; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 1			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 58	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 16		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,1		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3.7		;Walk forward
walk.back = -3.6		;Walk backward
run.fwd  = 4.7, -3.8		;Run forward (x, y)
run.back = -4.4,-3.8	;Hop backward (x, y)
jump.neu = 0,-9.2		;Neutral jumping velocity (x, y)
jump.back = -3.55		;Jump back Speed (x, y)
jump.fwd = 3.55		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .5		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

;Default language victory quotes **MUGEN 1.0**
;The default language victory quotes must be implemented in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "Do you smell what The RUCK is cookin'?"
victory2 = "Whatcha gonna do when Ruckus runs WIIIILD on YOU?!?"
victory3 = "Donny, I don't think this guy knew he was up against the 9 time JCP Tag Team Champions!"
victory4 = "Count the lights, you jabroni!"
victory5 = "Too sweet to be sour, the nice to be mean! Your man of the hour - Ruckus!"
victory6 = "The best there is, the best there was, and well - you know the rest."
victory7 = "The Showstoppa just stopped your show, curtain jerker! WOOOOOO!"

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S15,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
triggerall = matchover = 0
triggerall = numhelper(3000) = 0
trigger1 = Time = 0
value = 181+random%2

[State 180, 1]
type = ChangeState
triggerall = matchover = 1
triggerall = numhelper(3000) = 0
trigger1 = Time = 0
value = 184+random%2

[State 180, 1]
type = ChangeState
triggerall = numhelper(3000) = 1
trigger1 = Time = 0
value = 183

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S16,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;------------------------------
;Win Pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
facing = 1
pos = 0,0
postype = p1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S13,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S14,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;------------------------------
;Win Pose 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
facing = 1
pos = 0,0
postype = p1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------
;HereisyourWinner
[Statedef 184]
type = S
ctrl = 0
anim = 184
facing = 1
pos = 0,0
postype = p1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S16,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,340]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------
;Cookin'
[Statedef 185]
type = S
ctrl = 0
anim = 185
facing = 1
pos = 0,0
postype = p1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S22,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S16,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S23,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,340]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;------------------
;IntroDecider
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[state 190]
type = varrandom
trigger1 = time = 0
v = 2
range = 1,10

[state 190, Normal intro]
type = changestate
trigger1 = var(2) != 5 ;(choose any one number between 1-10 since you want 1/10) This is so you won't go into the normal intro.
trigger1 = time = 0
value = 191 ;(assuming intros go in numerical order.. 191, 192, 193, etc... if not just use 3 changestates with different values or an ifelse statement).

[state 190, Secret intro]
type = changestate
trigger1 = var(2) = 5 ;(choose the same number that you chose for the above changestate) This is so you can go into the special intro.
trigger1 = time = 0
value = 192

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S16,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S40,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
trigger4 = animelem = 24
trigger5 = animelem = 30
trigger6 = animelem = 36
trigger7 = animelem = 42
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 47
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 194
ID = 194
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause = 0
;persistent = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 192
ID = 192
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause = 0
;persistent = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 48
anim = 193
ID = 193
pos = -42,-87
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -6,-1.5
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause = 0
;persistent = 1


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S16,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S40,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
trigger3 = animelem = 18
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 47
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 194
ID = 194
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause = 0
;persistent = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 192
ID = 192
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause = 0
;persistent = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 48
anim = 193
ID = 193
pos = -42,-87
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -6,-1.5
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause = 0
;persistent = 1


[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "DonnyI"
ID = 1944
stateno = 1944
pos = -25,-3
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------
;DonnyIntro
[Statedef 1944]
type = S
ctrl = 0
anim = 1944
velset = 0,0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 14
value = 1000
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 7
trigger3 = animelem = 9
value = S81,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 17
x = -7
;ignorehitpause =
;persistent =


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 1944

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
poweradd = 20

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S16,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 80
;ignorehitpause =
;persistent =


[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 23, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -81		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 210
poweradd = 35
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[StateDef 220]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 221
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [4,10]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [11,28]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 5
x = 2
;ignorehitpause =
;persistent =


[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -79
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[StateDef 221]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 220
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [3,8]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [9,26]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -79
hitsound = s21, 17
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

;---------------------------
;SpinningChop
[StateDef 4020]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4020
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -79
hitsound = s21, 17
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 0, SprPriority]
type = SprPriority
trigger1 = time = [3,11]
value = 0
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [3,11]
value = ,NA,SA,NP,SP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 18
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 0
;ignorehitpause =
;persistent =



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

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -36
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[StateDef 240]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 240
poweradd = 35
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -66
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 250]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 254
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 3
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 16
;ignorehitpause =
;persistent =


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

;---------------------------------
;RunningDK
[StateDef 251]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 251
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,12]
x = 5
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 85,9
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 14
ground.velocity = -5,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 14
envshake.ampl = 3
envshake.time = 10
ground.cornerpush.veloff = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 30
;ignorehitpause =
;persistent =


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

;---------------------------------
;RunningLowDK
[StateDef 252]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 252
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,9]
x = 6
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 85,9
animtype = heavy
fall = 1
fall.recover = 0
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 9
ground.hittime  = 14
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 14
envshake.ampl = 3
envshake.time = 10
ground.cornerpush.veloff = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 30
;ignorehitpause =
;persistent =


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

;------------------------
;Fliprebound
[StateDef 253]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 253
poweradd = 0
sprpriority = 2

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 4
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = time = [2,12]
x = -2
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = -10
;ignorehitpause =
;persistent =


[State 253, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;ExplodKick
[StateDef 255]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 255
poweradd = 50
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(10)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S13,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 4
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S35,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = [8,19]
x = 7
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 95,9
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = s8010
sparkxy = -10, -76
hitsound = s80, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -5,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18
envshake.time = 30
envshake.freq = 80
envshake.ampl = -4
envshake.phase = 90
ground.cornerpush.veloff = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 253
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 30
;ignorehitpause =
;persistent =


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

;-------------------------
;ExplodKick2
[StateDef 256]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 256
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(10)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 4
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 22

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S35,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = [7,15]
x = 6.5
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 85,7
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = s8010
sparkxy = -10, -76
hitsound = s80, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -5,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18
envshake.time = 30
envshake.freq = 80
envshake.ampl = -4
envshake.phase = 90
ground.cornerpush.veloff = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 253
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 30
;ignorehitpause =
;persistent =


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

;-------------------------
;ExplodKick3
[StateDef 257]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 257
poweradd = 35
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 4
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 16

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S35,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,11]
x = 4.5
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 75,5
fall = 1
fall.recovertime = 40
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = s8011
sparkxy = -10, -76
hitsound = s80, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
envshake.phase = 90
ground.cornerpush.veloff = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 253
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 30
;ignorehitpause =
;persistent =


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

;----------------------
;Overhead
[StateDef 280]
type = C
movetype= I
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 280
poweradd = 0
sprpriority = 2


[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 2
add = 250,250,250
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 282, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 281
ctrl = 0

;-----------------------
;OverheadHit
[StateDef 281]
type = A
movetype= A
physics = N
juggle  = 1
velset = 1.7,-6.5
ctrl = 0
anim = 281
poweradd = 50
sprpriority = 2


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,6]
pos = 0,-15
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =



[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 280, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 65,6
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 2, 10
guard.pausetime = 10,10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-1
air.hittime = 15

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 282

;----------------------
;OverheadLand
[StateDef 282]
type = S
movetype= I
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 282
poweradd = 0
sprpriority = 2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 5
value = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 282, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[StateDef 400]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 410
poweradd = 30
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 43
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

[State 410, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[StateDef 420]
type = C
movetype= A
physics = C
juggle  = 15
velset = 0,0
ctrl = 0
anim = 421
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 25
;ignorehitpause =
;persistent =


[State 420, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 70
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 18
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[StateDef 421]
type = C
movetype= A
physics = C
velset = 2,0
juggle  = 15
ctrl = 0
anim = 425
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S29,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 10
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 33
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = 37
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [0,21]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 420, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 85,7
animtype = heavy
fall = 1
fall.recover = 0
fall.damage = 10
guardflag = LA
p2stateno = 426
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 18
envshake.ampl = 3
envshake.time = 10
ground.cornerpush.veloff = 0

[State 0, Turn]
type = Turn
trigger1 = p2dist X< -10
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

[State 420, end]
type = ChangeState
triggerall = hitcount >= 1
trigger1 = AnimTime = 0
value = 4426
ctrl = 0

[State 420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 4425
ctrl = 0
;------------------------------
;Turn
[StateDef 4425]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 5
poweradd = 0
sprpriority = 2

[State 4425, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;Turn2
[StateDef 4426]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 427
poweradd = 0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = p2dist X< -10
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


[State 4425, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;SnS Hit
[Statedef 426]
type    = A
movetype= H
anim = 0
physics = N
velset = 2.8,-7
poweradd = 40
ctrl = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 426
;elem = 1
;ignorehitpause =
;persistent =


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;-------------------------------
;SnS Hit 2
[Statedef 427]
type    = A
movetype= H
anim = 0
physics = N
velset = 0,-7
poweradd = 40
ctrl = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 426
;elem = 1
;ignorehitpause =
;persistent =


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[StateDef 430]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 430
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 23
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -16
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

[State 430, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[StateDef 440]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 440
poweradd = 35
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 44
animtype = med
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -16
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

[State 440, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[StateDef 450]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 450
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 70
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 5
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =


[State 450, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;------------------------------
;Launch
[StateDef 451]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 451
poweradd = 50
sprpriority = 2

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 5
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 450, 1]
type = HitDef
trigger1 = animelem = 4
attr = C, NA
damage = 65
animtype = diagup
fall = 1
fall.recovertime = 50
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-7
air.hittime = 18
ground.cornerpush.veloff = -10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 450, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 28
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 35
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,1
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 620]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 45
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,2
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[StateDef 630]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 30
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 650]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8.4,-1
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

;---------------------------------------------------------------------------
; Hangover
; CNS difficulty: easy
[StateDef 651]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 651
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,12
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 700]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 28
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 710]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 35
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,1
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 720]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 45
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = 6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,2
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[StateDef 730]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 740]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 30
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 750]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 50
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8.4,-1
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

;-------------------------------
;StandingSSP
[StateDef 660]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 660
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 660, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 95,9
fall = 1
fall.recover = 0
animtype = diagup
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12

[State 660, 1]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = animelem = 11
attr = S, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = DF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
fall = 1
fall.recover = 0
sparkxy = 10, -16
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 6
x = 10
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [3,8]
edge = 0,0
player = 10,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 7
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 7
y = 0
;ignorehitpause =
;persistent =


[State 660, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;StandingSSP2
[StateDef 665]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 661
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 660, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 80,7
animtype = diagup
fall = 1
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12

[State 660, 1]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = animelem = 11
attr = S, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = DF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
fall = 1
fall.recover = 0
sparkxy = 10, -16
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 6
x = 10
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [2,5]
edge = 0,0
player = 10,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 5
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 5
y = 0
;ignorehitpause =
;persistent =


[State 660, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;StandingSSP3
[StateDef 662]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 662
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 660, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 70,4
animtype = diagup
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12

[State 660, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = animelem = 8
attr = S, NA
damage = 55
animtype = heavy
guardflag = MA
hitflag = DF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
fall = 1
fall.recover = 0
sparkxy = 10, -16
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 10
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [1,3]
edge = 0,0
player = 10,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 3
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 3
y = 0
;ignorehitpause =
;persistent =


[State 660, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;AirCatchStart
[StateDef 2119]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2119
poweradd = 0
sprpriority = 2

[State 2119, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2120
ctrl = 1

;---------------------------------
;AirCatchStart2
[StateDef 2118]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2118
poweradd = 0
sprpriority = 2

[State 2119, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2121
ctrl = 1

;---------------------------------
;AirCatchStart3
[StateDef 2117]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2117
poweradd = 0
sprpriority = 2

[State 2119, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2122
ctrl = 1

;---------------------------------
;SuperAirCatchStart
[StateDef 2116]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2117
poweradd = 0
sprpriority = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20,0
pos = 0,-40
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2119, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2124
ctrl = 1

;---------------------------------
;AirCatch
[StateDef 2120]
type = A
movetype= A
physics = A
juggle  = 1
velset = 4,-8
ctrl = 0
anim = 2120
poweradd = 30
sprpriority = 2

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 2
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitsound = s22,0
hitflag = AF
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2130
p2stateno = 2140
fall = 1
fall.recover = 0

[State 2120, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;AirCatch2
[StateDef 2121]
type = A
movetype= A
physics = A
juggle  = 1
velset = 2.5,-8
ctrl = 0
anim = 2120
poweradd = 30
sprpriority = 2

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 2
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitsound = s22,0
hitflag = AF
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2150
p2stateno = 2160
fall = 1
fall.recover = 0

[State 2120, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;AirCatch3
[StateDef 2122]
type = A
movetype= A
physics = A
juggle  = 1
velset = 1,-8
ctrl = 0
anim = 2120
poweradd = 30
sprpriority = 2

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 0.5
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitsound = s22,0
hitflag = AF
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2170
p2stateno = 2180
fall = 1
fall.recover = 0

[State 2120, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;EXAirCatch
[StateDef 2123]
type = A
movetype= A
physics = A
juggle  = 1
velset = 6,-8
ctrl = 0
anim = 2120
poweradd = -500
sprpriority = 2

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 5
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 2
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitsound = s22,0
hitflag = MAF
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2190
p2stateno = 2195
fall = 1
fall.recover = 0

[State 2120, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;SuperAirCatch
[StateDef 2124]
type = A
movetype= A
physics = A
juggle  = 1
velset = 6,-8
ctrl = 0
anim = 2120
poweradd = 0
sprpriority = 2

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 10
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 2
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S16,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitsound = s22,0
hitflag = AF
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2198
p2stateno = 2199
fall = 1
fall.recover = 0

[State 2120, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2130]
type = S
movetype= A
physics = N
anim = 2130
poweradd = 60

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 2
y = -7
;ignorehitpause =
;persistent =



[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

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

[State 810, Bind 1]
type = TargetBind
trigger1 = time = [0,4]
pos = 11, -120

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = time = [4,8]
pos = -9, -111

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = time = [8,12]
pos = -22, -83

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = time >=12
pos = -17, -42

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2131
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2140]
type = A
movetype = H
physics = N

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2140

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2141
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2150]
type = S
movetype= A
physics = N
anim = 2130
poweradd = 60

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1.5
y = -7
;ignorehitpause =
;persistent =



[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

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

[State 810, Bind 1]
type = TargetBind
trigger1 = time = [0,4]
pos = 11, -120

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = time = [4,8]
pos = -9, -111

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = time = [8,12]
pos = -22, -83

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = time >=12
pos = -17, -42

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2131
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2160]
type = A
movetype = H
physics = N

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2140

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2141
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2170]
type = S
movetype= A
physics = N
anim = 2130
poweradd = 60

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 1
y = -7
;ignorehitpause =
;persistent =



[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

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

[State 810, Bind 1]
type = TargetBind
trigger1 = time = [0,4]
pos = 11, -120

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = time = [4,8]
pos = -9, -111

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = time = [8,12]
pos = -22, -83

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = time >=12
pos = -17, -42

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2131
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2180]
type = A
movetype = H
physics = N

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2140

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2141
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2190]
type = S
movetype= A
physics = N
anim = 2130
poweradd = 0

[State 0, VelSet]
type = VelSet
trigger1 = time = 0
x = 3
y = -12
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 12
y = 0.3
;ignorehitpause =
;persistent =


[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

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

[State 810, Bind 1]
type = TargetBind
trigger1 = time = [0,4]
pos = 11, -120

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = time = [4,8]
pos = -9, -111

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = time = [8,12]
pos = -22, -83

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = time >=12
pos = -17, -42

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2131
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2195]
type = A
movetype = H
physics = N

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2140

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2141
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2198]
type = S
movetype= A
physics = N
anim = 2130
poweradd = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 90
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 2
y = -15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
y = -30
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 12
y = 0.3
;ignorehitpause =
;persistent =


[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

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

[State 810, Bind 1]
type = TargetBind
trigger1 = time = [0,4]
pos = 11, -120

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = time = [4,8]
pos = -9, -111

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = time = [8,12]
pos = -22, -83

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = time >=12
pos = -17, -42

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 40
value = S16,13
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2131
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2199]
type = A
movetype = H
physics = N

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2140

[State 810, State End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2141
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2131]
type = S
movetype= A
physics = N
anim = 2131
poweradd = 0
velset = 0,0

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 2141
ID = -1
;ignorehitpause =
;persistent =


[State 0, Pause]
type = Pause
triggerall = prevstateno = 2198
trigger1 = time = [1,10]
time = 2
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)



[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


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

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 1
pos = -17, 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f2
ID = 2
pos = -5,-3
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = prevstateno != 2198
trigger1 = animelem = 1
anim = f61
ID = 2
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = prevstateno = 2198
trigger1 = animelem = 1
anim = f62
ID = 2
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 2,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
triggerall = prevstateno = 2198
trigger1 = animelem = 1
time = 45
freq = 90
ampl = -9
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
triggerall = prevstateno = 2190
trigger1 = animelem = 1
time = 35
freq = 90
ampl = -7
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
triggerall = prevstateno = 2130
trigger1 = animelem = 1
time = 25
freq = 80
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
triggerall = prevstateno = 2150
trigger1 = animelem = 1
time = 25
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
triggerall = prevstateno = 2170
trigger1 = animelem = 1
time = 25
freq = 80
ampl = -3
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 2130
trigger1 = animelem = 1
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 2150
trigger1 = animelem = 1
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 2170
trigger1 = animelem = 1
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 2190
trigger1 = animelem = 1
value = S21,18
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 2198
trigger1 = animelem = 1
value = S21,18
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno = 2198
trigger1 = animelem = 1
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 2130
trigger1 = animelem = 1
value = -110
ID = -1
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 2150
trigger1 = animelem = 1
value = -98
ID = -1
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 2170
trigger1 = animelem = 1
value = -86
ID = -1
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 2190
trigger1 = animelem = 1
value = -130
ID = -1
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = prevstateno = 2198
trigger1 = animelem = 1
value = -250
ID = -1
kill = 1
absolute = 0
;ignorehitpause =
;persistent =

[State 0, TargetState]
type = TargetState
trigger1 = animelem = 2
value = 2142
ID = -1
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

;----------------------------------------------------------------------
[Statedef 2141]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2141

;----------------------------------------------------------------------
[Statedef 2142]
type = A
movetype = H
physics = N
velset = 4,-3
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 10000]
type    = S
movetype = A
physics = S
anim = 100
sprpriority = 1
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S35,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2000, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitsound = s22,0
guard.pausetime = 10,10
hitflag = M
guardsound = s6,0
sparkxy = 10,-56
guardflag = MA
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2040
p2stateno = 2050

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 101
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 100, 1]
type = VelSet
trigger1 = 1
x = 6.4

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = time = 60
value = 101

;------------------------
;Stop
[StateDef 101]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 102
poweradd = 0
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [5,10]
pos = -10,0
pos2 = 10,0
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;Stop
[StateDef 102]
type = S
movetype= I
physics = S
juggle  = 1
ctrl = 0
anim = 102
poweradd = 0
sprpriority = 2

[State 0, Turn]
type = Turn
trigger1 = time = 0
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [5,10]
pos = -20,0
pos2 = 0,0
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S12,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 101, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;StepUp
[Statedef 1000]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 100, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
hitsound = s22,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1010
p2stateno = 1020
fall = 1
fall.recover = 0

[State 100, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1010]
type = S
movetype= A
physics = N
velset = 0,0
anim = 1000
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = f1
ID = 1
pos = 40,-79
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S16,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 8
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 110, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 110, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 30, 0

[State 110, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 110, Bind 2]
type = TargetBind
trigger1 = AnimElem = 6
pos = 30, 0

[State 110, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 110, Bind 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = 30, 0

[State 110, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 110, Bind 4]
type = TargetBind
trigger1 = AnimElem = 8
pos = 30, 0

[State 110, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 110, Bind 5]
type = TargetBind
trigger1 = AnimElem = 9
pos = 30, 0

[State 110, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 110, Bind 6]
type = TargetBind
trigger1 = AnimElem = 10
pos = 30, 0

[State 110, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -78

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 15
;freq = 60
ampl = 4
;phase = 90
;ignorehitpause =
;persistent =


[State 110, Throw]
type = TargetState
trigger1 = AnimElem = 10
value = 1021

[State 110, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1011
ctrl = 0

;-------------------------------
;FlipOff
[StateDef 1011]
type = S
movetype= I
physics = S
juggle  = 1
velset = -6,0
ctrl = 0
anim = 1001
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 10
x = -40
;ignorehitpause =
;persistent =


[State 1011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1020]
type = A
movetype = H
physics = N
velset = 0,0


[State 120, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1005

;----------------------------------------------------------------------
[Statedef 1021]
type = A
movetype = H
physics = N
velset = -5,-2
poweradd = 40

[State 121, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 121, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 121, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 121, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------
;Clap
[StateDef 1040]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1040
poweradd = 60
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S14,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 4
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 20

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 30
freq = 90
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8010
ID = 8010
pos = 79,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S80,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S81,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1040, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
damage = 100,10
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -8,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 1040, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;ClapMed
[StateDef 1041]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1041
poweradd = 50
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S14,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 4
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S81,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 25
freq = 90
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8010
ID = 8010
pos = 79,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S80,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1040, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
damage = 90,8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -6,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 16
ground.cornerpush.veloff = 0

[State 1040, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;ClapLight
[StateDef 1042]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1042
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S14,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 4
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S81,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 20
freq = 90
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8011
ID = 8011
pos = 79,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S80,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1040, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SP
damage = 80,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

[State 1040, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;EXClap
[StateDef 1043]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1043
poweradd = -500
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(9)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S14,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 5
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S81,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 20
freq = 90
ampl = -6
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8011
ID = 8011
pos = 79,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 3,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S80,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1040, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = animelem = 7
attr = S, SP
damage = 50,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 14
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1
air.hittime = 14
ground.cornerpush.veloff = 0

[State 1040, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SP
damage = 80,6
animtype = heavy
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 16
ground.velocity = -6,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 16
ground.cornerpush.veloff = 0

[State 1040, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;SuperClap
[StateDef 1045]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1045
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S14,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S81,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 20
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 30
anim = 101
sound = s20,0
pos = -15,-75
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 40
freq = 90
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Blast"
ID = 1046
stateno = 1046
pos = 97,-78
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =



[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 8011
ID = 8011
pos = 79,-76
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S33,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1040, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;Helper
[StateDef 1046]
type = S
movetype= A
physics = N
juggle  = 7
velset = 5
ctrl = 0
anim = 1046
poweradd = 0
sprpriority = 2

[State 1046, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 300,20
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 0
sparkxy = -11110, -11176
hitsound = s85, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -8,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0
getpower = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 15
value = 1047
ctrl = 0
;anim =
ignorehitpause = 1
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact = 1
value = 1047
ctrl = 0
;anim =
ignorehitpause = 1
;persistent =

;--------------------------
;HelperDestroy
[StateDef 1047]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1047
poweradd = 0
sprpriority = 2

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S80,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1047, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------
;AsaiDDTRun
[Statedef 1019]
type    = S
movetype = I
physics = S
anim = 1019
sprpriority = 1
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S35,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 100, 1]
type = VelSet
trigger1 = 1
x = -6.4

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, ChangeState]
type = ChangeState
trigger1 = backedgebodydist <= 18
value = 1050
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,10
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 100, 4]
type = ChangeState
trigger1 = time = 60
value = 101

;-------------------------
;StepUpMoon
[StateDef 1050]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1020
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 1020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051
ctrl = 1


;-------------------------
;AsaiDDTRun2
[Statedef 10119]
type    = S
movetype = I
physics = S
anim = 1019
sprpriority = 1
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,10
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 100, 1]
type = VelSet
trigger1 = 1
x = -6.4

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, ChangeState]
type = ChangeState
trigger1 = backedgebodydist <= 18
value = 10050
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 100, 4]
type = ChangeState
trigger1 = time = 60
value = 101

;-------------------------
;StepUpMoon
[StateDef 10050]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1020
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 1020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1052
ctrl = 1

;-------------------------
;AsaiDDTRun3
[Statedef 10191]
type    = S
movetype = I
physics = S
anim = 1019
sprpriority = 1
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,10
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 100, 1]
type = VelSet
trigger1 = 1
x = -6.4

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, ChangeState]
type = ChangeState
trigger1 = backedgebodydist <= 18
value = 10500
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 100, 4]
type = ChangeState
trigger1 = time = 60
value = 101

;-------------------------
;StepUpMoon
[StateDef 10500]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1020
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 1020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1053
ctrl = 1

;------------------------------------
;AsaiMoonsault
[StateDef 1051]
type = A
movetype= A
physics = N
juggle  = 1
velset = 6,-6
ctrl = 0
anim = 1021
poweradd = 50
sprpriority = 2

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -55
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 2060, 1]
type = HitDef
Trigger1 = animelem = 1
Trigger2 = animelem = 2
Trigger3 = animelem = 3
attr = S, NT
hitsound = s22,0
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 1023
p2stateno = 1033
fall = 1

[State 1020, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 95,8
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4

[State 1020, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1022
ctrl = 0

;------------------------------------
;ArmaniShoeExchange
[StateDef 1091]
type = A
movetype= A
physics = N
juggle  = 1
velset = 6,-6
ctrl = 0
anim = 1091
poweradd = 50
sprpriority = 2

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -55
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 1020, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 105,10
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 1020, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 10922
ctrl = 0

;----------------------------------------------------------------------
[Statedef 1095]
type = S
movetype= A
physics = N
anim = 1095
poweradd = 60
velset = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.8
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

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

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 1
pos = 27, -13

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 12]
type = TargetBind
trigger1 = AnimElem = 2
pos = 36, -44

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 13]
type = TargetBind
trigger1 = AnimElem = 3
pos = 34, -57

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 14]
type = TargetBind
trigger1 = AnimElem = 4
pos = 0, -71

[State 810, Bind 15]
type = TargetBind
trigger1 = AnimElem = 5
pos = -46, -20

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -110

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 5
value = 821

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

;----------------------------------------------------------------------
[Statedef 1096]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1096

;------------------------------------
;AsaiMoonsault
[StateDef 1052]
type = A
movetype= A
physics = N
juggle  = 1
velset = 3,-8
ctrl = 0
anim = 1024
poweradd = 50
sprpriority = 2

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -55
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 2060, 1]
type = HitDef
Trigger1 = animelem = 1
Trigger2 = animelem = 2
Trigger3 = animelem = 3
attr = S, NT
hitsound = s22,0
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 1023
p2stateno = 1033
fall = 1

[State 1020, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 95,8
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4

[State 1020, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1022
ctrl = 0

;------------------------------------
;AsaiMoonsault
[StateDef 1053]
type = A
movetype= A
physics = N
juggle  = 1
velset = 1,-10
ctrl = 0
anim = 1025
poweradd = 50
sprpriority = 2

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = -55
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 2060, 1]
type = HitDef
Trigger1 = animelem = 1
Trigger2 = animelem = 2
Trigger3 = animelem = 3
attr = S, NT
hitsound = s22,0
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 1023
p2stateno = 1033
fall = 1

[State 1020, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 95,8
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 4

[State 1020, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1022
ctrl = 0

;--------------------------
;AsaiDDT
[Statedef 2060]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 2060, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 1023
p2stateno = 1033
fall = 1
fall.recover = 0

[State 2060, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1023]
type = S
movetype= A
physics = N
velset = 0,0
anim = 1023
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S16,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = f1
ID = 2
pos = 80,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = f61
ID = 2
pos = 80,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 8
time = 25
freq = 80
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =



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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 10, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 10, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 10, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 10, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 10, 0

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

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 43, -71

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 67, -38

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 63, -5

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 68, 8

[State 2070, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -100

[State 2070, Throw]
type = TargetState
trigger1 = AnimElem = 9
value = 1034

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 40
y = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 10
;ignorehitpause =
;persistent =

[State 2070, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1033]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 10
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 2080, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1033

;----------------------------------------------------------------------
[Statedef 1034]
type = A
movetype = H
physics = N
velset = -2,-3
poweradd = 40

[State 2081, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 2081, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 2081, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 2081, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;-------------------------
;MSLand
[StateDef 1022]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1022
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 70
;ignorehitpause =
;persistent =


[State 1022, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;ASELand
[StateDef 10922]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 10922
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


[State 1022, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;Destroyer
[Statedef 2000]
type = S
movetype= A
physics = S
juggle = 0
velset = 3,0
ctrl = 0
anim = 2001

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S16,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2000, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = animelem = 1
attr = S, NT
hitflag = M
hitsound = s22,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2010
p2stateno = 2020
fall = 1
fall.recover = 0

[State 2000, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 2041
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2010]
type = S
movetype= A
physics = N
anim = 2000
velset = 0,0
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = 2002
ID = 2002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 2010, Bind 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 2010, Bind 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 2010, Bind 4]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50, 0

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 2010, Bind 5]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 0

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 2010, Bind 6]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 2010, Bind 7]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50, 0

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 2010, Bind 8]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50, 0

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 2010, Bind 9]
type = TargetBind
trigger1 = AnimElem = 8
pos = 50, 0

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 2010, Bind 10]
type = TargetBind
trigger1 = AnimElem = 9
pos = 66, -10

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 2010, Bind 11]
type = TargetBind
trigger1 = AnimElem = 10
pos = 68, -11

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 2010, Bind 12]
type = TargetBind
trigger1 = AnimElem = 11
pos = 80, -1

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = 1

[State 2010, Bind 13]
type = TargetBind
trigger1 = AnimElem = 12
pos = 90, 4

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = 1

[State 2010, Bind 14]
type = TargetBind
trigger1 = AnimElem = 13
pos = 87, -5

[State 2010, SprPriority]
type = SprPriority
trigger1 = AnimElem =14
value = 1

[State 2010, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 92, 0

[State 2010, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 13
value = -125

[State 2010, Throw]
type = TargetState
trigger1 = AnimElem = 14
value = 2021

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 15
x = 50
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = f1
ID = 2
pos = 90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = f61
ID = 2
pos = 90,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 13
time = 25
freq = 70
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2010, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2020]
type = A
movetype = H
physics = N
velset = 0,0

[State 2020, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2010

;----------------------------------------------------------------------
[Statedef 2021]
type = A
movetype = H
physics = N
velset = -3,-5
poweradd = 40

[State 2021, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 2021, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 2021, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 2021, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;--------------------------
;SIShuffle
[Statedef 2030]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 2030, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 2040
p2stateno = 2050

[State 2030, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2040]
type = S
movetype= A
physics = N
velset = 0,0
anim = 2040
poweradd = 60

[State 0, Width]
type = Width
trigger1 = time =[1,22]
edge = 40,0
player = 40,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2040, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 2040, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 2040, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 2040, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30, 0

[State 2040, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 2040, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, 0

[State 2040, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 2040, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 2040, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 2040, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 30, 0

[State 2040, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 2040, Bind 5]
type = TargetBind
trigger1 = AnimElem = 6
pos = 30, 0

[State 2040, Throw]
type = TargetState
trigger1 = AnimElem = 6
value = 2051

[State 2040, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2041
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2050]
type = A
movetype = H
physics = N
velset = 0,0

[State 2050, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2050

;----------------------------------------------------------------------
[Statedef 2051]
type = S
movetype = H
physics = S
anim = 0
velset = 0,0
poweradd = 40
ctrl = 0

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2051
;elem = 1
;ignorehitpause =
;persistent =


[State 2051, 4] ;Hit ground
type = SelfState
trigger1 = animtime = 0
ctrl = 1
value = 0 ;Hit ground

;--------------------------
;ShuffleEnd
[StateDef 2041]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 1
anim = 2041
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Turn]
type = Turn
trigger1 = time = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -65
;ignorehitpause =
;persistent =


[State 2041, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
hitsound = s22,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 0

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.8
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 811
ID = 811
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 30, 0

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

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 27, -13

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = 1

[State 810, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 36, -44

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = 1

[State 810, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 34, -57

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =14
value = 1

[State 810, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 0, -71

[State 810, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = -46, -20

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 15
value = -78

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 15
value = 821

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

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = 5,2
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------
;FightingSpirit
[StateDef 4000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4000
poweradd = 0
sprpriority = 2

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 18
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 0
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [1,28]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 15
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20,0
pos = 47,-78
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 4000, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 50
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 15
guard.pausetime = 15,10
sparkno = 2
sparkxy = -10, -79
hitsound = s21, 17
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = 3
guard.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.ampl = 3
envshake.time = 10
ground.cornerpush.veloff = -10

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 4001
ctrl = 0
;anim =
ignorehitpause = 0
;persistent =


[State 4000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;FS Chops
[StateDef 4001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4001
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S15,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 130
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 35
;ignorehitpause =
;persistent =


[State 4001, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 14
trigger3 = AnimElem = 18
trigger4 = AnimElem = 21
trigger5 = AnimElem = 24
trigger6 = AnimElem = 27
trigger7 = AnimElem = 30
trigger8 = AnimElem = 33
trigger9 = AnimElem = 36
trigger10 = AnimElem = 39
trigger11 = AnimElem = 42
trigger12 = AnimElem = 45
trigger13 = AnimElem = 48
trigger14 = AnimElem = 51
trigger15 = AnimElem = 54
attr = S, HA
damage = 65
animtype = med
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 3, 10
sparkno = 2
sparkxy = -10, -79
hitsound = s21, 17
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.ampl = 3
envshake.time = 10

[State 4001, 1]
type = HitDef
trigger1 = AnimElem = 57
attr = S, HA
damage = 50
animtype = medheavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 3, 10
sparkno = 2
sparkxy = -10, -79
hitsound = s21, 17
guardsound = s6, 0
ground.type = High
ground.slidetime = 15
ground.hittime  = 32
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 32
getpower = 0

[State 4001, 1]
type = HitDef
trigger1 = AnimElem = 65
attr = S, NA
damage = 250
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 15, 15
sparkno = s8030
sparkxy = -5128, -581
hitsound = s80, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -8,-3
airguard.velocity = -7.9,-.8
air.type = High
air.velocity = -8.4,-3
air.hittime = 12
getpower = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 65
time = 30
freq = 80
ampl = -8
phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 65
anim = 8010
ID = 8010
pos = 123,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 65
value = S80,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 4001, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;SwingDDT
[Statedef 3050]
type = S
movetype= A
physics = S
juggle = 0
velset = 3,0
ctrl = 0
anim = 2003

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S16,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 10
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 6
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20,0
pos = 20,-75
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 3050, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s22,0
sprpriority = 1
p2facing = 1
p1stateno = 3060
p2stateno = 3070
fall = 1
fall.recover = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2000, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 2041
ctrl = 0

;----------------------------
;SwingDDT
[Statedef 3051]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3051

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S13,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 10
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = 16,-78
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 3050, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s22,0
sprpriority = 1
p2facing = 1
p1stateno = 3060
p2stateno = 3070
fall = 1
fall.recover = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2000, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3060]
type = S
movetype= A
physics = N
velset = 0,0
anim = 2006
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S16,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S16,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 90
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = f1
ID = 2
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = f61
ID = 2
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 10
time = 15
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 3060, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 3060, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 3060, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50, 0

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 3060, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 0

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 3060, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 3060, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 41, -76

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 3060, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 41, -74

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 3060, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 21, -66

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 3060, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 6, -35

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 3060, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 7, -6

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 3060, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 3, -12

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = 1

[State 3060, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = -13, -8

[State 3060, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = 1

[State 3060, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = -53, 0

[State 3060, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -140

[State 3060, Throw]
type = TargetState
trigger1 = AnimElem = 13
value = 3071

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = -8
;ignorehitpause =
;persistent =


[State 3060, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 661
ctrl = 0

;----------------------------------------------------------------------
[Statedef 3070]
type = A
movetype = H
physics = N
velset = 0,0

[State 3070, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2008

;----------------------------------------------------------------------
[Statedef 3071]
type = L
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 0, SelfState]
type = SelfState
trigger1 = time = 60
value = 5120
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1

;------------------
;StandingMS
[StateDef 661]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2009
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 660, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 80,5
animtype = heavy
guardflag = MA
hitflag = DF
priority = 3, Hit
pausetime = 10, 10
sparkno = s8010
fall = 1
fall.recover = 0
sparkxy = -10, -16
hitsound = s80, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 12,-1
down.velocity = 8,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 1.4,-3
air.hittime = 12
envshake.time = 30
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
getpower = 0


[State 0, Width]
type = Width
trigger1 = time = [3,8]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = -7
y = 0
;ignorehitpause =
;persistent =


[State 660, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;DDT
[Statedef 4050]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 4049

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2bodydist x<= 10
trigger1 = time = 0
value = 4098
;elem = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 4050, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 4060
hitsound = s22,0
p2stateno = 4070
fall = 1
fall.recover = 0

[State 4050, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 4060]
type = S
movetype= A
physics = N
anim = 4050
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 14
anim = f1
ID = 2
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 14
anim = f61
ID = 2
pos = -20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 14
time = 15
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = S25,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 14
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 4060, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 4060, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 35, 0

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 4060, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 23, 0

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 4060, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 23, 0

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 4060, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 23, 0

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 4060, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 23, 0

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 4060, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 23, 0

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 4060, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 23, 0

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 4060, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 23, 0

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 4060, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 23, -78

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 4060, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 21, -73

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = 1

[State 4060, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 1, -65

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = 1

[State 4060, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = -14, -32

[State 4060, SprPriority]
type = SprPriority
trigger1 = AnimElem =14
value = 1

[State 4060, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = -11, -5

[State 4060, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = -33, 14

[State 4060, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 14
value = -135

[State 4060, Throw]
type = TargetState
trigger1 = AnimElem = 15
value = 4071

[State 4060, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 4070]
type = A
movetype = H
physics = N
velset = 0,0

[State 4070, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4060

;----------------------------------------------------------------------
[Statedef 4071]
type = A
movetype = H
physics = N
velset = 3,-4
poweradd = 40

[State 4071, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 4071, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 4071, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 4071, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;-------------------------------
;scissors
[Statedef 4080]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 4048

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2bodydist x<= 10
trigger1 = time = 0
value = 4098
;elem = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 4080, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2sprpriority = 1
fall.damage = 110
hitsound = s22,0
p2facing = 1
p1stateno = 4090
p2stateno = 4100
fall = 1
fall.recover = 0

[State 4080, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 4090]
type = S
movetype= A
physics = N
velset = 0,0
anim = 4080
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 4081
ID = 4081
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.3
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S29,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 30, 0

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

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 0

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 0

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 0

[State 810, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 30, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = 1

[State 810, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 15, -95

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = 1

[State 810, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = -18, -96

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =14
value = 1

[State 810, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = -28, -67

 [State 4090, SprPriority]
type = SprPriority
trigger1 = AnimElem =15
value = 1

[State 810, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = -49, -27

[State 4090, Throw]
type = TargetState
trigger1 = AnimElem = 15
value = 4101

[State 0, Turn]
type = Turn
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


[State 4090, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 4100]
type = A
movetype = H
physics = N
velset = 0,0

[State 4100, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4085

;----------------------------------------------------------------------
[Statedef 4101]
type = A
movetype = H
physics = N
velset = 4,-3
poweradd = 40

[State 4101, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 4101, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 4101, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 4101, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;----------------------------
;SimpleDDT
[Statedef 2070]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

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

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = p2bodydist x<= 10
trigger1 = time = 0
value = 4098
;elem = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2070, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound = s22,0
p2facing = 1
p1stateno = 2080
p2stateno = 2090
fall = 1
fall.recover = 0

[State 2070, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2080]
type = S
movetype= A
physics = N
anim = 2080
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S27,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f1
ID = 2
pos = -45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f61
ID = 2
pos = -45,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 7
time = 15
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S21,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S25,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2080, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 2080, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 2080, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 2080, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 32, 0

[State 2080, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 2080, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 27, 0

[State 2080, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 2080, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -9, -70

[State 2080, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 2080, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -30, -64

[State 2080, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 2080, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -47, -34

[State 2080, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 2080, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -44, -6

[State 2080, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -39, -11

[State 2080, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -90

[State 2080, Throw]
type = TargetState
trigger1 = AnimElem = 8
value = 2091

[State 2080, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2090]
type = A
movetype = H
physics = N
velset = 0,0

[State 2090, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2085

;----------------------------------------------------------------------
[Statedef 2091]
type = A
movetype = H
physics = N
velset = 3,-3
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;-----------------------------------
;Sweet&Sour
[StateDef 3005]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3005
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S15,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State -2, PalFXWiz]
type = PalFX
triggerall = var(40) = 0
trigger1 = time = 1
time = -1
add = 0,0,0
mul = 256,256,256
;sinadd = 30,30,30,24
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 11    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 1
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 102
sound = s20,0
pos = 17,-77
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8050
ID = 8050
pos = 32,-48
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8051
ID = 8051
pos = 2,-48
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S12,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.5
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3005, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 70,20
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -2210, -2276
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
p2stateno = 3010
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim = 8052
ID = 8052
pos = 0,0
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent =



[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 3006
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 3005, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;SnSP2
[StateDef 3010]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 20
sprpriority = 2

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 0
absolute = 0
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 5300
;elem = 1
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = 0
y = 0
;ignorehitpause =
;persistent =


[State 3005, end]
type = selfstate
trigger1 = time = 240
value = 0
ctrl = 1

;------------------------------------------
;SnS
[StateDef 3006]
type = S
movetype = A
physics = S
juggle = 0
anim = 3006
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S18,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 30
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, Turn]
type = Turn
trigger1 = facing = -1
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = -200
y = 0
;ignorehitpause =
;persistent =

[State 3006, Helper]
type = Helper
trigger1 = time = 0
ID = 3000
pos = 290,0
postype = left
stateno = 3000
helpertype = normal
name = "DB"
facing = -1
keyctrl = 0
ownpal = 0
supermovetime = 1

[State 3006, end]
type = ChangeState
trigger1 = animtime = 0
value = 3007
ctrl = 0

;---------------------------
;SnSCont
[StateDef 3007]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 100
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 60
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 101
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 100, 1]
type = VelSet
trigger1 = 1
x = 6.4

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 3007, end]
type = ChangeState
trigger1 = p2bodydist x<= 90
value = 3008
ctrl = 0

;----------------------------
;SnSlow
[Statedef 3008]
type = C
movetype= A
physics = C
velset = 2,0
juggle  = 1
ctrl = 0
anim = 425
poweradd = 0
sprpriority = 2

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S29,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S25,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 10
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 33
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = 37
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [0,21]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 420, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 150
animtype = heavy
fall = 1
fall.recover = 0
fall.damage = 10
guardflag = LA
p2stateno = 427
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
envshake.time = 15
envshake.freq = 80
envshake.ampl = -3
envshake.phase = 90
getpower = 0

[State 0, Turn]
type = Turn
trigger1 = p2dist X< -10
trigger1 = animtime = 0
;ignorehitpause =
;persistent =

[State 420, end]
type = ChangeState
triggerall = hitcount >= 1
trigger1 = AnimTime = 0
value = 4426
ctrl = 0

[State 420, end]
type = ChangeState
triggerall = win = 0
trigger1 = AnimTime = 0
value = 4425
ctrl = 0

;------------------------
;Donny
[StateDef 3000]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3001
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 100
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 3000, end]
type = ChangeState
trigger1 = animtime = 0
value = 3001
ctrl = 0

;------------------------
;DonnyRun
[Statedef 3001]
type    = S
movetype = A
physics = S
anim = 3000
sprpriority = 1
ctrl = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 62
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 100, 1]
type = VelSet
trigger1 = 1
x = 4.4

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 3002
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------
;DonnyLariat
[StateDef 3002]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 3002
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 32
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
;ignorehitpause =
;persistent =


[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 2
x = 7
y = 0
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 3002, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 250
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3,15
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,15
air.hittime = 12
getpower = 0
p2stateno = 50200
envshake.time = 35
envshake.freq = 80
envshake.ampl = -6
envshake.phase = 90

[State 3002, end]
type = ChangeState
triggerall = win = 0
trigger1 = AnimTime = 0
value = 3004
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3002, end]
type = ChangeState
triggerall = win = 1
trigger1 = AnimTime = 0
value = 3003
ctrl = 0

;---------------------------------------------------------------------------
; HITA_SHAKE
[Statedef 50200]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 50300

[State 5020, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5020, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5020, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
trigger4 = anim = [5051,5059]
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 50300]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = ChangeState
triggerall = !HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = ChangeState
triggerall = HitFall
trigger1 = HitOver
trigger2 = Vel Y > 0    ;Hit ground
trigger2 = Pos Y >= 10  ;.
value = 50500 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 5035 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_FALL (knocked up, falling)
[Statedef 50500]
type    = A
movetype= H
physics = N

[State 5050, 1] ;Change anim when done with transition
type = ChangeAnim
trigger1 = AnimTime = 0
trigger1 = Anim = 5035
trigger2 = Time = 0     ;If no transition anim
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = 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, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 5050, 3] ;Gravity
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5050, 4] ;Recover near ground
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 5050, 5]; Recover in mid air
type = ChangeState
triggerall = Vel Y > -1
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 51000 ;HIT_BOUNCE

;---------------------------------------------------------------------------
; HIT_BOUNCE (hit ground)
[Statedef 51000]
type    = L
movetype= H
physics = N

[State 5100, 1]
type = VelSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
trigger1 = vel x > 1
x = 1

[State 5100, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5100, Var] ;Save fall velocity
type = VarSet
trigger1 = Time = 0
sysvar(1) = floor(vel y)

[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = (anim != [5051,5059]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
trigger1 = time = 0
trigger1 = (anim = [5051,5059]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 5100, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5100, 5]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5100, 6] ;Reduce speed
type = VelMul
trigger1 = Time = 0
x = 0.75

[State 5100, 7]
type = ChangeState
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) = 0
value = 51100 ;HIT_LIEDOWN

[State 5100, 8]
type = GameMakeAnim
trigger1 = Time = 1
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5100, 9]
type = HitFallDamage
trigger1 = Time = 3

[State 5100, 10]
type = PlaySnd
trigger1 = Time = 1
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5100, 11]
type = PosFreeze
trigger1 = 1

[State 5100, 12]
type = ChangeState
trigger1 = AnimTime = 0
value = 51010

[State 5100, 13]
type = ForceFeedback
trigger1 = Time = 0
waveform = sinesquare
ampl = 128,-3,-.2,.005
time = 20

;---------------------------------------------------------------------------
; HIT_BOUNCE (bounce into air)
[Statedef 51010]
type    = L
movetype= H
physics = N

[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = ChangeState
value = 51100

;---------------------------------------------------------------------------
; HIT_LIEDOWN
[Statedef 51100]
type    = L
movetype= H
physics = N

[State 5110, EnvShake]
type = FallEnvShake
trigger1 = Time = 0

[State 5110, 1] ;For hit up/up-diag type (from state 5081)
type = ChangeAnim
persistent = 0
trigger1 = SelfAnimExist(5110 + (anim % 10))
trigger1 = anim = [5081,5089]
value = 5110 + (anim % 10)

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim != [5161,5169]
trigger2 = !SelfAnimExist(5170 + (anim % 10))
value = 5170

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time = 0
triggerall = anim != [5110,5119] ;Not already changed anim
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5170 + (anim % 10))
value = 5170 + (anim % 10)

[State 5110, 4]
type = HitFallDamage
trigger1 = Time = 0

[State 5110, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 5110, Var] ;Get fall velocity
type = VarSet
trigger1 = Time = 0
trigger1 = GetHitVar(fall.yvel) != 0
sysvar(1) = floor(vel y)

[State 5110, 6]
type = PlaySnd
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = F7, (sysvar(1) > 5) + (sysvar(1) > 14)

[State 5110, 7]
type = GameMakeAnim
trigger1 = Time = 0
trigger1 = !SysVar(0)
value = 60 + (sysvar(1) > 5) + (sysvar(1) > 14)
pos = 0, 0
under = sysvar(1) <= 14

[State 5110, 8]
type = VelSet
trigger1 = Time = 0
y = 0

[State 5110, 9] ;For hit up type
type = ChangeAnim
persistent = 0
triggerall = anim = [5171,5179]
triggerall = SelfAnimExist(5110 + (anim % 10))
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground anim
value = 5110 + (anim % 10)

[State 5110, 10] ;For normal
type = ChangeAnim
persistent = 0
triggerall = Anim != [5111,5119]
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
value = 5110

[State 5110, 11] ;If just died
type = SelfState
triggerall = !alive
trigger1 = AnimTime = 0
trigger2 = SysVar(0) ;SysVar(0) = 1 avoids hit ground frame
trigger3 = Anim = [5110,5119]
value = 5150

[State 0, SelfState]
type = SelfState
trigger1 = time = 60
value = 5120
;anim =
ctrl = 0
;ignorehitpause = 0
;persistent = 1


[State 5110, 12]
type = VarSet
trigger1 = SysVar(0)
trigger1 = Time = 0
sysvar(0) = 0

[State 5110, 13] ;Friction
type = VelMul
trigger1 = 1
x = 0.85

[State 5110, 14]
type = ForceFeedback
trigger1 = alive
trigger1 = Time = 0
time = 8
ampl = 240
waveform = sine

[State 5110, 15]
type = ForceFeedback
trigger1 = !alive
trigger1 = Time = 0
ampl = 200, 7, -.467
time = 30
waveform = sine

;-----------------------
;DonnyPose
[StateDef 3003]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3003
poweradd = 0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S26,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 45
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 3003, end]
type = ChangeState
triggerall = win = 0
trigger1 = time = 30
value = 3004
ctrl = 3004

;--------------------------
;DonnyLeave
[StateDef 3004]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3004
poweradd = 0
sprpriority = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 25
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 45
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = time = [7,31]
x = 8
;ignorehitpause =
;persistent =

[State 3004, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------------
;Start
[StateDef 2298]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 104
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S17,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 102
sound = s20,0
pos = 10,-80
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 2198, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2299
ctrl = 0

;-------------------------------
;KickSuper
[Statedef 2299]
type    = S
movetype = A
physics = S
anim = 103
sprpriority = 1
ctrl = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 20
TimeGap  = 3
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S35,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2000, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitsound = s22,0
hitflag = M
sparkxy = 10,-56
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2200
p2stateno = 2210
ground.hittime = 300
fall = 1
fall.recover = 0
getpower = 0
kill = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 101
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 100, 1]
type = VelSet
trigger1 = 1
x = 8.4

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, 3] ;Prevent from turning
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 100, 4]
type = ChangeState
trigger1 = time = 60
value = 101

;---------------------------------
;KickSUyperKicks
[StateDef 2201]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2201
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 5
trigger3 = animelem = 9
value = S13,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 40
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 2201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40,7
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -16
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
kill = 0

[State 2201, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 60,7
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
kill = 0

[State 2201, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, NA
damage = 80,7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
kill = 0

[State 2201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2202
ctrl = 0

;-------------------------------
;StandingSuperSSP
[StateDef 2202]
type = A
movetype= A
physics = N
juggle  = 1
velset = 3,-12
ctrl = 0
anim = 2202
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S16,12
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 55
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 660, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 140,9
fall = 1
fall.recover = 0
animtype = diagup
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = 0, -71
hitsound = s5, 3
guardsound = s6, 0
down.bounce = 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 100
ground.velocity = -2,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 12
p2stateno = 2223
getpower = 0
kill = 0

[State 660, 1]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
damage = 100,5
animtype = heavy
guardflag = MA
hitflag = MADF
priority = 3, Hit
pausetime = 4, 4
sparkno = s8010
fall = 1
fall.recover = 0
sparkxy = -10, -16
hitsound = s80, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 12,-1
down.velocity = 5,-5
down.bounce = 1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 5,-5
air.hittime = 12
p1stateno = 2203
envshake.time = 30
envshake.freq = 70
envshake.ampl = -8
envshake.phase = 90
getpower = 0


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 10
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;--------------------------
;GethitSSP
[Statedef 2222]
type = A
movetype = H
physics = N
velset = -1.5,-11.2
poweradd = 40

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2222
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 2222, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 2222, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 2222, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;--------------------------
;GethitSSP2
[Statedef 2223]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -4
;ignorehitpause =
;persistent =


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 2223
;elem = 1
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2224
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;-----------------------------
;Dizzy
[StateDef 2224]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 5300
poweradd = 0
sprpriority = 2

[State 2224, end]
type = ChangeState
trigger1 = time = 200
value = 0
ctrl = 1

;----------------------------
;EXDK
[StateDef 6000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 6000
poweradd = -500
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 5
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S35,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S28,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time = [1,13]
x = 8.5
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 55,9
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2
air.hittime = 12

[State 250, 1]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
damage = 75,5
fall = 1
fall.recovertime = 40
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = s8011
sparkxy = -10, -76
hitsound = s80, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12
envshake.time = 20
envshake.freq = 80
envshake.ampl = -3
envshake.phase = 90

[State 0, ChangeState]
type = ChangeState
triggerall = hitcount > 0
trigger1 = animelem = 8
value = 253
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 30
;ignorehitpause =
;persistent =


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

;--------------------------
;SSPL3
[StateDef 2204]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,-6
ctrl = 0
anim = 2204
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 30
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 120,10,15
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S34,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 660, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 80,5
animtype = heavy
guardflag = MA
hitflag = DF
priority = 3, Hit
pausetime = 10, 10
sparkno = s8010
fall = 1
fall.recover = 0
sparkxy = -10, -16
hitsound = s80, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 12,-1
down.velocity = 5,-4
down.bounce = 1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 1.4,-3
air.hittime = 12
envshake.time = 30
envshake.freq = 70
envshake.ampl = -8
envshake.phase = 90
getpower = 0


[State 1020, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 2205
ctrl = 0

;-------------------------
;MSLand2
[StateDef 2203]
type = A
movetype= I
physics = A
juggle  = 1
velset = 3,-6
ctrl = 0
anim = 2203
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 8010
ID = 8010
pos = -30,-46
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.5,1.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


[State 1022, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------
;L3Land
[StateDef 2205]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2205
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S7,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =


[State 2205, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;KickSUperHit
[Statedef 2200]
type = S
movetype= A
physics = N
velset = 0,0
anim = 2200
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S13,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 30
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = f2
ID = 2
pos = 40,-86
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 36, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 36, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 36, 0

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 36, 0

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -80
kill = 0


[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 2211

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 2201
ctrl = 0

;----------------------------------------------------------------------
[Statedef 2210]
type = A
movetype = H
physics = N
velset = 0,0


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2210

;----------------------------------------------------------------------
[Statedef 2211]
type = S
movetype = H
physics = N
velset = -2,0
poweradd = 40

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 2212
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;-------------------------
;Dizzy
[StateDef 2212]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 20
sprpriority = 2

[State 0, ChangeAnim2]
type = ChangeAnim
trigger1 = time = 0
value = 5300
;elem = 1
;ignorehitpause =
;persistent =


[State 3005, end]
type = selfstate
trigger1 = time = 1000
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; LauncherFollow
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S35,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 21


[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50000
ctrl = 1

;AI jump check
[State 40, 6]
type = ChangeState
trigger1 = var(59) = 1 && var(30) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LauncherFollowUp
[Statedef 50000]
type    = A
physics = A

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[statedef -2]

[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= ifelse(enemynear,gethitvar(hitcount)=0, 1, ifelse(enemynear,gethitvar(hitcount)=1, .9, .8**enemynear,gethitvar(hitcount)))

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value=fvar(12)
ignorehitpause=1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim = 191 && animelem = 2
id = 194
;ignorehitpause =
;persistent =

[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d fvar1= %f  pos x = %f "
params = var(31), fvar(2) , p2bodydist x
[State -2, VarSet]
type = VarSet
trigger1 = life <= 250
v = 40    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State -2, VarSet]
type = VarSet
trigger1 = alive = 0
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State -2, Blink Yellow]
type = PalFX
triggerall = var(40) = 1 && var(11) = 0
trigger1 = Timemod = 12,10
time = 45
add = 10,0,0
mul = 256,256,256
sinadd = 30,30,30,15
invertall = 0
color = 256
;-----------------------------------
;AI jump check

 [State 0, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = (p2bodydist x < 40) || (p2bodydist x >90)
trigger2= enemynear,hitdefattr = SCA,NA,SA,HA
v=30
value = 0

[State 0, VarSet]
type = VarSet
triggerall = statetype = A
triggerall = p2bodydist x = [40,90]
trigger1 = ctrl && p2movetype=A && p2statetype=C
trigger2 =p2statetype = C  && ctrl
trigger3= enemy,hitdefattr=SC,AT
v = 30   ;fv = 10
value = 1

[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1
;--------------------------------------------
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, Corner Push]; Reset
type= varset
trigger1= fvar(5)
trigger1= numtarget
trigger1= (target, hitover) || (target, gethitvar(hitshaketime) > 0 && target, time <= 0)
fvar(5)= 0

[State -3, Corner Push]; Get  initial velocity
type= varset
trigger1= movecontact=1 && numtarget
fvar(5)= (target, gethitvar(xvel))
ignorehitpause= 1

[State -3, Corner Push]; Apply corner push
type= posadd
triggerall= fvar(5)
triggerall= (statetype = S || statetype = C) && numtarget
triggerall= !hitpausetime && (target, gethitvar(hitshaketime) <= 0)
triggerall= (target, statetype = S || target, statetype = C) && !(target, gethitvar(yvel)) && !(target, hitfall); See note below
trigger1= target, frontedgebodydist <= abs(target, vel x)
trigger1= (target, gethitvar(xvel) * target, facing) > 0
trigger2= target, backedgebodydist <= abs(target, vel x)
trigger2= (target, gethitvar(xvel) * target, facing) < 0
x= ifelse(target, frontedgebodydist <= 0, -1, 1) * (target, facing) * fvar(5)

[State -3, Corner Push]; Apply friction to the velocity
type= varset
trigger1= numtarget
trigger1= target, gethitvar(hitshaketime) <= 0
fvar(5)= fvar(5) * 0.85

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
