; 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 = 950			;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 = 0			;1 to enable echo on KO
volume = 100			;Volume offset (negative for softer)
IntPersistIndex = 60	;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 = 19		;Player width (back, ground)
ground.front = 19		;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 = 4, -93	;Approximate position of head
mid.pos = 4, -55		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd=3.33
walk.back=-3
run.fwd=6,0
run.back=-5,-4
jump.neu=0,-10
jump.back=-3.3
jump.fwd=3.3
runjump.back=-4.5,-10
runjump.fwd=4.5,-10	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num=0
airjump.height=0
yaccel=.5
stand.friction=.85
crouch.friction=.85	;Friction coefficient when crouching

[Quotes]
victory1 = "I respect your skill, but you should respect my badge.";Ryu
victory2 = "Another pretty boy. Go back to San Fran, pal, I'm from a big boy city.";Ken
victory3 = "We should be working together, not fighting!";Chunli
victory4 = "A mayor who takes things into his own hands. Wish we had a mayor like you back home.";Haggar
victory5 = "You've got style I guess, but a lot of good that's doing you now.";Charlie
victory6 = "What a loud mouth. Open it again and I'll put my first in it!";Jin S
victory7 = "ANOTHER Mr. X? How many of them do we have to take down?";Mr. X
victory8 = "What a knock-off! Axel is way better than you.";Alex
victory9 = "I don't know what a Devil gene is, and I don't care. You're just another thug!";Jin K
victory10 = "I've got some experience with blades myself, but you know that now, don't you?";Squall
victory11 = "Sneaky bastard, I'd arrest you but something tells me you'd just escape.";Snake
victory12 = "When you're as determined as me, you can do anything. Even beat Superman!";Superman
victory13 = "Ice rarely holds up against blazes. Let that be a lesson to you.";Sub Zero
victory14 = "Why are we fighting? You should never assault a fellow officer!";Garret
victory15 = "Nice leg warmers! Though I am wearing a tube-top...";Lynn
victory16 = "There's only ONE Blaze Fielding. Deal with it.";Blaze
victory17 = "I've been forced into vigilantism before, but you've gone a bit too far.";Rorschach
victory18 = "Don't see many cacti in the city. Don't see many fighting cacti---well, ever.";SubBoss
victory19 = "Not quite the damsel in distress you were expecting?";Arthur
Victory20 = "Finally, someone wearing less clothes than me!";CM Punk
victory21 = "How old are you? Just need to know whether they're going to try you as an adult!";K'
victory22 = "Leave the crime-fighting to real cops like me!";Skullomania
victory23 = "Strong women like us should stick together! Truce?";Jill
victory24 = "Rodents like you just end up as roadkill on the streets!";Sonic
victory25 = "Sorry, little guy, I've got streets to clean!";Megaman
victory26 = "";Tizoc
victory27 = "";Terry
Victory28 = "";Wesker
victory29 = "";Axel
Victory30 = "You don't scare me. Just another thug!";Scorpion
victory31 = "";Viper
victory32 = "";Jedah
victory33 = "You look like a lion, but you fight like a kitten.";Leo
victory34 = "";Koopa Troopa
victory35 = "Sorry you couldn't seduce me --- for obvious reasons!";Morrigan
victory36 = "I don't even answer to my police captain. What made you think I'd answer to you?";Captain America
victory37 = "";Goku
Victory38 = "";Dr. Doom
victory39 = "";Hinata
Victory40 = "";M. Bison
Victory41 = "";Final Boss
Victory42 = "";Mario
Victory43 = "";Birdie
Victory44 = "More ninjas. I am so tired of ninjas.";Strider
Victory45 = "Do you know what happens to bad guys in this city? They get wiped out.";Sol Badguy
Victory46 = "Snazzy suit. Sorry I had to get it dirty.";Snow
Victory47 = "You punch hard. That's about the nicest thing I can say about you.";Sabotage
Victory48 = "Your collective just had their asses collectively beat by Blaze Fielding.";Ermac

;---------------------------------------------------------------------------
; 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 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
trigger1 = Time = 0 && matchover = 0
value = 182

[State 180, 1]
type = ChangeState
trigger1 = Time = 0 && matchover = 1
value = 181

;---------------------------------------------------------------------------
; 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 = S60,0+random%2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,150]
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

;---------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,170]
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

;---------------------------------------------------------------------------
; Win pose 4
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S62,0+random%2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,140]
flag = roundnotover


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

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

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
value = 191
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[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 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S64,0
volume = 255
channel = 5
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

[State 190, VelSet]
type = VelSet
trigger1 = AnimElem = 13
x = 0
y = -9

[State 190, Explod]
type = Explod
trigger1 = AnimElem = 13
anim = 10190
ID = 10190
pos = -40,-110
postype = p1
vel = -5,-7
accel = 0,.5
removetime = 30
scale = 1,1
sprpriority = 1
ownpal = 1

[State 190, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S9,0
volumescale = 100
channel = 1

[State 190, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 13
statetype = A
physics = N

[State 0, Gravity]
type = Gravity
trigger1 = time > 132
;ignorehitpause =
;persistent =


[State 105, end]
type = ChangeState
triggerall = time > 162
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 194

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0


[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 193]
type = S
ctrl = 0
anim = 191
velset = 0,0


[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 194]
type = S
ctrl = 0
anim = 193
velset = 0,0

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


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[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

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

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 250
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S62,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;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  = 3				;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 = 14, 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 = 6, 6			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -85		;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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0 && p2bodydist x <= 15
value = 205
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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


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

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 205]
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  = 3				;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 = 201				;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 = 14, 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 = 6, 6			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -85		;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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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


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

;-----------------------------------------
;Fwd+MP
[StateDef 201]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 201
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3
value = S50,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 212, Vel]
type=velset
trigger1= animelemtime(4)>=0 && animelemtime(6)<=0
x=6

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


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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 39
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 14

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 68
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 14

[State 201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 220
poweradd = 40
sprpriority = 2

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 76
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 = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
trigger1 = p2bodydist x <= 10
value = 211
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 211]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 211
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 81
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 = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

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

;------------------------------------
;Overhead
[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 211
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 212, Vel]
type=velset
trigger1= animelemtime(3)>=0 && animelemtime(5)<=0
x=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 213
ID = 213
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 = 1
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 25
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 45
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18

[State 217, 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  = 3
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
trigger1 = p2bodydist x <= 7
value = 235
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 1
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 = -1.4,-3
air.hittime = 10

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

;---------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 235]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 241
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 22
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -46
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

[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  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 250

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 5
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 0
trigger1 = p2bodydist x <= 7
value = 245
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,6
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
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 = 79
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -91
hitsound = s5, 3
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

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 45
ctrl = 0
velset = 0,0
anim = 251

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 84
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 = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

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

;--------------
;Kyaku
[StateDef 241]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 255
poweradd = 0
sprpriority = 2

[State 241, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 242
ctrl = 0

;-----------------------
;KyakuLift
[StateDef 242]
type = A
movetype= A
physics = N
juggle  = 1
velset = 2,-5
ctrl = 0
anim = 256
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 242, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 65
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 243

;-------------------
;Kyakuland
[StateDef 243]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 257
poweradd = 0
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0

[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 243, 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  = 3
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 14
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 420
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 10
;ignorehitpause =
;persistent =


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

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 70
animtype = up
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 = -1,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 18
fall = 1
fall.recovertime = 60

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

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[StateDef 430]
type = C
movetype= A
physics = C
juggle  = 3
velset = 0,0
ctrl = 0
anim = 430
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 18
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -6
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[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  = 8
velset = 0,0
ctrl = 0
anim = 442
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 440, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage = 82
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18

[State 440, 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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
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 = 32
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
fall.recovertime = 15
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
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 = -1.4,-3
air.hittime = 10

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 85
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,9
air.hittime = 18

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 611]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 611
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 610, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 90
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 65
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-4
air.hittime = 18

;---------------------------------------------------------------------------
; 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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 35
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
fall.recovertime = 15
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 1
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 = -1.4,-3
air.hittime = 15

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S50,6+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 84
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 25
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 3
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 = -3.4,0
air.hittime = 45

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 641]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 641
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && random<200 && var(1)!=2
value = S50,9+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 43
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall.recovertime = 25
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
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 = -3.4,0
air.hittime = 45

;------------------------------------
;EnergyBlast
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3001, 6] ;Eat Projectiles
type = Projectile
trigger1 = animelem = 6
attr = S, SP
hitflag = P
pos = 86,-50
projanim = 1005
projremovetime = 6
projstagebound = 300
projedgebound = 300
velocity = Vel X, Vel Y

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,4
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 = S45,6
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 = 11000
ID = 11000
pos = 86,-50
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 = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SP
damage = 80,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -66
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
airguard.velocity = -7.9,-.8
air.type = High
air.velocity = -10.4,-3
air.hittime = 18
envshake.time = 12
envshake.ampl = 3

[State 0, Width]
type = Width
trigger1 = time = [11,32]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =


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

;------------------------------------
;EnergyBlast2
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 70
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 3001, 6] ;Eat Projectiles
type = Projectile
trigger1 = animelem = 6
attr = S, SP
hitflag = P
pos = 86,-50
projanim = 1005
projremovetime = 6
projstagebound = 300
projedgebound = 300
velocity = Vel X, Vel Y

[State 0, Width]
type = Width
trigger1 = time = [14,39]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,4
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 = S45,6
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 = 11000
ID = 11000
pos = 86,-50
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 = .6,.6
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SP
damage = 100,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -66
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-4
airguard.velocity = -7.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 4

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

;------------------------------------
;EXEnergyBlast2
[StateDef 1002]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1002
poweradd = -500
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [11,35]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 3001, 6] ;Eat Projectiles
type = Projectile
trigger1 = animelem = 6
attr = S, SP
hitflag = P
pos = 86,-50
projanim = 1005
projremovetime = 6
projstagebound = 300
projedgebound = 300
velocity = Vel X, Vel Y

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
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 = 25

[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 = 3
value = S0,4
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 = S45,6
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 = 11000
ID = 11000
pos = 86,-50
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 = .6,.6
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 1
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 6 || animelem = 7
attr = S, SP
damage = 70,7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5, 7
sparkno = 2
sparkxy = -10, -66
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-4
airguard.velocity = -7.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 4
getpower = 0

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

;---------------------------
;FlipKick
[StateDef 1010]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 1010
poweradd = 50
sprpriority = 2



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
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 = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 85,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18
air.fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = -3


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 12
y = .45
;ignorehitpause =
;persistent =


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

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

;---------------------------
;FlipKick2
[StateDef 990]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 1011
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 4
v = 37    ;fv =
value = -4
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,10]
value = ,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 17
y = .45
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = -4
y = -3
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 85,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = -3

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

;----------------------------
;Land
[StateDef 1012]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1012
sprpriority = 2

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

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

[State 1012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;SpecialRun
[StateDef 1100]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 0
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 5 || animelem = 8
pos = 0,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,3
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 = S9,4
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 = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 101
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 6.5
;ignorehitpause =
;persistent =

;------------------
;SpecialRun2
[StateDef 1101]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1101
poweradd = 0
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 5 || animelem = 8
pos = 0,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,3
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 = S9,4
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 = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 101
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 8
;ignorehitpause =
;persistent =

;------------------
;FwdFlipSpecial
[StateDef 1120]
type = S
movetype= A
physics = N
juggle  = 6
velset = 0,0
ctrl = 0
anim = 1120
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S57,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,8]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 11001
ID = 11001
pos = 25,-122
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 8,8
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .6,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =


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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

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

[State 0, Gravity]
type = Gravity
trigger1 = time > 10
;ignorehitpause =
;persistent =


[State 1120, 1]
type = HitDef
trigger1 = AnimElem = 6 || animelem = 8
attr = S, SA
damage = 25, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7, 7
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3

[State 1120, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage = 95, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -20, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-3
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,0
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 = S9,1
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 = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
triggerall = time > 15
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1125

;----------------
;LandfromSpecial
[StateDef 1125]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1125
poweradd = 0
sprpriority = 2

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

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


[State 1125, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------
;SlideKick
[StateDef 1121]
type = S
movetype= A
physics = N
juggle  = 15
velset = 9,0
ctrl = 0
anim = 1121
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,10]
value = C
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [11,23]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S7,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelMul]
type = VelMul
trigger1 = time > 0
x = .95
;ignorehitpause =
;persistent =


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


[State 1121, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 85,7
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = 3

[State 1121, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------
;AAFlipKick
[StateDef 1122]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1122
poweradd = 70
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S57,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [7,15]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,1
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 = S0,4
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 = 8
y = -8
;ignorehitpause =
;persistent =


[State 0, VelMul]
type = VelMul
trigger1 = time > 6
x = .95
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 6
;ignorehitpause =
;persistent =


[State 1121, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 95,9
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -20, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-5
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -5.4,-5
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = -3

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 11002
ID = 11002
pos = 40,-80
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 = .4,.4
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 1000, Land]
type= changestate
triggerall = time > 15
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

;-----------------
;AAFlipKick2
[StateDef 1124]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1124
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S57,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 11002
ID = 11002
pos = 40,-80
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 = .4,.4
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [5,13]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,1
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 = S0,4
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 = 4
y = -7
;ignorehitpause =
;persistent =


[State 0, VelMul]
type = VelMul
trigger1 = time > 6
x = .95
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 4
;ignorehitpause =
;persistent =


[State 1121, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 78,6
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -20, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-5
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -5.4,-5
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = -3

[State 1000, Land]
type= changestate
triggerall = time > 12
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

;--------------------------
;DP
[StateDef 1200]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 70
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 25,4
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -46
hitsound = s4, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
envshake.time = 10
envshake.ampl = 3

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 95,4
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -20, -86
hitsound = s4, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-6
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [13,22]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 12
y = -9
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 12
;ignorehitpause =
;persistent =

[State 0, VelMul]
type = VelMul
trigger1 = time > 12
x = .85
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
triggerall = time > 20
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

;--------------------------
;DP2
[StateDef 1201]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 25,4
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -46
hitsound = s4, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
envshake.time = 10
envshake.ampl = 3

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 65,4
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -20, -86
hitsound = s4, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-6
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [9,18]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

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

[State 0, Gravity]
type = Gravity
trigger1 = time > 8
;ignorehitpause =
;persistent =

[State 0, VelMul]
type = VelMul
trigger1 = time > 8
x = .85
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
triggerall = time > 16
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

;--------------------------
;EXDP2
[StateDef 1202]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1201
poweradd = -500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,4
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 = 2
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 = 25

[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 1200, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 25,4
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -46
hitsound = s4, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
getpower = 0

[State 1200, 1]
type = HitDef
trigger1 = AnimElem = 5 || animelem = 6
attr = S, SA
damage = 65,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -20, -86
hitsound = s4, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-6
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
getpower = 0

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [9,18]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,1
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 14
y = -9
;ignorehitpause =
;persistent =

[State 0, Gravity]
type = Gravity
trigger1 = time > 8
;ignorehitpause =
;persistent =

[State 0, VelMul]
type = VelMul
trigger1 = time > 8
x = .85
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,9]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
triggerall = time > 16
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

;--------------------------
;SuperKikou
[StateDef 3000]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 3000
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S56,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S56,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 3001, 6] ;Eat Projectiles
type = Projectile
trigger1 = animelem = 4
attr = S, SP
hitflag = P
offset = -20,-20
projanim = 1005
projremovetime = 3
projstagebound = 300
projedgebound = 300
velocity = 0, 0

[State 3001, 6] ;Eat Projectiles
type = Projectile
trigger1 = animelem = 12
attr = S, SP
hitflag = P
offset = 0,0
projanim = 1005
projremovetime = 18
projstagebound = 300
projedgebound = 300
velocity = Vel X, Vel Y

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,7]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 11
value = S45,6
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 = S45,2
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 = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = -5,-75
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 10
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, AfterImageTime]
type = AfterImageTime
trigger1 = time = [15,60]
time = 5
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 11011
ID = 11011
pos = 40,-75
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 = .5,.4
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 11010
ID = 11010
pos = 86,-50
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 = .25,.4
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HP
damage = 65,6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5, 6
sparkno = 3
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -3
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 22
getpower = 0
air.fall = 1
fall.recover = 0
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = 0

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 12 || animelem = 13 || animelem = 14
trigger2 = AnimElem = 15 || animelem = 16
attr = S, HP
damage = 25,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4, 4
sparkno = 3
sparkxy = -10, -56
hitsound = s45, 7
guardsound = s6, 0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 22
getpower = 0
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HP
damage = 105,9
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 12
sparkno = 3
sparkxy = -10, -56
hitsound = s45, 7
guardsound = s6, 0
ground.type = High
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -7,-4
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -7,-3
air.hittime = 22
getpower = 0
envshake.time = 16
envshake.ampl = 5
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 0, Width]
type = Width
trigger1 = time = [17,63]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------
;FlipSuper
[StateDef 3100]
type = S
movetype= A
physics = N
juggle  = 4
velset = 0,0
ctrl = 0
anim = 3100
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S57,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,9]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = 5,-25
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 10
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, AfterImageTime]
type = AfterImageTime
trigger1 = time > 12
time = 5
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 4
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7
movetype = I        ;I,A,H
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [7,15]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S9,1
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 = S0,4
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 = 6
y = -7
;ignorehitpause =
;persistent =


[State 0, veladd]
type = veladd
trigger1 = time > 6
y = .7
;ignorehitpause =
;persistent =

[State 1121, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 25,9
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 6
sparkno = 3
sparkxy = -20, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -5.4,-4
air.hittime = 18
envshake.time = 12
envshake.ampl = -3
getpower = 0
forcestand

[State 1121, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 65,9
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 3
sparkxy = -20, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -5,-5.5
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -5.4,-3.5
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = -3
getpower = 0
yaccel = .5

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 11005
ID = 11005
pos = 40,-80
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 = .4,.4
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = movehit = 1
v = 4    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 1000, Land]
type= changestate
triggerall = time > 15 && var(4) = 0
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 3150

[State 1000, Land]
type= changestate
triggerall = time > 15 && var(4) != 0
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 3110

;-----------------
;SlideKickSuper
[StateDef 3110]
type = S
movetype= A
physics = N
juggle  = 1
velset = 6,0
ctrl = 0
anim = 3110
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 11015
ID = 11015
pos = 85,0
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,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =


[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = [1,30]
time = 5
;ignorehitpause =
;persistent =

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


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [4,21]
pos = 0,0
;pos2 =
spacing = 3
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,1
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 = S7,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelMul]
type = VelMul
trigger1 = time > 0
x = .96
;ignorehitpause =
;persistent =


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


[State 1121, 1]
type = HitDef
trigger1 = AnimElem = 2 || animelem = 3 || animelem = 4 || animelem = 5
attr = S, HA
damage = 30,10
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 5, Hit
pausetime = 8, 8
sparkno = 3
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7,-1
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -6.4,-1
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 14
envshake.ampl = 4
getpower = 0

[State 1121, 1]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
damage = 50,10
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 5, Hit
pausetime = 14, 14
sparkno = 3
sparkxy = -10, -16
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,-5
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -3.4,-5
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 14
envshake.ampl = 4
getpower = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S50,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 1121, end]
type = ChangeState
trigger1 = Animelem = 6
value = 3120
ctrl = 0

;---------------------------
;FlipKickEnder
[StateDef 3120]
type = S
movetype= A
physics = S
juggle  = 6
ctrl = 0
anim = 3120
poweradd = 0
sprpriority = 2

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = [1,22]
time = 5
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,12]
value = ,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 25
y = .45
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = -4
y = -3
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 85,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 18, 18
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -6.4,-4
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 18
envshake.ampl = -5
getpower = 0

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

;----------------------------
;Land
[StateDef 3150]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3150
sprpriority = 2

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

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

[State 1012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;Other L1
[StateDef 3200]
type = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 3200
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S56,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = 3,-80
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
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, AfterImageTime]
type = AfterImageTime
trigger1 = time > 15
time = 5
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 5 || animelem = 8
pos = 0,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S9,3
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 = S9,4
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 = S9,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 60
value = 101
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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


[State 0, ChangeState]
type = ChangeState
trigger1 = time > 5 && p2bodydist x <= 20
value = 3205
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 8.5
;ignorehitpause =
;persistent =

;----------------
;Nextpart
[StateDef 3205]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1011
poweradd = 0
sprpriority = 2

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = [1,15]
time = 5
;ignorehitpause =
;persistent =


[State 0, LifeAdd]
type = LifeAdd
trigger1 = animelem = 1
value = -50
kill = 0
absolute = 0
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,10]
value = ,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A       ;S,A,C,L
physics = N         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 17
y = .45
;ignorehitpause =
;persistent =


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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1010, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 85,7
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -1,-7
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -1,-6
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 12
envshake.ampl = -4
getpower = 0

[State 1000, Land]
type= changestate
triggerall = hitcount = 0
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1012

[State 1000, Land]
type= changestate
triggerall = hitcount > 0
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 3210

;----------------------------
;Nextpart2
[StateDef 3210]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3210
sprpriority = 2

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


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

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

[State 1012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3211
ctrl = 0

;----------------------
;SpecialPart
[StateDef 3211]
type = S
movetype= A
physics = N
juggle  = 5
velset = 0,0
ctrl = 0
anim = 3211
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S57,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = [0,35]
time = 5
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,8]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 11001
ID = 11001
pos = 25,-122
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 8,8
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .9,.9
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =


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


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 6
statetype = A       ;S,A,C,L
;ignorehitpause =
;persistent =

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

[State 0, Gravity]
type = Gravity
trigger1 = time > 10
;ignorehitpause =
;persistent =


[State 1120, 1]
type = HitDef
trigger1 = animelem = 1 || animelem = 5 || AnimElem = 6 || animelem = 7 ||  animelem = 8
attr = S, HA
damage = 25, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7, 7
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 1120, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
damage = 95, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 15, 15
sparkno = 2
sparkxy = -20, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,10
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -5.4,15
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 25
envshake.ampl = 5
getpower = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S9,0
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 = S9,1
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 = S0,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1000, Land]
type= changestate
triggerall = time > 15
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 3212

;----------------
;LandfromSpecial
[StateDef 3212]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 3212
poweradd = 0
sprpriority = 2

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

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


[State 1125, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;SlapThrow
[Statedef 1300]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 801

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1300, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 30
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s8,0
sprpriority = 1
p2facing = 1
p1stateno = 1310
p2stateno = 1320

[State 1300, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;SlapThrow2
[Statedef 1301]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 802

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1300, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 20
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s8,0
sprpriority = 1
p2facing = 1
p1stateno = 1310
p2stateno = 1320

[State 1300, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------
;EXSlapThrow
[Statedef 1302]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 803

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

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
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 = 25

[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 = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1300, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 40
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s8,0
sprpriority = 1
p2facing = 1
p1stateno = 1310
p2stateno = 1320

[State 1300, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1310]
type = S
movetype= A
physics = N
anim = 811
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,11
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S58,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0 && prevstateno != 1302
value = 60
;ignorehitpause =
;persistent =

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time = 0 && prevstateno = 1302
value = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S5,1
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 = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 1310, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 1310, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 35, 0

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 1310, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 35, 0

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 1310, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 35, -10

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 1310, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 35, -10

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 1310, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 35, 0

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 1310, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 40, 0

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 1310, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 45, 0

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 1310, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 45, 0

[State 1310, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 1310, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 45, 0

[State 1310, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 4
value = -25

[State 1310, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1302
trigger1 = AnimElem = 4
value = -25

[State 1310, Throw]
type = TargetState
trigger1 = AnimElem = 10
value = 1321

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = f2
ID = 2
pos = 40,-65
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 = 11
anim = f2
ID = 2
pos = 50,-75
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, HitAdd]
type = HitAdd
trigger1 = animelem = 1
value = -1
;ignorehitpause =
;persistent =

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 4 || animelem = 11
value = 1
;ignorehitpause =
;persistent =


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4 || animelem = 11
time = 10
;freq = 60
ampl = 3
;phase = 90
;ignorehitpause =
;persistent =


[State 1310, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1320]
type = A
movetype = H
physics = N
velset = 0,0

[State 1320, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 821

;----------------------------------------------------------------------
[Statedef 1321]
type = S
movetype = H
physics = N
velset = 0,0
poweradd = 40

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -25
kill = 1
absolute = 0
;ignorehitpause =
;persistent =


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 13579
elem = 2
;ignorehitpause =
;persistent =

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


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

[State 0, VelMul]
type = VelMul
trigger1 = time > 0
x = .9
;ignorehitpause =
;persistent =


[State 1321, 4] ;Hit ground
type = SelfState
trigger1 = animtime = 0
value = 0
ctrl = 1



;----------------------------
;Throw
[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 = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 20
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
hitsound = s8,0
p1facing = ifelse (command = "holdfwd", -1, 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 = 4
value = S0,4
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 = 45, 0

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 40, 0

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 35, 0

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 35, 0

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

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = 1, -58

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

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 6
pos = -25, -46

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 7
pos = -69, -51

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -90

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 821

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


[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,-6
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




;------------------------------------
;AirDash
[Statedef 110]
type = A
physics = N
anim = 110
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
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 = 11

[State 100, 1]
type = VelSet
trigger1 = 1
x = 7
y = 0.4

[State 100, 2]
type = ChangeState
trigger1 = time = 15
value = 111

;------------------------------------
;AirDash
[Statedef 111]
type = A
physics = A
anim = 111
ctrl = 1

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 52

;---------------------------------------------------------------------------
; LauncherFollow
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S9,1
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) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, Guard]
type= changestate
trigger1= inguarddist
trigger1= ctrl && command="holdback"
value= 120

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 2
value = 1
;ignorehitpause =
;persistent =


[State 52, 1]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Run forward
[Statedef 100]
type    = S
physics = S
anim = 100
sprpriority = 1
ctrl = 0


[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 3
trigger2 = animelem = 6
pos = 20,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S9,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S9,4
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 100, 1]
type = VelSet
trigger1 = 1
x = const(velocity.run.fwd.x)

[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, Jump]
type= changestate
trigger1= command="holdfwd" && command="holdup"
value= 40

[State 100, 4]
type = ChangeState
trigger1 = command != "holdfwd"
value = 101

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,5]
pos = 20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S9,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d fvar1= %f  pos x = %f "
params = var(31), fvar(2) , p2bodydist x

[State -2, Damage Dampener]; Scaling in action
type= attackmulset
triggerall=stateno = [3000,3999]
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.95, 0.90**enemynear, gethitvar(hitcount)))
ignorehitpause= 1


[State -2, Damage Dampener]; Scaling in action
type= attackmulset
triggerall=stateno != [3000,3999]
trigger1= numenemy
value= ifelse(enemynear, gethitvar(hitcount) = 0, 1, ifelse(enemynear, gethitvar(hitcount) = 1, 0.93, 0.85**enemynear, gethitvar(hitcount)))
ignorehitpause= 1

[State -2, Damage Dampener]; Full damage
type= attackmulset
trigger1= numenemy
trigger1= enemynear,movetype!=H || (enemynear,stateno=[120,155])
value= 1.0
ignorehitpause= 1

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = (p2bodydist x < 50) || (p2bodydist x >90)
v = 30   ;fv = 10
value = 0

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = p2bodydist x = [50,90]
v = 30   ;fv = 10
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = stateno != 3100
v = 4   ;fv = 10
value = 0

[State -1, AI ON]  ; Turn the AI on when
Type = VarSet
TriggerAll = Var(59) < 1 ; it is not on yet and
TriggerAll = RoundState=2 ; the fight has started and is not over yet and
Trigger1 = AILevel>0 ; the computer is playing the character
v = 59
value= 1 ; value of 1 will mean the AI is on
Ignorehitpause=1

[State -1, AI OFF] ; Turn the AI off when
Type=VarSet
Trigger1=var(59)>0  ; it is on and
Trigger1=RoundState!=2  ; the round is not started yet or is already over
Trigger2=!IsHelper  ; OR if we are a player, but
Trigger2=AILevel=0  ; the computer is not in control
v=59
value=0 ; value of 0 will mean the AI is off. values other than 0 and 1 are not used in this example, we have only one AI mode, the normal one.
Ignorehitpause=1

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Ryu"
value = 1

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Ken"
value = 2

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Chun Li"
value = 3

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Haggar"
value = 4

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Charlie"
value = 5

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jin Saotome"
value = 6

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Mr. X"
value = 7

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Alex"
value = 8

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jin Kazama"
value = 9

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Squall"
value = 10

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Solid Snake"
value = 11

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Superman"
value = 12

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sub-Zero"
value = 13

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Garret"
value = 14

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Lynn"
value = 15

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Blaze"
value = 16

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Rorschach"
value = 17

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="SubBoss"
value = 18

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Arthur"
value = 19

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="CM Punk"
value = 20

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="K'"
value = 21

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Skullomania"
value = 22

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jill"
value = 23

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sonic"
value = 24

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Megaman"
value = 25

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Tizoc"
value = 26

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Terry"
value = 27

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Wesker"
value = 28

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Axel"
value = 29

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Scorpion"
value = 30

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Viper"
value = 31

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Jedah"
value = 32

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Leo"
value = 33

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Koopa Troopa"
value = 34

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Morrigan"
value = 35

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Captain America"
value = 36

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Goku"
value = 37

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Dr. Doom"
value = 38

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Hinata"
value = 39

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="M. Bison"
value = 40

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Final Boss"
value = 41

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Mario"
value = 42

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Birdie"
value = 43

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Strider"
value = 44

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sol Badguy"
value = 45

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Snow"
value = 46

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Sabotage"
value = 47

[State -2, VictoryQuote]
type = VictoryQuote
trigger1 = Enemy, Name ="Ermac"
value = 48

[State -1]
Type=VarSet
Trigger1=1
var(50)=(AILevel=1)*3+(AILevel=2)*7+(AILevel=3)*16+(AILevel=4)*30+(AILevel=5)*58+(AILevel=6)*90+ (AILevel=7)*150+(AILevel=8)*300

[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, StopSnd]
type = StopSnd
trigger1 = roundstate = 2
channel = 5
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;--------------------------------------
;UT Meters
;--------------------------------------
[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 1
trigger1 = 1 && !numhelper(90000)
helpertype = normal ;player
name = "Power/Guard Meters p1"
ID = 90000
stateno = 90000
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

[State -3, Helper]
type = Helper
triggerall = roundstate >= 0
triggerall = teamside = 2
trigger1 = 1 && !numhelper(90001)
helpertype = normal ;player
name = "Power/Guard Meters p2"
ID = 90001
stateno = 90001
pos = 0,0
postype = left    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 99999999
pausemovetime = 99999999
ignorehitpause = 1

;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 = s40, 0
