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

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


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 23		;Player width (back, ground)
ground.front = 18		;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=2.95
walk.back=-2.77
run.fwd=6.5,0
run.back=-6,0
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 = "You seek flawless victories? A pity you fought me.";Ryu
victory2 = "Another Pyromancer. Not very original.";Ken
victory3 = "The Lin Kuei are not subject to your laws.";Chunli
victory4 = "A mammoth of a man! Join the rest of the mammoths, frozen in the wastelands!";Haggar
victory5 = "Your army stands no chance against my clan! Give up now!";Charlie
victory6 = "You screaming fool! I'll silence you!";Jin S
victory7 = "Such a mindless robot. Without a soul, you can never hope to win.";Mr. X
victory8 = "You can't escape the coldness around you! Surrender!";Alex
victory9 = "You were battling more than me just now. Fight me again when you can focus!";Jin K
victory10 = "You were simply too weak to beat me. Be gone.";Squall
victory11 = "An old soul, you have seen so much death. As have I. I will show you mercy.";Snake
victory12 = "We meet again Kryptonian...";Superman
victory13 = "Brother....is that you?  What is the meaning of this?";Sub Zero
victory14 = "Did you think you could just arrest a member of the Lin Kuei? What a fool!";Garret
victory15 = "You could be useful to the Lin Kuei. Join us, and realize your true potential!";Lynn
victory16 = "You work for the good of your realm, but on your own terms. I admire that.";Blaze
victory17 = "Your mask plays effective mindgames, but you can't back it up with your fists. Leave at once!";Rorschach
victory18 = "Plants are traditionally weak against cold. You never stood a chance.";SubBoss
victory19 = "Go back to your realm, fool. You're out of your element.";Arthur
Victory20 = "I have never even heard of you. How can you be the Best in the World?";CM Punk
victory21 = "More fire to extinguish. I complete the task proudly.";K'
victory22 = "What a strange, weak fool. Take your side-show somewhere else!";Skullomania
victory23 = "If this 'Umbrella' ever challenges the Lin Kuei, rest assured that it will be destroyed!";Jill
victory24 = "Ice puddles will be your fatality!";Sonic
victory25 = "You are a machine with no soul. I can learn nothing from you.";Megaman
victory26 = "";Tizoc
victory27 = "";Terry
Victory28 = "";Wesker
victory29 = "";Axel
Victory30 = "Stop, ninja! I am not the Lin Kuei you seek! You must stop this foolish quest!";Scorpion
victory31 = "";Viper
victory32 = "";Jedah
victory33 = "Your bravery has led you to ruin.";Leo
victory34 = "";Koopa Troopa
victory35 = "You mean nothing to me, vile woman. Vanish!";Morrigan
victory36 = "Your shield cannot protect you from the cold, for it is all around you.";Captain America
victory37 = "";Goku
Victory38 = "";Dr. Doom
victory39 = "";Hinata
Victory40 = "";M. Bison
Victory41 = "";Final Boss
Victory42 = "";Mario
Victory43 = "";Birdie
Victory44 = "Pathetic ninja. You are not half the warrior Scorpion is!";Strider
Victory45 = "I've dealt with flame wielders before. You were no stronger than any of them.";Sol Badguy
Victory46 = "I am a highly trained warrior. Your ability to predict my attacks makes them no less deadly.";Snow
Victory47 = "Your strength means nothing if you are frozen solid.";Sabotage
Victory48 = "I grow tired of your meddling. I will send all of you back to the depths!";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
triggerall = var(55) = 0
trigger1 = Time = 0 && matchover = 0
value = 181+random%2

[State 180, 1]
type = ChangeState
triggerall = var(55) = 0
trigger1 = Time = 0 && matchover = 1
value = 183

[State 180, 1]
type = ChangeState
triggerall = var(55) = 1
trigger1 = Time = 0
value = 187

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


[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 58    ;fv =
value = 1
;ignorehitpause =
;persistent = 1

[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 = 186
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 58    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S63,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 120
value = S63,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,250]
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
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 58    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S60,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Smoke"
ID = 184
stateno = 184
pos = 10,-2
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,180]
flag = roundnotover


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

;-------------------------------
;Smoke
[StateDef 184]
type = S
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 182
poweradd = 0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S45,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 185
ID = 185
pos = 15,-1
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 = 0.7,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 184, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Win pose F
; CNS difficulty: basic
[Statedef 187]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2228
ID = 2228
pos = 160,45
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S65,3
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 = nomusic
;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

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

[State 0, ChangeState]
type = ChangeState
triggerall = p2name = "Scorpion"
trigger1 = time = 0
value = 192
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[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 = 192
velset = 0,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S64,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "Intro"
ID = 193
stateno = 193
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =


[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

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


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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S62,0
volume = 255
channel = -1
;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 = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro
flag2 = nomusic

[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 = 190
velset = 0,0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 7099
ID = 7099
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 7099
ID = 7099
pos = -10,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7099
ID = 7099
pos = -5,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 7099
ID = 7099
pos = 0,-15
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 7099
ID = 7099
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 7099
ID = 7099
pos = -5,-25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 7099
ID = 7099
pos = 0,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
anim = 7099
ID = 7099
pos = -15,-35
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 7099
ID = 7099
pos = -5,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 7099
ID = 7099
pos = -10,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = 7099
ID = 7099
pos = -5,-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 = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = 7099
ID = 7099
pos = -10,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 14
anim = 7099
ID = 7099
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 15
anim = 7099
ID = 7099
pos = -10,-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 = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 16
anim = 7099
ID = 7099
pos = -5,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 17
anim = 7099
ID = 7099
pos = -20,-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 = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 18
anim = 7099
ID = 7099
pos = -15,-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 = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 19
anim = 7099
ID = 7099
pos = -10,-85
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 20
anim = 7099
ID = 7099
pos = -5,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 7099
ID = 7099
pos = -10,-95
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 22
anim = 7099
ID = 7099
pos = -15,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 23
anim = 7099
ID = 7099
pos = -10,-105
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 24
anim = 7099
ID = 7099
pos = -5,-110
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
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 = 25
value = S45,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 90,90,250
mul = 120,224,190
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time >= 60
flag = noshadow
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable



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


[State 190, 4] ;Change to stand state
type = destroyself
trigger1 = animtime = 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 = 150
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,0
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 = 21, 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, -91		;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(4)>=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 = 205				;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 = 21, 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, -91		;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 = 210
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 = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 45
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -106
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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 212]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 212
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(6)>=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 = 5
attr = S, NA
damage = 71
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -72
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
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, Width]
type = Width
trigger1 = time = [11,28]
edge = 0,0
player = 10,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 5
x = 10
;ignorehitpause =
;persistent =

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


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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 215
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(3)>=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 = 2
attr = S, NA
damage = 45
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -106
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

;---------------------------------------------------------------------------
; 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(6)>=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 || animelem = 5
attr = S, NA
damage = 60
animtype = heavy
guardflag = hA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18

[State 210, 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(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 230, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -80
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 = 240
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(5)>=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 = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -96
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 14

[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 = 255

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 5
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
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 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, 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 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 5
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = -5
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 68
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  = 16
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 16

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 45
ctrl = 0
velset = 0,0
anim = 250

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 6
;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, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
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 = 70
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1,-3
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 = 241
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 = 4,-5
ctrl = 0
anim = 242
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 = 1
attr = S, NA
damage = 52
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
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 = -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 = 243
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

;--------------------
;Knockdown
[StateDef 990]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 260
poweradd = 0
sprpriority = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = animelem = 1
v = 37    ;fv =
value = -2
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 3
anim = 275
ID = 275
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 10
supermove
pausemove
scale = 0.7,0.7
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0 && command = "hold_z"
value = 991
ctrl = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 995
ctrl = 0

;--------------------
;Knockdown2
[StateDef 991]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 261
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,2
volume = 0
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 275
ID = 275
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0 && command = "hold_z"
value = 992
ctrl = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = command = "releasez"
value = 996
ctrl = 0

;--------------------
;Knockdown3
[StateDef 992]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 261
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,1
volume = 75
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 276
ID = 276
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0 && command = "hold_z"
value = 993
ctrl = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = command = "releasez"
value = 997
ctrl = 0

;--------------------
;Knockdown4
[StateDef 993]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 261
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 150
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 277
ID = 277
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 20
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0 && command = "hold_z"
value = 994
ctrl = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = command = "releasez"
value = 998
ctrl = 0

;--------------------
;Knockdown5
[StateDef 994]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 262
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 277
ID = 277
pos = -10,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 4
supermove
pausemove
scale = 1.2,1.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 999
ctrl = 0

;--------------------
;KnockdownHit
[StateDef 995]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 265
poweradd = 60
sprpriority = 2

[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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
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 = 0.2,0.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 80,8
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -7.4,-3
air.hittime = 20
envshake.time = 10
envshake.ampl = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 275
;ignorehitpause =
;persistent =

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;KnockdownHit2
[StateDef 996]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 266
poweradd = 70
sprpriority = 2

[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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 275
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
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 = 0.25,0.35
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 100,10
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -5,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-3
air.hittime = 20
envshake.time = 12
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;KnockdownHit3
[StateDef 997]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 267
poweradd = 80
sprpriority = 2

[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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 276
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
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 = 0.3,0.4
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 120,12
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 14, 14
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -6.5,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.5,-3
air.hittime = 20
envshake.time = 14
envshake.ampl = 4
fall = 1
fall.recover = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;KnockdownHit4
[StateDef 998]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 268
poweradd = 100
sprpriority = 2

[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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 277
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
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 = 0.4,0.45
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 140,15
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 16, 16
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -8,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8,-3
air.hittime = 20
envshake.time = 16
envshake.ampl = 5
fall = 1
fall.recover = 0

[State 260, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;KnockdownHit5
[StateDef 999]
type = S
movetype= A
physics = N
juggle  = 8
velset = 0,0
ctrl = 0
anim = 269
poweradd = 100
sprpriority = 2

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


[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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 277
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [3,20]
edge = 0,0
player = 15,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 270
ID = 27
pos = 62,-77
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 = 0.5,0.55
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 260, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 180,35
animtype = back
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 18, 18
sparkno = 2
sparkxy = -10, -76
hitsound = s45, 5
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 20
ground.velocity = -10,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -10.5,-3
air.hittime = 20
envshake.time = 20
envshake.ampl = 7
fall = 1
fall.recover = 0

[State 260, 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 = 24
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 0
sparkxy = -10, -66
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 = 410
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(6)>=0
movetype= I

[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 = 84
animtype = up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
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
envshake.time = 10
envshake.ampl = 3

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


[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 = 14
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 = 440
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 = 71
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 = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -8
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 = 42
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 = 610
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 = 81
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 = -3.4,4
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 = 80
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(3)>=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, -66
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 = 78
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

;-------------------
;Overhead
[StateDef 700]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 700
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S45,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 993
ID = 710
pos = 5,-110
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
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 = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 14
anim = 993
ID = 710
pos = 40,-115
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
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 = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 15
anim = 993
ID = 710
pos = 75,-105
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
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 = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 15
anim = 993
ID = 710
pos = 90,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
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 = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 16
anim = 993
ID = 710
pos = 100,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
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 = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 16
anim = 993
ID = 710
pos = 105,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
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 = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 17
anim = 993
ID = 710
pos = 95,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
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 = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 17
anim = 993
ID = 710
pos = 80,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
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 = 1
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 705
ID = 705
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 = 0
;persistent =

[State 700, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 85
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -56
hitsound = s4, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,5
air.hittime = 18
palfx.time = 25
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,10

[State 700, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;Slide
[StateDef 1000]
type = C
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 40
sprpriority = 2

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1030
ID = 1030
pos = -122,-38
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1.1,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
anim = 7000
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage = 90,8
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 2
guardsound = s6, 0
ground.type = trip
ground.slidetime = 11
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-4
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 12
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1010
ctrl = 0
;anim =
ignorehitpause = 1
;persistent =


[State 1000, end]
type = ChangeState
trigger1 = time = 30
value = 1010
ctrl = 0

;-------------------------
;Slide2
[StateDef 1001]
type = C
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 1001
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,1
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 = S45,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1030
ID = 1031
pos = -122,-38
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1.1,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
anim = 7000
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage = 75,5
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 2
guardsound = s6, 0
ground.type = trip
ground.slidetime = 11
ground.hittime  = 18
ground.velocity = -4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 16
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = movecontact
value = 1010
ctrl = 0
;anim =
ignorehitpause = 1
;persistent =


[State 1000, end]
type = ChangeState
trigger1 = time = 13
value = 1010
ctrl = 0

;-------------------------
;EXSlide
[StateDef 1002]
type = C
movetype= A
physics = N
juggle  = 6
velset = 0,0
ctrl = 0
anim = 1002
poweradd = -500
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,6]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [6,28]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;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 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1030
ID = 1030
pos = -122,-38
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1.1,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 4
trigger3 = animelem = 5
trigger4 = animelem = 6
trigger5 = animelem = 7
trigger6 = animelem = 8
trigger7 = animelem = 9
trigger8 = animelem = 10
anim = 7000
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, SA
damage = 75,6
animtype = up
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 2
sparkxy = -10, -6
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 11
ground.hittime  = 18
ground.velocity = 0,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-8.5
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
getpower = 0

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

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit
value = 1011
ctrl = 0
;anim =
ignorehitpause = 1
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1010
ctrl = 0
;anim =
ignorehitpause = 1
;persistent =

[State 1000, end]
type = ChangeState
trigger1 = time = 25
value = 1010
ctrl = 0

;------------------------
;SlideEnd
[StateDef 1010]
type = C
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1010
poweradd = 20
sprpriority = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1030
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1031
ID = 1031
pos = -122,-38
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 = 1.1,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------
;SlideEnd
[StateDef 1011]
type = C
movetype= I
physics = N
juggle  = 1
velset = 16,0
ctrl = 0
anim = 1011
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 7000
ID = 7000
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .2,.2
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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


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


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1030
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1031
ID = 1031
pos = -122,-38
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 = 1.1,0.3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 1010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;Freeze
[StateDef 1100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S56,0+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(1180) = 1
trigger1 = helper(1180), stateno = 11822
value = 1110
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(7050) = 1
trigger1 = helper(7050), stateno = 70522
value = 1110
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
triggerall = p2name != "Mr. X"
trigger1 = animelem = 3
helpertype = normal ;player
name = "iceshot"
ID = 7050
stateno = 7050
pos = 52,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name = "Mr. X"
trigger1 = animelem = 3
helpertype = normal ;player
name = "iceshot"
ID = 7050
stateno = 70500
pos = 52,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 1100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;EXFreeze
[StateDef 1101]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1101
poweradd = -500
sprpriority = 2

;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 = S56,0+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(1180) = 1
trigger1 = helper(1180), stateno = 11822
value = 1110
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(7050) = 1
trigger1 = helper(7050), stateno = 70522
value = 1110
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
triggerall = p2name != "Mr. X"
trigger1 = animelem = 3
helpertype = normal ;player
name = "iceshot"
ID = 7050
stateno = 7070
pos = 52,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.7
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name = "Mr. X"
trigger1 = animelem = 3
helpertype = normal ;player
name = "iceshot"
ID = 7050
stateno = 70700
pos = 52,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.7
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 1100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;Backfire
[StateDef 1110]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1110
poweradd = 0
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = [0,80]
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 1110, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;Iceshot
[StateDef 7050]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7050
poweradd = 0
sprpriority = 4

[State 0, ParentVarAdd]
type = ParentVarAdd
trigger1 = movehit
v = 51    ;fv =
value = 1
;ignorehitpause =
;persistent =


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
;facing = 0
pos = 52,-68
;ignorehitpause =
;persistent =


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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

[State 7051, 1]
type = HitDef
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -10, -7666
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7052
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 7050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 7051
ctrl = 0

;---------------------
;Iceshot Mr. X
[StateDef 70500]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7050
poweradd = 0
sprpriority = 4

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
;facing = 0
pos = 52,-68
;ignorehitpause =
;persistent =


[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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

[State 7051, 1]
type = HitDef
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -10, -7666
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7052
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 7050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 70511
ctrl = 0

;------------------------
;IceSHotMove
[StateDef 7051]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 7051
poweradd = 20
sprpriority = 3

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
v = 51    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 7051, 1]
type = HitDef
triggerall = p2name = "Mr. X"
trigger1 = AnimElem = 1
attr = A, SP
damage = 10,5
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -10, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
envshake.time = 5
envshake.ampl = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7052
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, destroyself]
type = destroyself
trigger1 = time = 100

;------------------------
;IceSHotMove
[StateDef 70511]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 7051
poweradd = 20
sprpriority = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit
v = 51    ;fv =
value = 1
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7052
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, destroyself]
type = destroyself
trigger1 = time = 100

;------------------------
;IceSHotMove
[StateDef 70510]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 7051
poweradd = 20
sprpriority = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7052
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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

[State 7051, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SP
damage = 10,5
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -10, -68
hitsound = s45, 2
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 = 0,0
air.hittime = 18
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 7051, destroyself]
type = destroyself
trigger1 = time = 100

;---------------------
;EXIceshot
[StateDef 7070]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7070
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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

[State 7051, 1]
type = HitDef
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -10, -7666
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7052
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 7050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 7071
ctrl = 0

;---------------------
;EXIceshot Mr. X
[StateDef 70700]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7070
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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

[State 7051, 1]
type = HitDef
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -10, -7666
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7052
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 7050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 70710
ctrl = 0

;------------------------
;EXIceSHotMove
[StateDef 7071]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 7071
poweradd = 20
sprpriority = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7052
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, destroyself]
type = destroyself
trigger1 = time = 100

;------------------------
;IceSHotMove
[StateDef 70710]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 7071
poweradd = 20
sprpriority = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 7052
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 70522
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 7052
envshake.time = 5
envshake.ampl = 3


[State 7051, destroyself]
type = destroyself
trigger1 = time = 100

;-----------------------
;Iceshotend
[StateDef 7052]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 705222
poweradd = 0
sprpriority = 3

[State 0, BindToTarget]
type = BindToTarget
trigger1 = time = 0
time = 1
ID = -1
pos = 0,-68
;ignorehitpause =
;persistent =


[State 7052, end]
type = destroyself
trigger1 = AnimTime = 0

;-----------------------
;Iceshotend3
[StateDef 705222]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7060
poweradd = 0
sprpriority = 3

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 705222
pos = 20,-68
postype = p2  ;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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 7052, end]
type = destroyself
trigger1 = AnimTime = 0

;-----------------------
;Iceshotend2
[StateDef 70522]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 705222
poweradd = 0
sprpriority = 3

[State 0, BindToTarget]
type = BindToTarget
trigger1 = time = 0
time = 1
ID = -1
pos = 0,-68
;ignorehitpause =
;persistent =

[State 7052, end]
type = destroyself
trigger1 = AnimTime = 0

;---------------------------
;AAFreeze
[StateDef 1140]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1140
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S56,0+random%3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(1180) = 1
trigger1 = helper(1180), stateno = 11822
value = 1150
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
triggerall = numhelper(7050) = 1
trigger1 = helper(7050), stateno = 70522
value = 1150
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name != "Mr. X"
trigger1 = animelem = 3
helpertype = normal ;player
name = "iceshot"
ID = 1180
stateno = 1180
pos = 32,-91
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name = "Mr. X"
trigger1 = animelem = 3
helpertype = normal ;player
name = "iceshot"
ID = 1180
stateno = 1183
pos = 32,-91
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

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


[State 1100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------
;Backfire
[StateDef 1150]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1150
poweradd = 0
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 80
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 1110, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------
;Iceshot
[StateDef 1180]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1180
poweradd = 0
sprpriority = 4

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1182
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 7050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1181
ctrl = 0

;------------------------
;IceSHotMove
[StateDef 1181]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1181
poweradd = 20
sprpriority = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1182
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3

[State 7051, destroyself]
type = destroyself
trigger1 = time = 100

;---------------------
;Iceshot
[StateDef 1183]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1180
poweradd = 0
sprpriority = 4

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1182
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 7050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1184
ctrl = 0

;------------------------
;IceSHotMove
[StateDef 1184]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1181
poweradd = 20
sprpriority = 3

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 705222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1182
time = 1
forceair = 0
;ignorehitpause =
;persistent =

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

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
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 = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 11822
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2stateno != [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1182
envshake.time = 5
envshake.ampl = 3

[State 7051, destroyself]
type = destroyself
trigger1 = time = 100

;-----------------------
;Iceshotend
[StateDef 1182]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 705222
poweradd = 0
sprpriority = 3

[State 0, BindToTarget]
type = BindToTarget
trigger1 = time = 0
time = 1
ID = -1
pos = 0,-68
;ignorehitpause =
;persistent =

[State 7052, end]
type = destroyself
trigger1 = AnimTime = 0

;-----------------------
;Iceshotend4
[StateDef 11822]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 705222
poweradd = 0
sprpriority = 3

[State 0, BindToTarget]
type = BindToTarget
trigger1 = time = 0
time = 1
ID = -1
pos = 0,-68
;ignorehitpause =
;persistent =

[State 7052, end]
type = destroyself
trigger1 = AnimTime = 0

;----------------------
;CustomeIceState
[StateDef 7053]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 20
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = pos y < 0
trigger1 = time = 0
value = 7055
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7053
;elem = 1
;ignorehitpause =
;persistent =





[State 7053, end]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;CustomeIceState
[StateDef 7054]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 20
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = pos y < 0
trigger1 = time = 0
value = 7055
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7054
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 7053, end]
type = SelfState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------
;CustomeIceState
[StateDef 7055]
type = A
movetype = H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 20
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 70544
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 7053, end]
type = SelfState
trigger1 = AnimTime = 0
value = 5040
ctrl = 1

;----------------------
;CustomeIceState
[StateDef 7060]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2

[State 0, ChangeState]
type = ChangeState
triggerall = pos y < 0
trigger1 = time = 0
value = 7062
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7053
;elem = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 7053, end]
type = SelfState
trigger1 = time = 1
value = 0
ctrl = 1

;----------------------
;CustomeIceState
[StateDef 7061]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7054
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 7053, end]
type = SelfState
trigger1 = time = 1
value = 11
ctrl = 1

;----------------------
;CustomeIceState
[StateDef 7062]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 70544
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 7053, end]
type = SelfState
trigger1 = time = 1
value = 5040
ctrl = 1

;-----------------------
;GroundFreeze
[StateDef 1200]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 60
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "iceground"
ID = 1250
stateno = 1250
pos = 17,-64
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =



[State 1200, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;Ground Freeze Helper
[StateDef 1250]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1250
poweradd = 0
sprpriority = 0

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


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

[State 1250, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 0
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 66777
sparkxy = -10, 40
hitsound = s45, 4
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 2,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
p2sprpriority = 0
fall = 1
fall.recover = 0
fall.damage = 65
P2SPRPRIORITY = 2
SPRPRIORITY = 0

[State 1250, end]
type = destroyself
trigger1 = AnimTime = 0

;-------------------------
;Ground Freeze Helper Hit
[StateDef 1255]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1254
poweradd = 0
sprpriority = 4

[State 0, ChangeState]
type = ChangeState
trigger1 = parent, movehit = 1
value = 1256
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 1255, end]
type = destroyself
trigger1 = AnimTime = 0

;----------------------
;Shatter
[StateDef 1256]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1254
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1256
ID = 1256
pos = 0,-10
postype = p2  ;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 = 0.5,0.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


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

[State 1256, end]
type = destroyself
trigger1 = time = 15
;----------------------
;Custom State for Ground Freeze
[StateDef 1260]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 0

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 80
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1255
ID = 1255
pos = 95,-64
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 = 0.7,0.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1260
;elem = 1
;ignorehitpause =
;persistent =


[State 1260, end]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;Ice Clone
[StateDef 1300]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name != "Mr. X"
trigger1 = animelem = 4
helpertype = normal ;player
name = "clone1"
ID = 1350
stateno = 1350
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name = "Mr. X"
trigger1 = animelem = 4
helpertype = normal ;player
name = "clone1"
ID = 1350
stateno = 1351
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 1300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301
ctrl = 0

;----------------------
;EXIce Clone
[StateDef 1310]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1300
poweradd = -500
sprpriority = 2

;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 = 2
value = S50,11
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name != "Mr. X"
trigger1 = animelem = 4
helpertype = normal ;player
name = "clone1"
ID = 1350
stateno = 1356
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name = "Mr. X"
trigger1 = animelem = 4
helpertype = normal ;player
name = "clone1"
ID = 1350
stateno = 1357
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 1300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301
ctrl = 0

;----------------------
;Ice Clone Air
[StateDef 1305]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1305
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name != "Mr. X"
trigger1 = animelem = 4
helpertype = normal ;player
name = "clone2"
ID = 1350
stateno = 1355
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name = "Mr. X"
trigger1 = animelem = 4
helpertype = normal ;player
name = "clone2"
ID = 1350
stateno = 13555
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 1300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1306
ctrl = 0

;----------------------
;EXIce Clone Air
[StateDef 1315]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1305
poweradd = -500
sprpriority = 2

;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 = 2
value = S50,11
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name != "Mr. X"
trigger1 = animelem = 4
helpertype = normal ;player
name = "clone2"
ID = 1350
stateno = 1365
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name = "Mr. X"
trigger1 = animelem = 4
helpertype = normal ;player
name = "clone2"
ID = 1350
stateno = 1367
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 1300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1306
ctrl = 0

;----------------------
;IceClonePart2
[StateDef 1301]
type = A
movetype= A
physics = N
juggle  = 1
velset = -4,-4
ctrl = 0
anim = 1301
poweradd = 50
sprpriority = 2

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

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1302

;----------------------
;IceClonePart2Air
[StateDef 1306]
type = A
movetype= A
physics = N
juggle  = 1
velset = -4,-4
ctrl = 0
anim = 1306
poweradd = 50
sprpriority = 2

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

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 1302

;---------------------
;IceCloneLand
[StateDef 1302]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1302
poweradd = 20
sprpriority = 2

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

[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 1302, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------
;CloneHelper1
[StateDef 1350]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1350
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1360
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1360
time = 1
forceair = 0
;ignorehitpause =
;persistent =


[State 7050, end]
type = changestate
trigger1 = AnimTime = 0
value = 1360
ctrl = 0

;----------------------
;CloneHelper2
[StateDef 1355]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1355
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1361
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1361
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 7050, end]
type = changestate
trigger1 = AnimTime = 0
value = 1361
ctrl = 0

;----------------------
;EXCloneHelper1
[StateDef 1356]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1356
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1360
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1360
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 7050, end]
type = changestate
trigger1 = AnimTime = 0
value = 1360
ctrl = 0

;----------------------
;CloneHelper2
[StateDef 1365]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1365
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1361
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,NP,SP,HP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 1361
time = 1
forceair = 0
;ignorehitpause =
;persistent =

[State 7050, end]
type = changestate
trigger1 = AnimTime = 0
value = 1361
ctrl = 0

;----------------------
;CloneHelper1 Mr X
[StateDef 1351]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1350
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1360
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 7050, end]
type = changestate
trigger1 = AnimTime = 0
value = 1360
ctrl = 0

;----------------------
;CloneHelper2 Mr X
[StateDef 13555]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1355
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1361
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 7050, end]
type = changestate
trigger1 = AnimTime = 0
value = 1361
ctrl = 0

;----------------------
;EXCloneHelper1 Mr X
[StateDef 1357]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1356
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1360
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 7050, end]
type = changestate
trigger1 = AnimTime = 0
value = 1360
ctrl = 0

;----------------------
;CloneHelper2 Mr X
[StateDef 1367]
type = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1365
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =

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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7053
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7054
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
guard.sparkno = 7052
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7055
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7060
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
guard.sparkno = 7052
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7061
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 0
sparkno = 7052
sparkxy = -70, -68
guard.sparkno = 7052
hitsound = s45, 2
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 = -4,-3
air.hittime = 18
p2stateno = 7062
p1stateno = 1360
envshake.time = 5
envshake.ampl = 3
palfx.time = 0



[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded
value = 1361
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 7050, end]
type = changestate
trigger1 = AnimTime = 0
value = 1361
ctrl = 0

;-----------------------
;CloneDestroyed
[StateDef 1360]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1361
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1360
ID = 1360
pos = 0,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.3,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1360
ID = 1360
pos = 0,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.3,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1360
ID = 1360
pos = -5,-55
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.3,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1360
ID = 1360
pos = -3,-65
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.3,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1360, end]
type = destroyself
trigger1 = time = 7

;-----------------------
;CloneDestroyed
[StateDef 1361]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1361
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1360
ID = 1360
pos = 10,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.3,0.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1360
ID = 1360
pos = 10,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.3,0.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1360
ID = 1360
pos = 5,-85
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.3,0.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 1360
ID = 1360
pos = 3,-95
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.3,0.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1360, end]
type = destroyself
trigger1 = time = 7

;-----------------------
;Punish
[Statedef 1400]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

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


[State 1400, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 50
Trigger1 = Time = 0
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s8,0
sprpriority = 1
p2facing = 1
p1stateno = 1410
p2stateno = 1420
fall = 1
fall.recover = 0

[State 1400, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;Punish2
[Statedef 1401]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 801

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


[State 1400, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 50
Trigger1 = Time = 0
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s8,0
sprpriority = 1
p2facing = 1
p1stateno = 1410
p2stateno = 1420
fall = 1
fall.recover = 0

[State 1400, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1410]
type = S
movetype= A
physics = N
anim = 1410
poweradd = 60
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S55,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 1410, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 52, 0

[State 1410, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 54, 0

[State 1410, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 57, 0

[State 1410, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 60, 0

[State 1410, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 60, 0

[State 1410, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 60, 0

[State 1410, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 60, 0

[State 1410, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 60, 0

[State 1410, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 60, 0

[State 1410, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 60, 0

[State 1410, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 60, -3

[State 1410, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 59, -10

[State 1410, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 58, -20

[State 1410, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 57, -35

[State 1410, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = 56, -40

[State 1410, Bind 16]
type = TargetBind
trigger1 = AnimElem = 16
pos = 55, -38

[State 1410, Bind 17]
type = TargetBind
trigger1 = AnimElem = 17
pos = 54, -33

[State 1410, Bind 18]
type = TargetBind
trigger1 = AnimElem = 18
pos = 53, -25

[State 1410, Bind 19]
type = TargetBind
trigger1 = AnimElem = 19
pos = 58, -20

[State 1410, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1400
trigger1 = AnimElem = 10
trigger2 = animelem = 18
value = -60

[State 1410, Hurt]
type = TargetLifeAdd
triggerall = prevstateno = 1401
trigger1 = AnimElem = 10
trigger2 = animelem = 18
value = -75

[State 1410, Throw]
type = TargetState
trigger1 = AnimElem = 19
value = 1421

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = f2
ID = 2
pos = 60,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 18
anim = f2
ID = 2
pos = 55,-95
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S5,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
value = S5,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1430
ID = 1430
pos = 17,-64
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 = 0.4,0.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 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, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S0,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 1256
ID = 1256
pos = 50,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 1256
ID = 1256
pos = 70,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-0.2
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.6,0.6
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 1256
ID = 1256
pos = 60,-50
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-0.45
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.55,0.55
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 1256
ID = 1256
pos = 65,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-0.7
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.55,0.55
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 10
trigger2 = animelem = 18
time = 10
;freq = 60
ampl = 3
;phase = 90
;ignorehitpause =
;persistent =


[State 1410, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1420]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 9
time = 5
add = 0,30,120
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 14
time = 5
add = 0,70,160
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 206
;ignorehitpause = 0
;persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 19
time = 5
add = 0,120,220
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 156
;ignorehitpause = 0
;persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 24
time = 29
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 1420, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1420

;----------------------------------------------------------------------
[Statedef 1421]
type = A
movetype = H
physics = N
velset = -6,-5
poweradd = 40

[State 1421, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1421, 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 1421, 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 1421, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;-----------------------
;IceSpikes
[StateDef 3000]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 2000
poweradd = 0
sprpriority = 2

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


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 3
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 = [4,45]
time = 5
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,5
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 = S45,3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1250, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SP
damage = 25
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 5
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6,-3
air.hittime = 22
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2049
ID = 2049
pos = 17,-64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 30
supermove
pausemove
scale = 0.5,0.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = -2,-55
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 14
helpertype = normal ;player
name = "spikes"
ID = 2050
stateno = 2050
pos = 17,-64
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5

[State 0, Helper]
type = Helper
trigger1 = time = 20
helpertype = normal ;player
name = "spikes"
ID = 2051
stateno = 2051
pos = 47,-64
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5

[State 0, Helper]
type = Helper
trigger1 = time = 26
helpertype = normal ;player
name = "spikes"
ID = 2051
stateno = 2051
pos = 77,-64
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5

[State 0, Helper]
type = Helper
trigger1 = time = 32
helpertype = normal ;player
name = "spikes"
ID = 2052
stateno = 2052
pos = 107,-64
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
size.xscale = 0.5
size.yscale = 0.5

[State 2000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
;SpikeHelper
[StateDef 2050]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 2050
poweradd = 0
sprpriority = 2

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S45,4
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2050, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
damage = 50,8
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -36
hitsound = s4,1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-3
air.hittime = 22
getpower = 0
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = 0

[State 2050, end]
type = destroyself
trigger1 = AnimTime = 0

;-----------------------
;SpikeHelper2
[StateDef 2051]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 2051
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S45,4
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2050, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
damage = 50,8
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -36
hitsound = s4,1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -12
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-3
air.hittime = 22
getpower = 0
envshake.time = 10
envshake.ampl = 4
ground.cornerpush.veloff = 0

[State 2050, end]
type = destroyself
trigger1 = AnimTime = 0

;-----------------------
;SpikeHelper3
[StateDef 2052]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 2051
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S45,4
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2050, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HP
damage = 50,8
animtype = diagup
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -36
hitsound = s4,1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -5,-5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-5
air.hittime = 22
getpower = 0
envshake.time = 10
envshake.ampl = 4
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 2050, end]
type = destroyself
trigger1 = AnimTime = 0

;----------------------
;Polar Blast
[StateDef 3100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2100
poweradd = 20
sprpriority = 2

[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, AfterImage]
type = AfterImage
trigger1 = animelem = 3
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 = [4,45]
time = 5
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S45,1
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 = S45,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, BGPalFX]
type = BGPalFX
trigger1 = animelem = 5
time = 60
add = 0,50,240
mul = 120,224,150
sinadd = 85,55,110,90
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = -2,-55
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
triggerall = p2name != "Mr. X"
trigger1 = animelem = 5
helpertype = normal ;player
name = "PB"
ID = 7150
stateno = 7150
pos = 30,-90
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
triggerall = p2name = "Mr. X"
trigger1 = animelem = 5
helpertype = normal ;player
name = "PB"
ID = 7150
stateno = 7151
pos = 30,-90
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 2100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;PB Helper
[StateDef 7150]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 2150
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 10,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7153
envshake.time = 15
envshake.ampl = 4
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 10,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7154
envshake.time = 15
envshake.ampl = 4
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 10,10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7155
envshake.time = 15
envshake.ampl = 4
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 100,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 100,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 100,10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-4
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, SP
damage = 100,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, SP
damage = 100,10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, SP
damage = 100,10
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-4
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7050, end]
type = destroyself
trigger1 = AnimTime = 0

;----------------------
;PB Helper Mr. X
[StateDef 7151]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 2150
poweradd = 0
sprpriority = 4

[State 0, ParentVarSet]
type = ParentVarSet
trigger1 = movehit = 1
v = 18    ;fv =
value = 1
;ignorehitpause =
;persistent =



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


[State 7051, 1]
type = HitDef
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 10,10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 10
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7153
envshake.time = 15
envshake.ampl = 4
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 10,10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 10
sparkno = 0
sparkxy = -1000, -706
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7154
envshake.time = 15
envshake.ampl = 4
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 10,10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 10
sparkno = 7052
sparkxy = -70, -68
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
p2stateno = 7155
envshake.time = 15
envshake.ampl = 4
palfx.time = 94
palfx.add = 0,160,250
palfx.mul = 220,164,250
palfx.sinadd = 85,55,110,0
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 100,10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 100,10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7053,7055]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 100,10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-4
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = S || p2statetype = L
trigger1 = AnimElem = 1
attr = A, ST
damage = 100,10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = C
trigger1 = AnimElem = 1
attr = A, ST
damage = 100,10
animtype = heavy
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7051, 1]
type = HitDef
triggerall = p2stateno = [7153,7155]
triggerall = p2statetype = A
trigger1 = AnimElem = 1
attr = A, ST
damage = 100,10
animtype = back
guardflag = MA
hitflag = MA
priority = 3, Hit
pausetime = 0, 10
sparkno = 2
sparkxy = 0, -28
hitsound = s45, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-4
air.hittime = 18
fall = 1
fall.recover = 0
envshake.time = 15
envshake.ampl = 4
palfx.time = 1
sprpriority = 4
p2sprpriority = 0

[State 7050, end]
type = destroyself
trigger1 = AnimTime = 0

;----------------------
;CustomeIceStateS
[StateDef 7153]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 20
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7153
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 0
absolute = 1
;ignorehitpause =
;persistent =

[State 7053, end]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;CustomeIceStateS
[StateDef 7154]
type = S
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 20
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7154
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 0
absolute = 1
;ignorehitpause =
;persistent =

[State 7053, end]
type = SelfState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------
;CustomeIceStateS
[StateDef 7155]
type = A
movetype= H
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 20
sprpriority = 2


[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 0
absolute = 1
;ignorehitpause =
;persistent =


;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = 1
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 71544
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 7053, end]
type = SelfState
trigger1 = AnimTime = 0
value = 5040
ctrl = 1

;----------------------
;CustomeIceState
[StateDef 7160]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 0
absolute = 0
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1



[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7053
;elem = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =

[State 7053, end]
type = SelfState
trigger1 = time = 1
value = 0
ctrl = 1

;----------------------
;CustomeIceState
[StateDef 7161]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 0
absolute = 0
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 7054
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 7053, end]
type = SelfState
trigger1 = time = 1
value = 11
ctrl = 1

;----------------------
;CustomeIceState
[StateDef 7162]
type = S
movetype= I
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
poweradd = 50
sprpriority = 2

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -100
kill = 0
absolute = 0
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 1
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 70544
;elem = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 705222
ID = 7052
pos = 20,-68
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 = 0.5,0.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 7053, end]
type = SelfState
trigger1 = time = 1
value = 5040
ctrl = 1

;-----------------------
;Brutality
[Statedef 3200]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 2200

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,21]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;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, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
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 = 7
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 = 9
value = S9,2
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 = 101
sound = s20,0
pos = 0,-80
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 9
;ignorehitpause =
;persistent =

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

[State 2200, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = MAF
guardflag = MA
priority = 1, Miss
sparkno = -1
sparkxy = 10,-80
guardsound = s6,0
guard.pausetime = 15,10
sprpriority = 1
p2facing = 1
p1stateno = 2210
p2stateno = 2220
fall = 1
fall.recover = 0
hitsound = s5,0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 25
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

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

[State 2200, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2210]
type = S
movetype= A
physics = N
anim = 2210
poweradd = 0

[State 0, Width]
type = Width
trigger1 = 1
edge = 50,0
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S65,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AfterImageTime]
type = AfterImageTime
trigger1 = time = 0
time = 260
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 53
anim = 1430
ID = 1430
pos = 17,-64
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 = 0.4,0.5
sprpriority = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 16
trigger4 = animelem = 18
trigger5 = animelem = 28
trigger6 = animelem = 35
trigger7 = time = 0
anim = f1+random%2
ID = 1
pos = 50,-86
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 9
trigger2 = animelem = 12
trigger3 = animelem = 21
trigger4 = animelem = 31
trigger5 = animelem = 42
trigger6 = animelem = 46
trigger7 = animelem = 60
anim = f1+random%2
ID = 1
pos = 50,-96
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 16
trigger4 = animelem = 18
trigger5 = animelem = 28
trigger6 = animelem = 35
trigger7 = animelem = 9
trigger8 = animelem = 12
trigger9 = animelem = 21
trigger10 = animelem = 31
trigger11 = animelem = 42
trigger12 = animelem = 46
trigger13 = animelem = 60
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 14
trigger4 = animelem = 17
trigger5 = animelem = 26
trigger6 = animelem = 33
trigger7 = animelem = 7
trigger8 = animelem = 10
trigger9 = animelem = 19
trigger10 = animelem = 29
trigger11 = animelem = 40
trigger12 = animelem = 44
trigger13 = animelem = 58
value = S0,0+random%3
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 58
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 195
add = -80,-80,-80
mul = 256,256,256
;sinadd = -80,-80,-80,267
invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, AllPalFX]
type = AllPalFX
trigger1 = time = 195
time = 5
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 16
trigger4 = animelem = 18
trigger5 = animelem = 28
trigger6 = animelem = 35
value = S5,0+random%2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
trigger2 = animelem = 12
trigger3 = animelem = 21
trigger4 = animelem = 31
trigger5 = animelem = 42
trigger6 = animelem = 46
value = S5,0+random%2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 60
value = S5,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 53
value = S45,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 53
value = S45,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 60
anim = 1256
ID = 1256
pos = 50,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 60
anim = 1256
ID = 1256
pos = 70,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-0.2
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.6,0.6
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 60
anim = 1256
ID = 1256
pos = 60,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-0.45
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.55,0.55
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 60
anim = 1256
ID = 1256
pos = 65,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-0.7
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.55,0.55
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2life = 0 && var(58) = 1
trigger1 = animelem = 61
anim = 1256
ID = 1256
pos = 50,-80
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-1
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.7,0.7
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2life = 0 && var(58) = 1
trigger1 = animelem = 61
anim = 1256
ID = 1256
pos = 70,-70
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-0.2
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.8,0.8
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2life = 0 && var(58) = 1
trigger1 = animelem = 61
anim = 1256
ID = 1256
pos = 60,-60
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-0.45
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.75,0.75
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2life = 0 && var(58) = 1
trigger1 = animelem = 61
anim = 1256
ID = 1256
pos = 65,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,-0.7
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.75,0.75
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2life = 0 && var(58) = 1
trigger1 = animelem = 61
anim = 2226
ID = 2226
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
triggerall = p2life = 0 && var(58) = 1
trigger1 = animelem = 61
anim = 2227
ID = 2227
pos = 50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
;shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 9
trigger2 = animelem = 12
trigger3 = animelem = 21
trigger4 = animelem = 31
trigger5 = animelem = 42
trigger6 = animelem = 46
trigger7 = animelem = 3
trigger8 = animelem = 6
trigger9 = animelem = 16
trigger10 = animelem = 18
trigger11 = animelem = 28
trigger12 = animelem = 35
time = 5
freq = 80
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 60
time = 35
freq = 90
ampl = -6
phase = 90
;ignorehitpause =
;persistent =

[State 2210, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 2210, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

[State 2210, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50, 0

[State 2210, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 0

[State 2210, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 2210, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 50, 0

[State 2210, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 50, 0

[State 2210, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 50, 0

[State 2210, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 50, 0

[State 2210, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 50, 0

[State 2210, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 50, 0

[State 2210, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = 50, 0

[State 2210, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = 50, 0

[State 2210, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = 50, 0

[State 2210, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = 50, 0

[State 2210, Bind 16]
type = TargetBind
trigger1 = AnimElem = 16
pos = 50, 0

[State 2210, Bind 17]
type = TargetBind
trigger1 = AnimElem = 17
pos = 50, 0

[State 2210, Bind 18]
type = TargetBind
trigger1 = AnimElem = 18
pos = 50, 0

[State 2210, Bind 19]
type = TargetBind
trigger1 = AnimElem = 19
pos = 50, 0

[State 2210, Bind 20]
type = TargetBind
trigger1 = AnimElem = 20
pos = 50, 0

[State 2210, Bind 21]
type = TargetBind
trigger1 = AnimElem = 21
pos = 50, 0

[State 2210, Bind 22]
type = TargetBind
trigger1 = AnimElem = 22
pos = 50, 0

[State 2210, Bind 23]
type = TargetBind
trigger1 = AnimElem = 23
pos = 50, 0

[State 2210, Bind 24]
type = TargetBind
trigger1 = AnimElem = 24
pos = 50, 0

[State 2210, Bind 25]
type = TargetBind
trigger1 = AnimElem = 25
pos = 50, 0

[State 2210, Bind 26]
type = TargetBind
trigger1 = AnimElem = 26
pos = 50, 0

[State 2210, Bind 27]
type = TargetBind
trigger1 = AnimElem = 27
pos = 50, 0

[State 2210, Bind 28]
type = TargetBind
trigger1 = AnimElem = 28
pos = 50, 0

[State 2210, Bind 29]
type = TargetBind
trigger1 = AnimElem = 29
pos = 50, 0

[State 2210, Bind 30]
type = TargetBind
trigger1 = AnimElem = 30
pos = 50, 0

[State 2210, Bind 31]
type = TargetBind
trigger1 = AnimElem = 31
pos = 50, 0

[State 2210, Bind 32]
type = TargetBind
trigger1 = AnimElem = 32
pos = 50, 0

[State 2210, Bind 33]
type = TargetBind
trigger1 = AnimElem = 33
pos = 50, 0

[State 2210, Bind 34]
type = TargetBind
trigger1 = AnimElem = 34
pos = 50, 0

[State 2210, Bind 35]
type = TargetBind
trigger1 = AnimElem = 35
pos = 50, 0

[State 2210, Bind 36]
type = TargetBind
trigger1 = AnimElem = 36
pos = 50, 0

[State 2210, Bind 37]
type = TargetBind
trigger1 = AnimElem = 37
pos = 50, 0

[State 2210, Bind 38]
type = TargetBind
trigger1 = AnimElem = 38
pos = 50, 0

[State 2210, Bind 39]
type = TargetBind
trigger1 = AnimElem = 39
pos = 50, 0

[State 2210, Bind 40]
type = TargetBind
trigger1 = AnimElem = 40
pos = 50, 0

[State 2210, Bind 41]
type = TargetBind
trigger1 = AnimElem = 41
pos = 50, 0

[State 2210, Bind 42]
type = TargetBind
trigger1 = AnimElem = 42
pos = 50, 0

[State 2210, Bind 43]
type = TargetBind
trigger1 = AnimElem = 43
pos = 50, 0

[State 2210, Bind 44]
type = TargetBind
trigger1 = AnimElem = 44
pos = 50, 0

[State 2210, Bind 45]
type = TargetBind
trigger1 = AnimElem = 45
pos = 50, 0

[State 2210, Bind 46]
type = TargetBind
trigger1 = AnimElem = 46
pos = 50, 0

[State 2210, Bind 47]
type = TargetBind
trigger1 = AnimElem = 47
pos = 53, 0

[State 2210, Bind 48]
type = TargetBind
trigger1 = AnimElem = 48
pos = 55, 0

[State 2210, Bind 49]
type = TargetBind
trigger1 = AnimElem = 49
pos = 57, 0

[State 2210, Bind 50]
type = TargetBind
trigger1 = AnimElem = 50
pos = 59, 0

[State 2210, Bind 51]
type = TargetBind
trigger1 = AnimElem = 51
pos = 60, 0

[State 2210, Bind 52]
type = TargetBind
trigger1 = AnimElem = 52
pos = 60, 0

[State 2210, Bind 53]
type = TargetBind
trigger1 = AnimElem = 53
pos = 60, 0

[State 2210, Bind 54]
type = TargetBind
trigger1 = AnimElem = 54
pos = 60, 0

[State 2210, Bind 55]
type = TargetBind
trigger1 = AnimElem = 55
pos = 60, 0

[State 2210, Bind 56]
type = TargetBind
trigger1 = AnimElem = 56
pos = 60, 0

[State 2210, Bind 57]
type = TargetBind
trigger1 = AnimElem = 57
pos = 60, 0

[State 2210, Bind 58]
type = TargetBind
trigger1 = AnimElem = 58
pos = 60, 0

[State 2210, Bind 59]
type = TargetBind
trigger1 = AnimElem = 59
pos = 60, 0

[State 2210, Bind 60]
type = TargetBind
trigger1 = AnimElem = 60
pos = 62, 0

[State 2210, Bind 60]
type = TargetBind
trigger1 = AnimElem = 61
pos = 62, -10

[State 2210, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 9
trigger2 = animelem = 12
trigger3 = animelem = 21
trigger4 = animelem = 31
trigger5 = animelem = 42
trigger6 = animelem = 46
trigger7 = animelem = 3
trigger8 = animelem = 6
trigger9 = animelem = 16
trigger10 = animelem = 18
trigger11 = animelem = 28
trigger12 = animelem = 35
value = -20
kill = 0

[State 2210, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 60
value = -120
kill = 1

[State 2210, Throw]
type = TargetState
triggerall = p2life = 0  && var(58) = 1
trigger1 = AnimElem = 61
value = 2225

[State 2210, Throw]
type = TargetState
triggerall = p2life > 0 && var(58) = 1
trigger1 = AnimElem = 61
value = 2221

[State 2210, Throw]
type = TargetState
triggerall = p2life > 0 && var(58) != 1
trigger1 = AnimElem = 61
value = 2221

[State 2210, Throw]
type = TargetState
triggerall = p2life = 0 && var(58) != 1
trigger1 = AnimElem = 61
value = 2221

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0.3
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 47
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 61
value = S65,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = p2life = 0 && var(58) = 1
trigger1 = animelem = 61
value = S65,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = p2stateno = 2225
v = 55    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 2210, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2220]
type = A
movetype = H
physics = N
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 0.3
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 47
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = animelem = 53
value = 4
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 145
time = 5
add = 0,30,120
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 150
time = 5
add = 0,70,160
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 206
;ignorehitpause = 0
;persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 155
time = 5
add = 0,120,220
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 156
;ignorehitpause = 0
;persistent = 1

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 160
time = 42
add = 0,160,250
mul = 220,164,250
sinadd = 85,55,110,0
invertall = 0
color = 0
;ignorehitpause = 0
;persistent = 1

[State 2220, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2220

;----------------------------------------------------------------------
[Statedef 2221]
type = A
movetype = H
physics = N
velset = -2,-12
poweradd = 40

[State 2221, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 2221, 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 2221, 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 2221, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;----------------------
;Dead
[Statedef 2225]
type = S
movetype = H
physics = N
velset = 0,0

[State 2220, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2225

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
y = 1500
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 = time = 60
value = 5150
;anim =
;ctrl =
;ignorehitpause = 0
;persistent = 1


;---------------------
;Throw
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1400

[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<= 30
Trigger1 = Time = 0
attr = S, NT
hitflag = M
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover = 0
fall.damage = 15

[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, Width]
type = Width
trigger1 = 1
edge = 0,40
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 50, 0

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

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 25, 5

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

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 10, 8

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

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -30, -5

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -86, -23


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -75

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 6
value = 821

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

;----------------------------------------------------------------------
[Statedef 820]
type = A
movetype = H
physics = N
velset = 0,0

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

;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics = N
velset = 5,-4
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




;---------------------
;Throw1
[Statedef 850]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
triggerall = p2bodydist x<= 30
Trigger1 = Time = 0
attr = S, NT
hitflag = M
hitsound = s8,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p1stateno = 815
p2stateno = 825
fall = 1
fall.recovertime = 60

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 815]
type = S
movetype= A
physics = N
anim = 812
poweradd = 60

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,8
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
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 = 0

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

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 0

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

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 0

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

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

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 40, 0

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

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 40, 0

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

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 6
pos = 37, 0

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

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = 9, -2

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 810, Bind 4]
type = TargetBind
trigger1 = animelem = 8
pos = -15, -15

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 9
pos = -60, -42

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -100

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 9
value = 826

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


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

;----------------------------------------------------------------------
[Statedef 825]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 822

;----------------------------------------------------------------------
[Statedef 826]
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 = 2
trigger2 = animelem = 5
pos = 20,0
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
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 = 5
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

;---------------------------------------------------------------------------
; Hop backwards
[Statedef 105]
type    = S
physics =N
ctrl = 0
anim = 105
sprpriority = 1

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


[State 105, 1]
type = VelSet
trigger1 = animelem = 2
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

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

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

[State 105, 3]
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 = "freezevar = %d fvar1= %f  pos x = %f "
params = var(51), fvar(2) , p2bodydist x

[State -2, VarSet]
type = VarSet
trigger1 =numhelper(1315)<1
v = 31    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State -2, Damage Dampener]; Scaling in action
type= attackmulset
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, 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, VarSet]
type = VarSet
trigger1 = p2stateno != [7053,7055]
v = 18    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1000
id = 1030
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 1001
id = 1031
;ignorehitpause =
;persistent =

[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 0, VarSet]
type = VarSet
trigger1 = p2movetype != H
v = 51    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = var(51) >= 1
v = 51    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarAdd]
type = VarAdd
trigger1 = p2stateno = [7053,7055]
trigger2 = p2stateno = [7153,7155]
v = 51    ;fv =
value = 1
;ignorehitpause =
;persistent =


[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

;---------------------------------------------------------------------------
; 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
