigger1= !time
value=1,3
channel=1

[State 230, Hit]
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)*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), -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):=61), var(36):=-72
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 200, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I

[State 230, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Close Light Kick
[Statedef 231]
type = S
physics = S
moveType = A
anim = 231
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1

[State 230, Snd]
type=playsnd
trigger1= !time && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0
[State 230, Snd]
type=playsnd
trigger1= !time
value=1,3
channel=1

[State 230, Hit]
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)*28<7, 7, fvar(11)*28)), 0
getpower = 72*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
guard.pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 12 + 2*var(9)
ground.slidetime = 12 + 2*var(9)
guard.hittime = 12
air.hittime = 120
ground.velocity = ifelse(var(20), -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):=46), var(36):=-80
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 235, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 231
elem = 3
ignoreHitPause = 1

[State 200, Type]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I
[State 230, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing 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, Snd]
type=playsnd
trigger1= animelem=3 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 240, Snd]
type=playsnd
trigger1= animelem=3
value=1,4
channel=1

[State 240, Hit]
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)*63<7, 7, fvar(11)*63)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hittime = 15 + 3*var(9)
ground.slidetime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=85), var(36):=-58
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 200, Type]
type=statetypeset
trigger1= animelemtime(6)>=0
movetype=I

[State 240, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Strong 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, Snd]
type=playsnd
trigger1= animelem=3 && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0
[State 250, Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 250, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=4
forcenofall = !var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*91<7, 7, fvar(11)*91)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 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 = -6.46, -5.25
air.cornerPush.velOff = 0
yaccel = 0.58
fall = ifElse(PrevStateNo = 700, 1, 0)
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=81), var(36):=-85
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 200, Type]
type=statetypeset
trigger1= animelemtime(6)>=0
movetype=I

[State 250, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 250
elem = 5
ignoreHitPause = 1

[State 250, 5]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Close Heavy  Kick
[Statedef 251]
type = S
physics = S
moveType = A
anim = 251
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 240, Snd]
type=playsnd
trigger1= animelem=4 && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 240, Snd]
type=playsnd
trigger1= animelem=4
value=1,5
channel=1

[State 240, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=5
forcenofall = !var(20)
attr = S,NA
hitflag = MAF
guardflag = M
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*77<7, 7, fvar(11)*77)), 0
getpower = ifelse(!var(13),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 = Back
fall.animtype = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -6.83, -12.64), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -6.83, -12.64)
guard.cornerPush.velOff = 0
air.velocity = -4.32, -7.36
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=5)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=63), var(36):=-22
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48


[State 200, Type]
type=statetypeset
trigger1= animelemtime(7)>=0
movetype=I

[State 240, 5]
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, Snd]
type=playsnd
trigger1= !Time && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0
[State 400, Snd]
type=playsnd
trigger1= !time
value=1,0
channel=1

[State 400, Hit]
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)*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):=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):=62), var(36):=-45
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

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

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

[State 400, 5]
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, Snd]
type=playsnd
trigger1= !time && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 410, Snd]
type=playsnd
trigger1= !time
value=1,1
channel=1

[State 410, Hit]
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)*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):=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):=-52
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 410, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 410
elem = 3
ignoreHitPause = 1

[State 410, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 410, 5]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong 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, Snd]
type=playsnd
trigger1= !time && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 420, Snd]
type=playsnd
trigger1= !time
value=1,2
channel=1

[State 420, Hit]
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)*84<7, 7, fvar(11)*84)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
guard.pausetime = ifelse(var(20), 6, 12), ifelse(var(20), 6, 12)
animtype = Hard
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 18 + 4*var(9)
ground.slidetime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = ifElse(var(20), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -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):=-74
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
forceStand = 1

[State 420, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3 && !movecontact && !movereversed
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), -4.86, -10.52), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -4.86, -10.52)
guard.cornerPush.velOff = 0
air.velocity = -3.23, -7.73
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=2)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8012)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=27), var(36):=-123
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48
forceStand = 1

[State 420, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 420
elem = 3
ignoreHitPause = 1

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

[State 420, 5]
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, Snd]
type=playsnd
trigger1= !time && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0
[State 430, Snd]
type=playsnd
trigger1= !time
value=1,3
channel=1

[State 430, Hit]
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)*28<7, 7, fvar(11)*28)), 0
getpower = 72*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
guard.pausetime = ifelse(var(20), 4, 8), ifelse(var(20), 4, 8)
animtype = Light
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 12 + 2*var(9)
ground.slidetime = 12 + 2*var(9)
guard.hittime = 12
air.hittime = 120
ground.velocity = ifElse(var(20), -2.41, -4.49), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.41, -4.49)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=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):=64), var(36):=-1
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

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

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

[State 430, 5]
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, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 440, Snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1

[State 440, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
forcenofall = !var(20)
attr = C,NA
hitflag = MAF
guardflag = L
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*56<7, 7, fvar(11)*56)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
guard.pausetime = ifelse(var(20), 5, 10), ifelse(var(20), 5, 10)
animtype = Medium
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
ground.hittime = 15 + 3*var(9)
ground.slidetime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = ifElse(var(20), -3.66, -7.51), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.66, -7.51)
guard.cornerPush.velOff = 0
air.velocity = -6.46, -5.25
air.cornerPush.velOff = 0
yAccel = 0.58
fall = 0
fall.recover = 1
fall.recovertime = 120
hitsound = -1 + 0*(var(31):=4)
guardsound = -1 + 0*(var(32):=0)
sparkno = -1 + 0*(var(33):=8011)
guard.sparkno = -1 + 0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=76), var(36):=-46
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, 5]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong 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, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 450, Snd]
type=playsnd
trigger1= animelem=2
value=1,5
channel=1

[State 450, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
attr = C,NA
hitflag = MAF
guardflag = L
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*91<7, 7, fvar(11)*91)), 0
getpower = ifelse(!var(13), 216, 72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 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):=83), var(36):=-10
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, 5]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1


;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type = A
physics = N
moveType = A
anim = 600
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 600, Snd]
type=playsnd
trigger1= animelem=2 && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0

[State 600, Snd]
type=playsnd
trigger1= animelem=2
value=1,0
channel=1

[State 600, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1 = AnimElem = 3
forcenofall = !var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*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):=47), var(36):=-58
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 600, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 600
elem = 4
ignoreHitPause = 1

[State 620, Type]
type=statetypeset
trigger1= animelemtime(9)>=0
movetype=I

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

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

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type = A
physics  = N
moveType = A
anim = 610
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 610, Snd]
type=playsnd
trigger1= animelem=3 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 610, Snd]
type=playsnd
trigger1= animelem=3
value=1,1
channel=1

[State 610, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=4
forcenofall = !var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*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 = 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):=42), var(36):=-45
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 610, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 610
elem = 5
ignoreHitPause = 1

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

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

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

;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type = A
physics = N
moveType = A
anim = 620
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 620, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 620, Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 620, Hit]
type=hitdef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1= animelem=3
forcenofall = !var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*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):=55), var(36):=-67
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

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

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

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

;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type = A
physics = N
moveType = A
anim = 630
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 630, Snd]
type=playsnd
trigger1= animelem=2 && random<200
value= 4, ifelse(random<500, 0, 1)
channel=0

[State 630, Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1

[State 630, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1 = AnimElem = 3
forcenofall = !var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*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):=66), var(36):=-68
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 630, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 630
elem = 4
ignoreHitPause = 1

[State 630, Type]
type=statetypeset
trigger1= animelemtime(8)>=0
movetype=I

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

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


;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type = A
physics = N
moveType = A
anim = 640
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 640, Snd]
type=playsnd
trigger1= animelem=2 && random<350
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 640, Snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1

[State 640, Hit]
type=hitdef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forcenofall = !var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*56<7, 7, fvar(11)*56)), 0
getpower = ifelse(!var(13),144,72)*!var(20), 36*!var(20)
givepower = 36, 36
pausetime = ifelse(var(20), 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):=54), var(36):=-34
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

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

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

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

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

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type = A
physics = N
moveType = A
anim = 650
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 650, Snd]
type=playsnd
trigger1= animelem=3 && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 650, Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 650, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=4
forcenofall = !var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*98<7, 7, fvar(11)*98)), 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):=64), var(36):=-80
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 650, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

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

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

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 651]
type = A
physics = N
moveType = A
anim = 651
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 650, Snd]
type=playsnd
trigger1= animelem=2 && random<500
value= 4, ifelse(random<500, 1, 2)
channel=0

[State 650, Snd]
type=playsnd
trigger1= animelem=2
value=1,5
channel=1

[State 650, Hit]
type=hitdef
trigger1= !var(16) && (var(15)<1 || var(20))
trigger1= animelem=3
forcenofall = !var(20)
attr = A,NA
hitflag = MAF
guardflag = HA
priority = 4, Hit
damage = ceil(ifelse(fvar(11)*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):=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):=54), var(36):=-34
palfx.time = 12*var(9)
palfx.add = 255,255,255
palfx.sinadd= -255,-255,-255,48

[State 651, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

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

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



;===========<Throw Attempt>==========
[Statedef 800]
type=S
physics=S
movetype=A
anim=800
ctrl=0
velset=0,0
sprpriority=1
poweradd=18*!var(20)
facep2=1

[State 800, Button]
type=varset
trigger1= !time && !AILevel
var(10)= (command="kk")

[State 800, Button AI]
type=varset
trigger1= !time && AILevel
var(10)= (random<500)

[State 800, Tech Hit]
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, Guard Dist]
type=attackdist
trigger1= 1
value=0

[State 800, Hit]
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(command="holdback",805,810)

[State 800, Hit]
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(command="holdback",820,805)

[State 800, Hit]
type=hitdef
trigger1= animelem=2
trigger1 = P2BodyDist x < 55
trigger1= !var(38) && numtarget(3200)
attr=S,NT
hitflag=M
priority = 1, Miss
getpower=0,0
givepower=0,0
sparkno = -1 +0*(var(33):=0)
guard.sparkno = -1 +0*(var(34):=8000)
sparkxy = -10 + 0*(var(35):=40), var(36):=-50
hitsound = -1 +0*(var(31):=800)
guardsound = -1 +0*(var(32):=0)
fall=1
fall.recover=1
numhits=0
p1stateno=ifelse(command="holdback",805,810)

[State 800, Hit]
type=hitdef
trigger1= animelem=2 && var(10)
trigger1= !var(38) && numtarget(3200)
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(command="holdback",820,805)

[State 800, Snd]
type=playsnd
trigger1= animelem=4
value=800,0
channel=0

[State 800, Snd]
type=playsnd
trigger1= animelem=2
value=1,0
channel=1

[State 800, Type]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I

[State 800, End]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;---PLAYER TURNS---
[Statedef 805]
type=S
movetype=A
physics=S
anim=805
ctrl=0
sprpriority=0

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

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

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

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

[State 805, facing]
type=targetfacing
trigger1= 1
value=-1

[State 805, Escape]
type=changestate
trigger1= numtarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback") && Target, command != "holdup" && Target, command != "holddown"
trigger1= (target,command="b" || target,command="c" || target,command="y" || target,command="z")
value=890

[State 805, Escape]
type=varadd
trigger1= var(19)>0
var(19)=-1

[State 805, TargetBind 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 42,0

[State 805, TargetBind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
trigger2 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 11,0

[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)



;---TARGET---
[Statedef 806]
type = S
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

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

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

[State 806, Anim]
type=changeanim2
trigger1= !time
value=806

[State 806, Camera]
type=screenbound
trigger1= 1
value=0
movecamera=1,1
ignoreHitPause = 1

[State 806, Safety]
type=selfstate
trigger1= time>=60
value= ifelse(pos y<0, 5040, 0)
ctrl=1


;---------------------------------------------------------------------------
; Kabutowari
[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, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 815

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

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 6
value = 1

[State 810, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 810, TargetBind]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(6) < 0
pos = 42,0

[State 810, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 6
value = floor(ifElse(140 * fvar(11) < 7, -7, -140 * fvar(11)))

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 6
value = 36

[State 810, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 6 && !var(20)
value = 72

[State 810, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 6
value = 1

[State 810, HitCount]
type = VarAdd
trigger1 = NumTarget && AnimElem = 6
var(13) = 1

[State 810, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 6
var(15) = 1
ignoreHitPause = 1

[State 810, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 6
var(16) = 1
ignoreHitPause = 1

[State 810, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 6
value = 816

[State 810, Voice]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4,2
channel = 0

[State 810, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,2
channel = 1

[State 810, Hit Sound]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 6
value = 2,2
channel = 2

[State 810, Hit Spark]
type = Helper
trigger1 = NumTarget && AnimElem = 6
helperType = Normal
stateNo = 8012
ID = 8000
name = "Spark"
posType = P1
pos = 52, -54
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

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

;---------------------------------------------------------------------------
; Opponent Thrown
;Being Thrown
[StateDef 815]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 1

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

[State 806, 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 = -4.5, -6

[State 5030, 1]
type = ChangeAnim
trigger1 = Anim != [5000, 5199]
trigger1 = SelfAnimExist(5030)
value = 5030

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
triggerAll = Vel Y > 0    ;Hit ground
trigger1 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 5050, 2] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, Const720p(4), Const720p(-8))
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

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

[State 816, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.49

[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


;Tomoe Nage
[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, Throw]
type = TargetState
trigger1 = !Time && NumTarget
value = 825

[State 820, Width]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
edge = 0,32
ignoreHitPause = 1

[State 820, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(5) < 0
edge = 0,64
ignoreHitPause = 1

[State 820, Width]
type = Width
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(7) < 0
edge = 0,88
ignoreHitPause = 1

[State 820, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
value = -1
ignoreHitPause = 1

[State 820, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(3) >= 0
value = 1
ignoreHitPause = 1

[State 820, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 27,0

[State 820, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 8,-86

[State 820, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = -40,-75

[State 820, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -50,-58

[State 820, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = -95,-75

[State 820, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(6) = 0
pos = -115,-35

[State 820, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 6
value = floor(ifElse(140 * fvar(11) < 7, -7, -140 * fvar(11)))

[State 820, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 6
value = 36

[State 820, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 6 && !var(20)
value = 72

[State 820, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 6
value = 1

[State 820, HitCount]
type = VarAdd
trigger1 = NumTarget && AnimElem = 6
var(13) = 1

[State 820, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 6
var(15) = 1
ignoreHitPause = 1

[State 820, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 6
var(16) = 1
ignoreHitPause = 1

[State 820, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 6
value = 826

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

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

[State 820, Hitting floor sound]
type = PlaySnd
trigger1= AnimElem = 4
value = 820,1
channel = 3

[State 820, Turn]
type = Turn
trigger1 = !AnimTime

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


;Being Thrown
[StateDef 825]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

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

[State 815, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 825

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


;After Throw
[StateDef 826]
type = A
physics = N
movetype = H
ctrl = 0
velSet = 4, -7.5
sprPriority = 0

[State 5030, 1]
type = ChangeAnim
trigger1 = !Time
value = 5160

[State 826, PosAdd]
type = PosAdd
trigger1 = !Time
y = const(movement.down.bounce.offset.y)

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

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

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

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

[State 826, End]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y >= const(movement.down.bounce.groundlevel)
value = 5100


;===========< Target Escaped >==========
[Statedef 890]
type = S
physics = N
movetype = I
anim = 5945
ctrl = 0
velset = 0, 0
sprpriority = 1

[State 890, Bind]
type = targetbind
trigger1 = !time && numtarget
pos = 0, 0

[State 890, p2state]
type = targetstate
trigger1 = !time && numtarget
value = 895

[State 890, Throw]
type = targetfacing
trigger1 = !time && numtarget
value = -1

[State 890, Pos]
type = posadd
trigger1 = !time
x = 24

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

[State 890, Push]
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, Pos]
type = posset
trigger1 = !time
y = 0

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

[State 890, Snd]
type = playsnd
trigger1 = animelem = 2
value = 5940,0
channel = 0

[State 890, FX]
type = playsnd
trigger1 = !time
value = 760,0

[State 890, FX]
type = helper
trigger1 = !time
helpertype = normal
stateno = 8000
ID = 8000
name = "Spark"
postype = p1
pos = 0, -64
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 ---
[Statedef 895]
type = S
physics = N
movetype = I
ctrl = 0
velset = 0, 0
sprpriority = 1

[State 895, Anim]
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, NHB]
type = nothitby
trigger1 = 1
value = SCA
time = 1

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

[State 895, Pos]
type = posset
trigger1 = !time
y = 0

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

[State 895, End]
type = selfstate
trigger1 = time >= 27
value = 0
ctrl = 1
