; 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 = 900			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 95		;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 = 0			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 23		;Player width (back, ground)
ground.front = 17		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -5, -90	;Approximate position of head
mid.pos = -5, -60		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,2		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3.8		;Walk forward
walk.back = -3.6		;Walk backward
run.fwd  = 4.6, -4.8		;Run forward (x, y)
run.back = -4.5,-4.8	;Hop backward (x, y)
jump.neu = 0,-9.4		;Neutral jumping velocity (x, y)
jump.back = -3.25		;Jump back Speed (x, y)
jump.fwd = 3.30		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

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

;Default language victory quotes **MUGEN 1.0**
;The default language victory quotes must be implemented in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "How about one last kiss goodnight?"
victory2 = "My teeth ache, my throat longs for what pulses through your veins."
victory3 = "No, I don't sparkle in sun light. Why do you ask?"
victory4 = "If you lick my boots, I might let you live. On your knees, dog!"
victory5 = "Did I cut you a bit? Let me lick your wounds. I won't bite..."

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

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

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

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

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

[State 180, 2]
type = ChangeState
trigger1 = matchover = 0
value = 182

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S24,0
volume = -155
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

[State 0, Width]
type = Width
trigger1 = time > 8
edge = 0,50
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S55,18
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

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

[State 0, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal ;player
name = "Hat"
ID = 191
stateno = 191
pos = -35,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
;size.xscale (float)
;size.yscale (float)
;size.ground.back (int)
;size.ground.front (int)
;size.air.back (int)
;size.air.front (int)
;size.height (int)
;size.proj.doscale (int)
;size.head.pos (int,int)
;size.mid.pos (int,int)
;size.shadowoffset (int)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S44,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

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

;------------------------------------
[StateDef 191]
type = A
movetype= A
physics = A
juggle  = 1
velset = -7,-3
ctrl = 0
anim = 191
poweradd = 20
sprpriority = 2

[State 191, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
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 0, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0
;ignorehitpause =
;persistent =


[State 191, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2
poweradd = 50

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S44,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.3
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 100
;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  = 6				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 23, 0			;Damage that move inflicts, guard damage
animtype = light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MADF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 8			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -76		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;Sound to play on hit
guardsound = s6, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
					;Y-velocity at which opponent is pushed
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 211
poweradd = 30
sprpriority = 2


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

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 35
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

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

;-----------------------------
;standstrongpunch
[StateDef 220]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 220
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
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 = 60
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 230, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 22
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -66
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

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

[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  = 7
velset = 0,0
ctrl = 0
anim = 240
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,12
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -86
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 250]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 252
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,5
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 55
y = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -66
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 20
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 35
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -30, -86
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 = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

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


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

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

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


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

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


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 280, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 65,6
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 2, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-1
air.hittime = 16

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

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

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


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


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

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

;---------------------------------------------------------------------------
; Standing Strong Kick 2
; CNS difficulty: easy
[StateDef 260]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 250
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 30
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 35
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -30, -86
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 = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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


;---------------------------------------------------------------------------
;Backflipkick
[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 65
ctrl = 0
velset = 0,0
anim = 251

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 85, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -40, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -12
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

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

[State 250, a]
type = Width
trigger1 = 1
value = 15, 0

[State 250, 3]
type = PosAdd
trigger1 = animelem = 7
x = -63

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

;---------------------------------------------------------------------------
;Backflipkick
[Statedef 252]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 253

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 79, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -40, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -7,-4
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -7.4,-4
air.hittime = 12
envshake.time = 15
envshake.ampl = 4
getpower = 0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

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

[State 250, a]
type = Width
trigger1 = 1
value = 15, 0

[State 250, 3]
type = PosAdd
trigger1 = animelem = 7
x = -63

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

;---------------------------------------------------------------------------
;Backflipkick
[Statedef 253]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
velset = 0,0
anim = 253

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 79, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -40, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -10
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

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

[State 250, a]
type = Width
trigger1 = 1
value = 15, 0

[State 250, 3]
type = PosAdd
trigger1 = animelem = 7
x = -63

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

;---------------------------------------------------------------------------
;Backflipkick2
[Statedef 254]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 65
ctrl = 0
velset = 0,0
anim = 254

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 74, 5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -40, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -8
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

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

[State 250, a]
type = Width
trigger1 = 1
value = 15, 0

[State 250, 3]
type = PosAdd
trigger1 = animelem = 7
x = -63

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

;---------------------------------------------------------------------------
;Backflipkick3
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 65
ctrl = 0
velset = 0,0
anim = 254

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 250, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = diagup
damage    = 83, 8
hitflag = MAF
guardflag = MA
pausetime = 9,9
sparkno = 2
sparkxy = 0,-91
guard.sparkno = 40
hitsound   = S5,3
guardsound = s6, 0
ground.type = High
guard.velocity = -8
guard.slidetime = 14
ground.hittime  = 14
air.hittime = 20
ground.velocity = 0.2, -8
air.velocity = -2, -9
getpower = 10
ground.cornerpush.veloff = -10

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = diagup
damage    = 13, 2
hitflag = MAF
guardflag = MA
pausetime = 9,9
sparkno = 2
sparkxy = 0,-91
guard.sparkno = 40
hitsound   = S5,3
guardsound = s6, 0
ground.type = High
guard.velocity = -16
guard.slidetime = 20
ground.hittime  = 20
air.hittime = 20
ground.velocity = -1.2, -8
air.velocity = -3, -9
getpower = 71
fall = 1
;air.fall = 1
;fall.recover = 0
ground.cornerpush.veloff = -10

[State 250, a]
type = Width
trigger1 = 1
value = 15, 0

[State 250, 3]
type = PosAdd
trigger1 = animelem = 7
x = -63

[State 240, 5]
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  = 6
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -41
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 7
velset = 0,0
ctrl = 0
anim = 410
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
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 = 35
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -40
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[StateDef 420]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 421
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [4,19]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 420, 1]
type = HitDef
trigger1 = AnimElem = 2
attr =C, NA
damage = 60
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

[State 420, 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  = 6
velset = 0,0
ctrl = 0
anim = 440
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 20
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -8
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

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

[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  = 7
velset = 0,0
ctrl = 0
anim = 430
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,12
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 440, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 35
animtype = med
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -8
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 = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[StateDef 450]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 450
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 450, 1]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage = 62
fall = 1
fall.recovertime = 50
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1, -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-8
air.hittime = 18
ground.cornerpush.veloff = -10

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

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

;---------------------------------
;jump light punch
[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
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 = 18
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

;----------------------------------
;jump med punch
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 30
sprpriority = 2

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


[State 160, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 35
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

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

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

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


[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 60
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
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 = -5.4,3
air.hittime = 38
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[StateDef 630]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 640]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,12
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 35
animtype = med
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 650]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 65
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4, 5
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

;---------------------------------
;jump light punch
[StateDef 760]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
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 = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

;----------------------------------
;jump med punch
[StateDef 761]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 30
sprpriority = 2

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


[State 160, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 35
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 762]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 40
sprpriority = 2

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

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


[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 60
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -76
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 = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

[State 620, 1]
type = HitDef
triggerall = prevstateno = 610
trigger1 = AnimElem = 2
attr = A, NA
damage = 65
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -76
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 = -7.4,-1
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 620, 1]
type = HitDef
triggerall = prevstateno = 640
trigger1 = AnimElem = 2
attr = A, NA
damage = 65
animtype = back
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -76
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 = -7.4,-1
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[StateDef 763]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 640
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 764]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 630
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,12
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 640, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 35
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 1
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 765]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4, 5
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 766]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 650
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 80,7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4, 5
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

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

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 767]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 651
poweradd = 40
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 650, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 85,9
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4, 5
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

;-------------------------------
;wheelkick
[StateDef 2000]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 2000
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,5
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = f60
ID = 60
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 95, 11
animtype = heavy
fall = 1
guardflag = HA
hitflag = MDAF
priority = 4, Hit
pausetime = 10, 8
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -9, 1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8,15
air.hittime = 12

[State 2000, 1]
type = HitDef
triggerall = prevstateno = 251
trigger1 = time = 0
attr = S, SA
damage = 95
animtype = heavy
fall = 1
guardflag = MA
hitflag = MDAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, 15
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -14.4, 14
air.hittime = 12

[State 250, a]
type = Width
trigger1 = time = [1,21]
value = 45, 0

[State 250, a]
type = Width
trigger1 = time = [21,49]
value = 25, 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = 140
y = 0
;ignorehitpause =
;persistent =

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

;-------------------------------
;wheelkick
[StateDef 2001]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 2001
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,8
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = f60
ID = 60
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.05
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 80, 9
animtype = heavy
fall = 1
guardflag = HA
hitflag = MDAF
priority = 4, Hit
pausetime = 10, 8
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, 1
airguard.velocity = -1.9,-.8
air.type = High
air.juggle = 15
air.velocity = -4.4,8
air.hittime = 12

[State 250, a]
type = Width
trigger1 = 1
value = 15, 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 30
y = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = 70
y = 0
;ignorehitpause =
;persistent =

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

;-------------------------------
;wheelkick
[StateDef 2002]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 2002
poweradd = 20
sprpriority = 2

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = f60
ID = 60
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 2000, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 65, 7
animtype = heavy
guardflag = HA
hitflag = MDAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,0
air.hittime = 12

[State 250, a]
type = Width
trigger1 = 1
value = 15, 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 15
y = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = 50
y = 0
;ignorehitpause =
;persistent =

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

;-----------------------------------
;TriangleKick
[StateDef 511]
type = A
movetype= I
physics = A
juggle  = 1
ctrl = 0
anim = 43
poweradd = 20
sprpriority = 2

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

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

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist < 10
trigger1 = time = 0
x = 12
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [10,25]
trigger1 = time = 0
x = -1
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [25,50]
trigger1 = time = 0
x = -4
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [50,100]
trigger1 = time = 0
x = -6
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [100,150]
trigger1 = time = 0
x = -7
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [150,200]
trigger1 = time = 0
x = -7
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist >= 201
trigger1 = time = 0
x = -10
y = -10
;ignorehitpause =
;persistent =


[State 511, end]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 0
trigger1 = Vel X > 0
trigger2 = BackEdgeBodyDist <= 0
trigger2 = Vel X < 0
value = 501
ctrl = 1

;-----------------------------------
;TriangleKickMed
[StateDef 700]
type = A
movetype= I
physics = A
juggle  = 1
ctrl = 0
anim = 43
poweradd = 20
sprpriority = 2

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

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

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist < 10
trigger1 = time = 0
x = 12
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [10,25]
trigger1 = time = 0
x = -1
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [25,50]
trigger1 = time = 0
x = -4
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [50,100]
trigger1 = time = 0
x = -6
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [100,150]
trigger1 = time = 0
x = -7
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [150,200]
trigger1 = time = 0
x = -7
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist >= 201
trigger1 = time = 0
x = -10
y = -10
;ignorehitpause =
;persistent =


[State 511, end]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 0
trigger1 = Vel X > 0
trigger2 = BackEdgeBodyDist <= 0
trigger2 = Vel X < 0
value = 701
ctrl = 1

;-----------------------------------
;TriangleKickLight
[StateDef 710]
type = A
movetype= I
physics = A
juggle  = 1
ctrl = 0
anim = 43
poweradd = 20
sprpriority = 2

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

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

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist < 10
trigger1 = time = 0
x = 12
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [10,25]
trigger1 = time = 0
x = -1
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [25,50]
trigger1 = time = 0
x = -4
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [50,100]
trigger1 = time = 0
x = -6
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [100,150]
trigger1 = time = 0
x = -7
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [150,200]
trigger1 = time = 0
x = -7
y = -10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist >= 201
trigger1 = time = 0
x = -10
y = -10
;ignorehitpause =
;persistent =


[State 511, end]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 0
trigger1 = Vel X > 0
trigger2 = BackEdgeBodyDist <= 0
trigger2 = Vel X < 0
value = 702
ctrl = 1

;-----------------------------------
;TriangleKick
[StateDef 512]
type = A
movetype= I
physics = A
juggle  = 1
ctrl = 0
anim = 43
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,17
volume = 0
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist < 10
trigger1 = time = 0
x = 10
y = -8.5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [10,25]
trigger1 = time = 0
x = -1
y = -8
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [25,100]
trigger1 = time = 0
x = -10
y = -7
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [100,150]
trigger1 = time = 0
x = -10
y = -7
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [150,200]
trigger1 = time = 0
x = -10
y = -8
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist >= 201
trigger1 = time = 0
x = -10
y = -8
;ignorehitpause =
;persistent =

[State 511, end]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 0
trigger1 = Vel X > 0
trigger2 = BackEdgeBodyDist <= 0
trigger2 = Vel X < 0
value = 502
ctrl = 1

;-----------------------------------
;SuperBiteJump
[StateDef 514]
type = A
movetype= I
physics = A
juggle  = 1
ctrl = 0
anim = 43
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S55,16
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 30
TimeGap  = 3
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [25,100]
trigger1 = time = 0
x = -10
y = -7
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [100,150]
trigger1 = time = 0
x = -10
y = -7
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist = [150,200]
trigger1 = time = 0
x = -10
y = -8
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
triggerall = backedgebodydist >= 201
trigger1 = time = 0
x = -10
y = -8
;ignorehitpause =
;persistent =

[State 511, end]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 3
trigger1 = Vel X > 0
trigger2 = BackEdgeBodyDist <= 3
trigger2 = Vel X < 0
value = 503
ctrl = 1

;---------------------------------------------------------------------------
; Triangle Jump
[Statedef 500]
type = A
movetype = I
physics = N
ctrl = 0
anim = 500
velset = 0, 0

[State 500, 0]
type = Turn
trigger1 = FrontEdgeBodyDist <= 3

[State 500, 1]
type = PlaySnd
trigger1 = time = 0
value = s0, 0

[State 500, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 510

[State 500, 5]
type = VelSet
trigger1 = Anim = 510
x = const(velocity.jump.fwd.x)
y = const(velocity.jump.y)

[State 500, 6]
type = ChangeState
trigger1 = Anim = 510
value = 5610
ctrl = 1

;---------------------------------------------------------------------------
; Triangle Jump
[Statedef 50001]
type = A
movetype = I
physics = N
ctrl = 0
anim = 509
velset = 0, 0

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

[State 500, 0]
type = Turn
trigger1 = FrontEdgeBodyDist <= 3

[State 500, 1]
type = PlaySnd
trigger1 = time = 0
value = s0, 0

[State 500, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 511

[State 500, 5]
type = VelSet
trigger1 = Anim = 511
x = 2
y = -3

[State 500, 6]
type = ChangeState
trigger1 = Anim = 511
value = 51110
ctrl = 1

;---------------------------------------------------------------------------
; Triangle Jump 2
[Statedef 501]
type = A
movetype = I
physics = N
ctrl = 0
anim = 501
velset = 0, 0

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

[State 500, 0]
type = Turn
trigger1 = FrontEdgeBodyDist <= 3

[State 500, 1]
type = PlaySnd
trigger1 = time = 0
value = s0, 0

[State 500, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 49

[State 500, 5]
type = VelSet
trigger1 = Anim = 49
x = 8
y = 0

[State 500, 6]
type = ChangeState
trigger1 = Anim = 49
value = 510
ctrl = 1

;---------------------------------------------------------------------------
; Triangle Jump Med
[Statedef 701]
type = A
movetype = I
physics = N
ctrl = 0
anim = 501
velset = 0, 0

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

[State 500, 0]
type = Turn
trigger1 = FrontEdgeBodyDist <= 3

[State 500, 1]
type = PlaySnd
trigger1 = time = 0
value = s0, 0

[State 500, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 49

[State 500, 5]
type = VelSet
trigger1 = Anim = 49
x = 5.5
y = 0

[State 500, 6]
type = ChangeState
trigger1 = Anim = 49
value = 510
ctrl = 1

;---------------------------------------------------------------------------
; Triangle Jump Light
[Statedef 702]
type = A
movetype = I
physics = N
ctrl = 0
anim = 501
velset = 0, 0

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

[State 500, 0]
type = Turn
trigger1 = FrontEdgeBodyDist <= 3

[State 500, 1]
type = PlaySnd
trigger1 = time = 0
value = s0, 0

[State 500, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 49

[State 500, 5]
type = VelSet
trigger1 = Anim = 49
x = 3
y = 0

[State 500, 6]
type = ChangeState
trigger1 = Anim = 49
value = 510
ctrl = 1

;---------------------------------------------------------------------------
; Triangle Jump 3
[Statedef 502]
type = A
movetype = I
physics = N
ctrl = 0
anim = 501
velset = 0, 0

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

[State 500, 0]
type = Turn
trigger1 = FrontEdgeBodyDist <= 3

[State 500, 1]
type = PlaySnd
trigger1 = time = 0
value = s0, 0

[State 500, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 2100

[State 500, 5]
type = VelSet
trigger1 = Anim = 2100
x = 11
y = 4

[State 500, 6]
type = ChangeState
trigger1 = Anim = 2100
value = 2200
ctrl = 1

;---------------------------------------------------------------------------
; Triangle Jump 4
[Statedef 503]
type = A
movetype = I
physics = N
ctrl = 0
anim = 501
velset = 0, 0

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

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 30
anim = 102
sound = s21,0
pos = 0,-65
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 500, 0]
type = Turn
trigger1 = FrontEdgeBodyDist <= 3

[State 500, 1]
type = PlaySnd
trigger1 = time = 0
value = s0, 0

[State 500, 4]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 2100

[State 500, 5]
type = VelSet
trigger1 = Anim = 2100
x = 16
y = 0

[State 500, 6]
type = ChangeState
trigger1 = Anim = 2100
value = 2201
ctrl = 1


;---------------------------------------------------------------------------
; Jump off wall
[Statedef 510]
type = A
movetype = I
physics = N
ctrl = 0

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

[State 510, 2]
type = ChangeAnim
trigger1 = Anim = 41
trigger1 = AnimTime = 0
value = 44

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 50
y = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Jump off wall
[Statedef 5610]
type = A
movetype = I
physics = N
ctrl = 1

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


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

[State 510, 2]
type = ChangeAnim
trigger1 = Anim = 41
trigger1 = AnimTime = 0
value = 44

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 50
y = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Jump off wall
[Statedef 51110]
type = A
movetype = I
physics = A
ctrl = 1

[State 510, 2]
type = ChangeAnim
trigger1 = Anim = 41
trigger1 = AnimTime = 0
value = 44

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 50
y = 0
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Jump off wall
[Statedef 513]
type = A
movetype = I
physics = A
ctrl = 1

[State 510, 2]
type = ChangeAnim
trigger1 = time = 0
value = 2100

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

;----------------------------------------------
;Bite
[Statedef 2200]
type = A
movetype= A
physics = N
juggle = 0
ctrl = 0
anim = 2100

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

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


[State 0, VelSet]
type = VelSet
trigger1 = time = 10
y = -1
;ignorehitpause =
;persistent =


[State 2200, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, ST
hitflag = M
guardflag = MLA
guardsound = s6, 0
sparkxy = 10, -76
guard.pausetime = 10,10
priority = 4, Miss
hitsound = s24, 0
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 811
p2stateno = 822
fall = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = 2222
ctrl = 0
;anim =
ignorehitpause = 0
;persistent =

[State 511, end]
type = ChangeState
trigger1 = FrontEdgeBodyDist <= 5
trigger1 = Vel X > 0
trigger2 = BackEdgeBodyDist <= 5
trigger2 = Vel X < 0
value = 50001
ctrl = 1

;------------------------------
;Guarded
[StateDef 2222]
type = A
movetype= I
physics = N
juggle  = 1
velset = -2,-6
ctrl = 0
anim = 2220
poweradd = 20
sprpriority = 2

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


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


[State 2220, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
damage = 1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
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 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

;------------------------------
;KickLand
[StateDef 2509]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2509
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2509, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2210]
type = S
movetype= A
physics = N
velset = 0,0
anim = 2101
poweradd = 60

[State 90000, VarSet]
type = VarSet
trigger1 = (!Time)
v = 0
value = 400

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


[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 2210, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 2210, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 45, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 2210, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 40, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 2210, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 2210, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 35, 0

[State 2210, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 35, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 2210, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -80

[State 2210, Throw]
type = TargetState
trigger1 = AnimElem = 8
value = 2221

[State 0, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 3
y = -8
;ignorehitpause =
;persistent =

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

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = -70
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S31,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2102
ID = 2102
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f12
ID = 20
pos = 48,-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 = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S55,7
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2210, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2211]
type = S
movetype= A
physics = N
velset = 0,0
anim = 2101
poweradd = 60

[State 90000, VarSet]
type = VarSet
trigger1 = (!Time)
v = 5
value = 137

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


[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 2210, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 2210, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 45, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 2210, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 40, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 2210, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 2210, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 35, 0

[State 2210, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 35, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 2210, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -80

[State 2210, Throw]
type = TargetState
trigger1 = AnimElem = 8
value = 2221

[State 0, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 3
y = -8
;ignorehitpause =
;persistent =

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

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = -70
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S31,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2102
ID = 2102
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f12
ID = 20
pos = 48,-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 = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S55,7
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2210, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;----------------------------------------------------------------------
[Statedef 2212]
type = S
movetype= A
physics = N
velset = 0,0
anim = 2101
poweradd = 60

[State 90000, VarSet]
type = VarSet
trigger1 = (!Time)
v = 10
value = 137

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


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


[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 2210, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 2210, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 45, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 2210, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 40, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 2210, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 2210, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 35, 0

[State 2210, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 35, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 2210, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -80

[State 2210, Throw]
type = TargetState
trigger1 = AnimElem = 8
value = 2221

[State 0, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 3
y = -8
;ignorehitpause =
;persistent =

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

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = -70
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S31,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2102
ID = 2102
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f12
ID = 20
pos = 48,-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 = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S55,7
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2210, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1


;----------------------------------------------------------------------
[Statedef 2220]
type = A
movetype = H
physics = N
velset = 0,0

[State 2220, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 2110

;----------------------------------------------------------------------
[Statedef 2221]
type = A
movetype = H
physics = N
velset = 3,-3
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

;----------------------------------------------
;SuperBite
[Statedef 2201]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 2100

[State -2, PalFXWiz]
type = PalFX
trigger1 = animelem = 1
time = -1
add = 0,0,0
mul = 256,256,256
;sinadd = 30,30,30,24
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 11    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 1
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 40
TimeGap  = 3
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 2200, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = M
guardflag = MA
guard.pausetime = 10,10
guardsound = s6, 0
sparkxy = 10, -76
priority = 3, Miss
hitsound = s24, 0
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 2213
p2stateno = 2220
fall = 1
getpower = 0

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

[State 0, ChangeState]
type = ChangeState
trigger1 = moveguarded = 1
value = 2222
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


;----------------------------------------------------------------------
[Statedef 2213]
type = S
movetype= A
physics = N
velset = 0,0
anim = 2101
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S55,13
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = [32,72]
value = 4
kill = 0
absolute = 1
;ignorehitpause =
;persistent =


[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 2210, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 50, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 2210, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 45, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 2210, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 40, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 2210, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 2210, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 35, 0

[State 2210, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 35, 0

[State 2210, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 2210, Hurt]
type = TargetLifeAdd
trigger1 = time = [32,72]
value = -4

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 32
time = 40
add = 0,0,0
mul = 256,256,256
sinadd = 0,56,0,80
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1


[State 0, VarSet]
type = VarSet
trigger1 = time = 72
v = 0    ;fv = 10
value = 450
;ignorehitpause =
;persistent =


[State 2210, Throw]
type = TargetState
trigger1 = AnimElem = 8
value = 2221

[State 0, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 3
y = -8
;ignorehitpause =
;persistent =

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

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = -70
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S31,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2102
ID = 2102
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 32
trigger2 = time = 42
trigger3 = time = 52
anim = f12
ID = 20
pos = 48,-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 = 2
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =



[State 2210, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;----------------------
;Kicksuper
[StateDef 2299]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 2300
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S55,15
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20,0
pos = -35, -75
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 10
value = S46,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = f61
ID = 60
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 30
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 2299, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = animelem = 3
attr = S, HA
damage = 50, 0
animtype = up
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 1, -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-6
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(13)>=0
movetype= I

[State 2299, 1]
type = HitDef
trigger1 = animelem = 10
attr = S, HA
damage = 70, 0
animtype = up
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 1, -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8,0
air.hittime = 18
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4

[State 2299, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage = 150,10
animtype = up
fall = 1
fall.recover = 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2, 15
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,15
air.hittime = 18
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 4

[State 0, Velset]
type = Velset
trigger1 = time = 27
x = 20
;ignorehitpause =
;persistent =

[State 0, Velset]
type = Velset
trigger1 = time = 29
x = 0
;ignorehitpause =
;persistent =

[State 2299, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;newthrow
[Statedef 1046]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0

[State 1046, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s24,0
sprpriority = 1
p1facing = ifelse (command = "holdback", -1, 1)
p2facing = 1
p1stateno = 1056
p2stateno = 1066
fall = 1
fall.recover = 0

[State 1046, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1056]
type = S
movetype= A
physics = N
anim = 813
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S45,0
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 = 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 = 9
anim = f2
ID = 2
pos = 50,-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 = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 1056, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 40, 0

[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 1056, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30, 0

[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 1056, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 30, 0

[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 1056, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 1056, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 30, 0

[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 1056, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 30, 0

[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 1056, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 30, 0

[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 1056, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 30, 0

[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 1056, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 37, -26

[State 1056, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 1056, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 37, -26

[State 1056, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -80

[State 1056, Throw]
type = TargetState
trigger1 = AnimElem = 10
value = 1067

[State 1056, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 1066]
type = A
movetype = H
physics = N
velset = 0,0

[State 1066, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 823

;----------------------------------------------------------------------
[Statedef 1067]
type = A
movetype = H
physics = N
velset = -3,-7
poweradd = 40

[State 1067, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 1067, 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 1067, 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 1067, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;------------------------
;flashkick
[StateDef 2500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2500
poweradd = 20
sprpriority = 2

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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2501
ctrl = 0

;-----------------------------------
;flashkickrise
[StateDef 2501]
type = A
movetype= A
physics = N
juggle  = 7
velset = 2,-10
ctrl = 0
anim = 2501
poweradd = 40
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 1
;ignorehitpause =
;persistent =

[State 2501, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage = 95, 9
fall = 1
fall.recover = 0
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4, -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-6
air.hittime = 18
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

;------------------------
;flashkick
[StateDef 2502]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2502
poweradd = 20
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,5]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2503
ctrl = 1

;-----------------------------------
;flashkickrise
[StateDef 2503]
type = A
movetype= A
physics = N
juggle  = 7
velset = 1,-8
ctrl = 0
anim = 2501
poweradd = 40
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 0.5
;ignorehitpause =
;persistent =

[State 2501, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 85, 7
fall = 1
fall.recover = 0
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-5
air.hittime = 18
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

;------------------------
;flashkick
[StateDef 2504]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2503
poweradd = 20
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2505
ctrl = 1

;-----------------------------------
;flashkickrise
[StateDef 2505]
type = A
movetype= A
physics = N
juggle  = 7
velset = 0.5,-6
ctrl = 0
anim = 2501
poweradd = 40
sprpriority = 2

[State 2501, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 75, 5
fall = 1
fall.recover = 0
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 16
ground.velocity = -2, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-4
air.hittime = 16
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

;------------------------
;EXflashkick
[StateDef 6000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2503
poweradd = -500
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,11
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 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 = animtime = 0
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 1

;-----------------------------------
;EXflashkickrise
[StateDef 6001]
type = A
movetype= A
physics = N
juggle  = 1
velset = 4,-10
ctrl = 0
anim = 2501
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
x = 1
;ignorehitpause =
;persistent =


[State 2501, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA
damage = 55, 5
fall = 1
fall.recovertime = 0
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-8
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 2501, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = S, SA
damage = 55, 5
fall = 1
fall.recover = 0
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-8
air.hittime = 18
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

;------------------------
;superflashkick
[StateDef 2506]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2506
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,5]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 102
sound = s20,0
pos = -10, -50
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 80
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 2500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2507
ctrl = 1

;-----------------------------------
;superflashkickrise
[StateDef 2507]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2504
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,9
volume = 0
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 7
trigger3 = animelem = 8
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animtime = 0
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2501, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 8
trigger4 = animelem = 9
attr = S, HA
damage = 100, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-2
air.hittime = 18
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 8
y = 0
;ignorehitpause =
;persistent =

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

[State 2501, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 2508
ctrl = 1

;-----------------------------------
;superflashkickrise
[StateDef 2508]
type = A
movetype= A
physics = N
juggle  = 8
velset = 3,-12
ctrl = 0
anim = 2505
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 0.7
;ignorehitpause =
;persistent =


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


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2501, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
attr = S, HA
damage = 120, 10
animtype = diagup
guardflag = MA
hitflag = MAF
fall = 1
fall.recover = 0
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-6
air.hittime = 18
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3

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


[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 2509

;------------------------------------
;bulldog
[Statedef 801]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 801

[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
attr = S, NT
hitflag = M
guardflag = MA
hitsound = s24,0
priority = 1, Miss
guard.pausetime = 10,5
sparkno = -1
sprpriority = 0
guardsound = s6,0
sparkxy = -10,-70
p2sprpriority = 1
p2facing = -1
p1stateno = 811
p2stateno = 822
fall.recover = 0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 811]
type = S
movetype= A
physics = S
velset = 0,0
anim = 810
poweradd = 60

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S47,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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


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

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

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

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 45, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 3
value = 2

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 50, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 4
value = 2

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 50, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 50, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 6
value = 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 46, -73

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 7
value = 0

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 41, -62

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 8
value = 0

[State 810, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = 40, -42

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 9
value = 0

[State 810, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 41, -15

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 10
value = 0

[State 810, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 37, -8

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 10
value = -110

[State 810, Throw]
type = TargetState
trigger1 = Animtime = 0
value = 823

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 811
ID = 811
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = f2
ID = 2
pos = 20,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = -20
y = 0
;ignorehitpause =
;persistent =


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 100
ctrl = 0

;----------------------------------------------------------------------
[Statedef 822]
type = A
movetype = H
physics = S
velset = 0,0

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

;----------------------------------------------------------------------
[Statedef 823]
type = A
movetype = H
physics = N
velset = -1,-7
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

;-----------------
;WarpPunch
[StateDef 4555]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4555
poweradd = 70
sprpriority = 2

[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 = 13

[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, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 14
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 80
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = p2bodydist x<= 60
x = 0
;ignorehitpause =
;persistent =

[State 4555, 1]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 12
attr = S, SA
damage = 25,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 12
ground.cornerpush.veloff = 0
getpower = 0

[State 4555, 1]
type = HitDef
trigger1 = AnimElem = 15
attr = S, SA
damage = 95,8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12

[State 0, Width]
type = Width
trigger1 = time = [16,39]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 4555, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------
;WarpPunch2
[StateDef 4556]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4556
poweradd = 60
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [14,35]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

[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 = 11

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S60,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.05
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 11
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 60
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = p2bodydist x<= 60
x = 0
;ignorehitpause =
;persistent =

[State 4555, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 25,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 12
ground.cornerpush.veloff = 0
getpower = 0

[State 4555, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 80,7
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 12

[State 4555, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------
;WarpPunch3
[StateDef 4557]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4557
poweradd = 20
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [11,24]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

[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 = 8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S60,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 65
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = p2bodydist x<= 60
x = 0
;ignorehitpause =
;persistent =

[State 4555, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 75,5
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12

[State 4555, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------
;EXWarpPunch
[StateDef 4558]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4558
poweradd = -500
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = time = [10,30]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

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

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 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 = S60,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
trigger2 = animelem = 11
trigger3 = animelem = 14
trigger4 = animelem = 17
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 85
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 9
trigger2 = animelem = 12
trigger3 = animelem = 15
trigger4 = animelem = 18
x = 3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
trigger2 = animelem = 10
trigger3 = animelem = 13
trigger4 = animelem = 16
x = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = p2bodydist x<= 60
x = 0
;ignorehitpause =
;persistent =

[State 4555, 1]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 12
trigger3 = animelem = 15
attr = S, SA
damage = 35,5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-1
air.hittime = 12
ground.cornerpush.veloff = 0
getpower = 0

[State 4555, 1]
type = HitDef
trigger1 = AnimElem = 18
attr = S, SA
damage = 95,5
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 12
getpower = 0

[State 4555, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------
;MultiHitStart
[StateDef 2599]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2599
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,5]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, Width]
type = Width
trigger1 = time = [4,32]
edge = 0,0
player = 30,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S60,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 75
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = p2bodydist x<= 60
x = 0
;ignorehitpause =
;persistent =

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

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 101
sound = s20,0
pos =-10,-45
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 2599, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 60,10
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 40
forcestand = 1
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 2
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.phase = 90
envshake.time = 45
envshake.freq = 90
envshake.ampl = -6
getpower = 0
ground.cornerpush.veloff = 0

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

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit
value = 2600
ctrl = 0
;anim =
ignorehitpause = 0
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,5
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2599, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------
;multihits
[StateDef 2600]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2600
poweradd = 0
sprpriority = 2

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


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 6
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
trigger2 = animelem = 10
trigger3 = animelem = 16
trigger4 = animelem = 19
trigger5 = animelem = 23
trigger6 = animelem = 27
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
trigger2 = animelem = 16
trigger3 = animelem = 22
value = S44,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 18
value = S45,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger2 = animelem = 26
value = S46,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2600, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 80, 8
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 2600, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
damage = 90, 8
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = 1
sparkxy = -20, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 2600, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, HA
damage = 40, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = 2
sparkxy = -20, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 2600, 1]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
damage = 55, 8
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = 0
sparkxy = -20, -76
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 2600, 1]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = 70, 8
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = 1
sparkxy = -20, -86
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 2600, 1]
type = HitDef
trigger1 = AnimElem = 24
attr = S, HA
damage = 50, 4
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = 1
sparkxy = -20, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 2600, 1]
type = HitDef
trigger1 = AnimElem = 27
attr = S, HA
damage = 65, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = 2
sparkxy = -20, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 2600, 1]
type = HitDef
trigger1 = AnimElem = 28
attr = S, HA
damage = 70,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 15
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 2600, 1]
type = HitDef
trigger1 = AnimElem = 38
attr = S, HA
damage = 70, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 6
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -0, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 25
getpower = 0
envshake.time = 15
envshake.ampl = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 23
x = 8
y = 0
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 120
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 2600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 252
ctrl = 0

;----------------------------------------
; WINQUOTE SCREEN HELPER MAIN STATE
[Statedef 1552632]; WINQUOTE HELPER GETS ACTIVE
type = A
movetype = I
physics = N
velset = -8000,-8000

[State 1552632]; PREVENTS THE ROUND FROM FINISHING
type = AssertSpecial
trigger1 = stateno = 1552632 && time = [1,3000] ; --- HERE YOU MUST PUT HOW MUCH TIME THE SCREEN WILL BE DISPLAYED ---
flag = roundnotover
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 1

[State 1552632, PalFXWiz]; INCOMING WHITE EFFECT
type = allPalFX
trigger1 = stateno = 1552632 && time = 270 ; --- TIME TO START USING THE PAL FX ---
time = 40
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0

[State 1552632]; WHITE FLASH
type = EnvColor
trigger1 = stateno = 1552632 && time = 310 ; --- OMG I CAN'T SEE A SHIT!!! ---
value = 255,255,255
time = 40

[State 1552632, PalFXWiz]; OUTCOMING WHITE EFFECT
type = allPalFX
trigger1 = stateno = 1552632 && time = 350 ; --- SCREEN STARTS TO APPEAR AGAIN ---
time = 30
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0

;----------------------------
[State 1552632]; MAKES EVERYTHING INVISIBLE
type = AssertSpecial
trigger1 = stateno = 1552632 && time > 310 ; --- TIME TO MAKE EVERYTHING INVISIBLE. DELETE IT IF NOT DESIRED ---
flag = nobardisplay
flag2 = noFG
flag3 = noBG
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 1552632]; WINQUOTE SCREEN MUSIC
type = PlaySnd
trigger1 = stateno = 1552632 && time = 330 ; --- TIME TO START PLAYING THE WINQUOTE MUSIC OR ANNOUNCER ---
value = s99,0
volume = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;ignorehitpause = 1
;persistent = 1


[State 1552632]; STAGE MUSIC STOPPER
type = AssertSpecial
trigger1 = stateno = 1552632 && time > 320 ; --- YOU CAN ALSO USE THE "stateno = 1552632 && time > X" TO MATCH WITH THE WINQUOTE MUSIC ---
flag = NoMusic
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 1

;--------------------------------------------
[State 1552632]; ANY ANIMATION
type = Explod
trigger1 = !numexplod(22007007) && stateno = 1552632 && time = 350 ; --- TIME TO SHOW ANIMATED BACKGROUND ---
anim = 9998+random%2
id =  22007007
postype = right
pos = -320,0
removetime = -1
removeongethit = 0
bindtime = -1
sprpriority = 9950
ownpal = 1
ontop = 1
supermovetime = -1
pausemovetime = -1
scale  = 0.5,0.5
persistent = 1
removetime = -2

;-------------------------
;TestKick
[StateDef 7500]
type = A
movetype= A
physics = N
juggle  = 1
velset = 6,-7
ctrl = 0
anim = 7500
poweradd = 60
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,22]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 7505, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,0
air.hittime = 12
ground.cornerpush.veloff = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,15
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 7505
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;-------------------------
;TestKick
[StateDef 7501]
type = A
movetype= A
physics = N
juggle  = 1
velset = 4.5,-6.5
ctrl = 0
anim = 7501
poweradd = 60
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,20]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 7505, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,0
air.hittime = 12
ground.cornerpush.veloff = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,15
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 7506
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;-------------------------
;TestKick
[StateDef 7502]
type = A
movetype= A
physics = N
juggle  = 1
velset = 3,-6
ctrl = 0
anim = 7502
poweradd = 60
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,18]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 7505, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 15,3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -46
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,0
air.hittime = 12
ground.cornerpush.veloff = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S55,15
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 7507
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;--------------------------
;TestKickLand
[StateDef 7505]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7505
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = f60
ID = 60
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
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 = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 15
freq = 90
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 7505, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 85,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,0
air.hittime = 18
ground.cornerpush.veloff = 0

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

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

;--------------------------
;TestKickLand
[StateDef 7506]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7505
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = f60
ID = 60
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
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 = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 15
freq = 90
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 7505, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 85,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,0
air.hittime = 18
ground.cornerpush.veloff = 0

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

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

;--------------------------
;TestKickLand
[StateDef 7507]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7505
poweradd = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = f60
ID = 60
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 = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
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 = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 15
freq = 90
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 7505, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 85,8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,0
air.hittime = 18
ground.cornerpush.veloff = 0

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S41,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 21


[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50000
ctrl = 1

;AI jump check
[State 40, 6]
type = ChangeState
trigger1 = var(59) = 1 && var(30) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LauncherFollowUp
[Statedef 50000]
type    = A
physics = A

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3


;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[statedef -2]
;-----------------------------------
;AI jump check
[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = (p2bodydist x < 40) || (p2bodydist x >90)
v = 30   ;fv = 10
value = 0

[State -2, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = p2bodydist x = [40,90]
v = 30   ;fv = 10
value = 1
;--------------------------------------------

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d fvar1= %f  pos x = %f "
params = var(31), fvar(2) , p2bodydist x
[State -2, VarSet]
type = VarSet
trigger1 = life <= 250
v = 40    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State -2, VarSet]
type = VarSet
trigger1 = alive = 0
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State -2, Blink Yellow]
type = PalFX
triggerall = var(40) = 1 && var(11) = 0
trigger1 = Timemod = 12,10
time = 45
add = 10,0,0
mul = 256,256,256
sinadd = 30,30,30,15
invertall = 0
color = 256

[State -2, PalFXWiz]
type = PalFX
trigger1 = var(40) = 0
triggerall = stateno !=[5000,5400]
trigger2 = roundstate !=2
time = 3
add = 0,0,0
sinadd = 0,0,0,0 = 0
;persistent = 1

[state -2]
type = varset
trigger1 = p2stateno != 1046
var(49)=0

[state -2]
type = varset
trigger1 = stateno = 0
var(50)=0

[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= ifelse(enemynear,gethitvar(hitcount)=0, 1, ifelse(enemynear,gethitvar(hitcount)=1, .9, .8**enemynear,gethitvar(hitcount)))

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value=fvar(12)*fvar(13)
ignorehitpause= 1

[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State 0, VarSet]
type = VarSet
trigger1 = var(0) > 0
fv = 13
value = 1.3
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = var(0) = 0
fv = 13
value = 1
;ignorehitpause =
;persistent =

[State -3, VarAdd]
type = VarAdd
trigger1 = (Var(0) > 0)
v = 0
value = -1
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
trigger1 = (Var(5) > 0)
v = 5
value = -1
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
trigger1 = (Var(10) > 0)
v = 10
value = -1
ignorehitpause = 1

[State -3, VarAdd]
type = VarAdd
trigger1 = (Var(15) > 0)
v = 15
value = -1
ignorehitpause = 1

[State -3, AttackMulSet]
type = AttackMulSet
trigger1 = (Var(0) > 0)
trigger2 = (var(15) > 0)
value = 1.7

[State -3, AttackMulSet]
type = AttackMulSet
triggerall = (var(15) = 0)
trigger1 = (Var(0) = 0)
value = 1.0

[State -3, PalFX]
type = PalFX
trigger1 = (Var(0) >= 1)
time = 1
add = 60,0,0
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1
;persistent =

[State -3, PowerAdd]
type = PowerAdd
trigger1 = (Var(5) = [1,100])
value = 5

[State -3, PowerAdd]
type = PowerAdd
trigger1 = (Var(5) = 0)
value = 0

[State -3, PalFX]
type = PalFX
trigger1 = (Var(5) = [1,100])
time = 1
add = 0,0,60
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1
;persistent =

[State -3, LifeAdd]
type = LifeAdd
trigger1 = (Var(10) = [1,100])
value = 1

[State -3, LifeAdd]
type = LifeAdd
trigger1 = (Var(10) = 0)
value = 0

[State -3, PalFX]
type = PalFX
trigger1 = (Var(10) = [1,100])
time = 1
add = 0,60,0
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
ignorehitpause = 1
;persistent =

[State -3, PalFX]
type = PalFX
trigger1 = (Var(15) = [1,450])
time = 1
add = 0,0,0
mul = 100,100,100
;sinadd = 0,0,0,10
invertall = 0
color = 100
ignorehitpause = 1
;persistent =

[State -3, AssertSpecial]
type = AssertSpecial
trigger1 = (var(15) > 0)
flag = nojugglecheck
flag2 = unguardable
;flag3 = roundnotover
ignorehitpause = 1
persistent = 1
;-----------------------
;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

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

[State -3, Corner Push]; Reset
type= varset
trigger1= fvar(5)
trigger1= numtarget
trigger1= (target, hitover) || (target, gethitvar(hitshaketime) > 0 && target, time <= 0)
fvar(5)= 0

[State -3, Corner Push]; Get  initial velocity
type= varset
trigger1= movecontact=1 && numtarget
fvar(5)= (target, gethitvar(xvel))
ignorehitpause= 1

[State -3, Corner Push]; Apply corner push
type= posadd
triggerall= fvar(5)
triggerall= (statetype = S || statetype = C) && numtarget
triggerall= !hitpausetime && (target, gethitvar(hitshaketime) <= 0)
triggerall= (target, statetype = S || target, statetype = C) && !(target, gethitvar(yvel)) && !(target, hitfall); See note below
trigger1= target, frontedgebodydist <= abs(target, vel x)
trigger1= (target, gethitvar(xvel) * target, facing) > 0
trigger2= target, backedgebodydist <= abs(target, vel x)
trigger2= (target, gethitvar(xvel) * target, facing) < 0
x= ifelse(target, frontedgebodydist <= 0, -1, 1) * (target, facing) * fvar(5)

[State -3, Corner Push]; Apply friction to the velocity
type= varset
trigger1= numtarget
trigger1= target, gethitvar(hitshaketime) <= 0
fvar(5)= fvar(5) * 0.85

;--------------------------------------
;Power and Guard Crush 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

[State -3, ChangeState]
type = ChangeState
triggerall = var(37) != [1,100]
triggerall = Statetype = S && roundstate = 2
trigger1 = var(37) < 1
value = 160
ctrl = 0
ignorehitpause = 1

[State -3, ChangeState]
type = ChangeState
triggerall = var(37) != [1,100]
triggerall = Statetype = C && roundstate = 2
trigger1 = var(37) < 1
value = 161
ctrl = 0
ignorehitpause = 1

[State -3, ChangeState]
type = ChangeState
triggerall = var(37) != [1,100]
triggerall = Statetype = A && roundstate = 2
trigger1 = var(37) < 1
value = 162
ctrl = 0
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 = f40,0
