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

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


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 25		;Player width (back, ground)
ground.front = 26		;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 = 0,6		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 3.1		;Walk forward
walk.back = -3.0		;Walk backward
run.fwd  = 4.5,-4.8		;Run forward (x, y)
run.back = -4.5,-4.8	;Hop backward (x, y)
jump.neu = 0,-9.2		;Neutral jumping velocity (x, y)
jump.back = -3.15		;Jump back Speed (x, y)
jump.fwd = 3.15		;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 = "If you can't bring your 'A' game, don't bring anything at all!"
victory2 = "We could all be heroes, if they'd just let us."
victory3 = "When you fight with your anger instead of your heart, defeat is your only reward."
victory4 = "How did I keep dodging and countering your attacks? Well, there's a reason they call me Sabotage."
victory5 = "All of this strength is a big responsibility."

;---------------------------------------------------------------------------
; 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 = 0 && life > 500
value = 181

[State 180, 1]
type = ChangeState
trigger1 = matchover = 0 && life <= 500
value = 182

[state 180, 2]
type = changestate
trigger1 = matchover = 1
value = 183

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S62,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S66,0
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 = S50,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S21,2
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = f60
ID = 60
pos = 30,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 2,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 15
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 181, 4]
type = AssertSpecial
trigger1 = time = [1, 175]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 181, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;------------------------
;winpose2
[Statedef 182]
type = S
ctrl = 0
anim = 182
facing = 1
pos = 0,0
postype = p1
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S55,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 182, 0]
type = ChangeAnim
trigger1 = time = 0
value = 182
;elem = 1
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,150]
flag = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 182, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;------------------------
;winpose3
[Statedef 183]
type = S
ctrl = 0
anim = 180
facing = 1
pos = 0,0
postype = p1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S53,10
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 182, 0]
type = ChangeAnim
trigger1 = time = 0
value = 180
;elem = 1
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,100]
flag = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 182, 5]
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, ChangeState]
type = ChangeState
trigger1 = p2name = "Moses"
value = 191
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "Moses 2"
value = 191
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

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

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "EX Snow"
value = 192
ctrl = 0
;anim =
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
trigger2 = animelem = 19
trigger3 = animelem = 28
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S67,0+random%3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



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

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



[State 190, 5] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,330]
flag = nomusic
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


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

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


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

[State 190, 5] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;-------------------------------
;SnowIntro
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

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

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


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

[State 190, 5] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

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

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 200
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
trigger2 = animelem = 18
value = S0,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 195, 1]
type = PlaySnd
trigger1 = animelem = 3
value = S65,0+random%4
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 211				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 23, 0			;Damage that move inflicts, guard damage
animtype = light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 8, 5			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -66		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 1			;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  = 12		;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 = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


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

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

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 1
velset = 1,0
ctrl = 0
anim = 231
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 52
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -6
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 210, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[StateDef 220]
type = S
movetype= A
physics = S
juggle  = 15
velset = 2,0
ctrl = 0
anim = 252
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,1
volume = 155
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 = 85
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

[State 220, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 223
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 155
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 = 25
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -71
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 = 12
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[StateDef 240]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 224
poweradd = 30
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 55
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 250]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 221
poweradd = 40
sprpriority = 2

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

[State 0, ChangeState]
type = ChangeState
triggerall = p2bodydist x<= 10
trigger1 = time = 0
value = 253
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,1
volume = 155
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 = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.juggle = 7
air.type = High
air.velocity = -3.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 252]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 222
poweradd = 40
sprpriority = 2

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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
x = 8
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 12
y = 0
;ignorehitpause =
;persistent =


[State 250, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 80
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.juggle = 7
air.type = High
air.velocity = -3.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 253]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 225
poweradd = 40
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,1
volume = 155
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 = 85
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -81
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.juggle = 7
air.type = High
air.velocity = -3.4,-3
air.hittime = 12
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, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S60,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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



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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,2
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 = 65,5
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 = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-1
air.hittime = 14

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

;----------------------
;OverheadLand
[StateDef 282]
type = C
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 = S22,1
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

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[StateDef 400]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 430
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 155
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 = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 450
poweradd = 30
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,2
volume = 155
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 = 48
animtype = medium
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 2
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 = 12
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[StateDef 420]
type = C
movetype= A
physics = C
juggle  = 15
velset = 0,0
ctrl = 0
anim = 410
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = c, NA
damage = 85
animtype = diagup
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
fall = 1
fall.recover = 0
hitsound = s5, 3
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[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  = 1
velset = 0,0
ctrl = 0
anim = 440
poweradd = 20
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 155
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 = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[StateDef 440]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 400
poweradd = 30
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,2
volume = 155
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 = 50
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[statedef 450]
type = C
movetype= A
physics = C
juggle  = 8
velset = 0,0
ctrl = 0
anim = 420
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = c, NA
damage = 80
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
fall = 1
fall.recovertime = 50
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1.5, -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-6
air.hittime = 12
ground.cornerpush.veloff = 0

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = a, NA
damage = 20
animtype = Light
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
fall.recovertime = 10

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S60,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = a, NA
damage = 45
animtype = medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
fall.recovertime = 14
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = a, HA
damage = 80
animtype = heavy
fall.recovertime = 60
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,3
air.hittime = 18

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 630, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = a, HA
damage = 20
animtype = Light
fall.recovertime = 10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = a, HA
damage = 55
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
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
fall.recovertime = 14

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 650]
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 = S61,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = a, HA
damage = 85
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
fall.recovertime = 60
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-1
air.hittime = 18

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = a, NA
damage = 20
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
fall.recovertime = 10

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 710]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S60,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = a, NA
damage = 45
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 7
fall.recovertime = 14
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 720]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = a, NA
damage = 70
animtype = heavy
fall.recovertime = 60
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,3
air.hittime = 18

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 155
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
fall.recovertime = 10
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 7
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[StateDef 740]
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 = S60,0
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,2
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 640, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = a, NA
damage = 55
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 7
sparkno = 1
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
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
fall.recovertime = 14

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[StateDef 750]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 651
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 650, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = a, NA
damage = 82
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
fall.recovertime = 60
pausetime = 10, 7
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-1
air.hittime = 18

;-----------------------------------------
;hophammer
[StateDef 651]
type = A
movetype= A
physics = A
juggle  = 1
velset = 4,-7
ctrl = 0
anim = 650
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S62,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 3
trigger2 = time = 6
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 651, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 85, 8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,10
air.hittime = 12
envshake.time = 12
envshake.ampl = 3

[State 0, VelSet]
type = VelSet
trigger1 = movehit = 1
y = -3
;ignorehitpause =
;persistent =


[State 3051, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 655

;-----------------------------------------
;hophammer
[StateDef 652]
type = A
movetype= A
physics = A
juggle  = 1
velset = 2.5,-8
ctrl = 0
anim = 652
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S22,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 14
value = S62,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 3
trigger2 = time = 6
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 651, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 85, 8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,10
air.hittime = 12
envshake.time = 12
envshake.ampl = 3

[State 0, VelSet]
type = VelSet
trigger1 = movehit = 1
y = -3
;ignorehitpause =
;persistent =


[State 3051, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 655

;-----------------------------------------
;hophammer
[StateDef 653]
type = A
movetype= A
physics = A
juggle  = 1
velset = 1,-9
ctrl = 0
anim = 653
poweradd = 20
sprpriority = 2

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

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 3
trigger2 = time = 6
trigger3 = time = 9
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 21
value = S62,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 24
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 651, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, SA
damage = 85, 8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -36
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 = -1.4,10
air.hittime = 12
envshake.time = 12
envshake.ampl = 3

[State 0, VelSet]
type = VelSet
trigger1 = movehit = 1
y = -3
;ignorehitpause =
;persistent =


[State 3051, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 655

;--------------------------------------
;upperland
[Statedef 655]
type    = S
movetype= I
physics = S
anim = 655
sprpriority = 1
velset = 0,0

[State 2001, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 2001, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = s22, 1

[State 2001, 3] ;Give KFM back control early
type = CtrlSet
trigger1 = Animtime = 0
value = 1



[State 2001, 6]
type = MakeDust
trigger1 = time = 1
pos = 0, 6
pos2 = 40, 6
spacing = 1
;ignorehitpause = 1



[State 2001, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------
;123
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 5
velset = -1,0
ctrl = 0
anim = 1000
poweradd = 0
sprpriority = 2

[State 1000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 150, 25
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 30, 35
sparkno = 3
sparkxy = -10, -76
hitsound = s21, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-2
air.hittime = 12
envshake.time = 40
envshake.freq = 60
envshake.phase = 90
envshake.ampl = -4
getpower = 0

[State 1000, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 150, 25
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 30, 30
sparkno = 3
sparkxy = -10, -76
hitsound = s21, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-2
air.hittime = 12
envshake.time = 40
envshake.freq = 60
envshake.phase = 90
envshake.ampl = -4
getpower = 0

[State 1000, 3]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 165, 25
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 50, 50
sparkno = 3
sparkxy = -10, -76
hitsound = s21, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -10, -6
airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -12.4,-3
air.hittime = 12
envshake.time = 40
envshake.freq = 60
envshake.phase = 90
envshake.ampl = -5
getpower = 0

[State 1000, 4]
type = VelSet
trigger1 = animelem = 2
x = 6
y = 0
;ignorehitpause =
;persistent =

[State 1000, 5]
type = AssertSpecial
trigger1 = movehit
flag = unguardable
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable


[State 1000, 5]
type = VelSet
trigger1 = animelem = 5
x = 8
y = 0
;ignorehitpause =
;persistent =

[State 1000, 6]
type = VelSet
trigger1 = animelem = 9
x = 6
y = 0
;ignorehitpause =
;persistent =

[State 1000, 7]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 102
sound = s20, 0
pos = -10, -70
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 1000, 8]
type = AfterImage
trigger1 = animelem = 2
time = 55
;length = 20
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 95,0,0
;palmul = .65,.65,.75
;timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
trigger3 = animelem = 9
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



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

;----------------------------------
;Hammer
[StateDef 2000]
type = A
movetype= A
physics = A
juggle  = 1
velset = 5,-7
ctrl = 0
anim = 2000
poweradd = 20
sprpriority = 2

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 2
value = S53,12
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 90, 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 0, 10
sparkno = 0
fall = 1
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
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

[State 2000, 2]
type = Gravity
trigger1 = animelem = 1
;ignorehitpause =
;persistent =

[State 2000, 3]
type = PlaySnd
trigger1 = animelem = 6
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 2000, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 2001

;--------------------------------------
;hammerland
[Statedef 2001]
type    = S
movetype= A
physics = S
anim = 2001
sprpriority = 1
velset = 0,0

[State 2001, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 2001, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = s40, 0

[State 2001, 3] ;Give KFM back control early
type = CtrlSet
trigger1 = AnimElem = 3, -1
value = 1

[State 2001, 4] ;Move KFM back a little
type = PosAdd
trigger1 = AnimElem = 4
x = -15

[State 2001, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 90, 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
fall = 1
sparkxy = -10, -56
hitsound = s5, 3
guardsound = s6, 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 2001, 6]
type = MakeDust
trigger1 = time = 1
pos = -30, 6
pos2 = 40, 6
spacing = 1
;ignorehitpause = 1



[State 2001, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;Hammer
[StateDef 2002]
type = A
movetype= A
physics = A
juggle  = 1
velset = 3,-7
ctrl = 0
anim = 2000
poweradd = 20
sprpriority = 2

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 2
value = S53,12
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2002, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 95, 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 0
fall = 1
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
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

[State 2002, 2]
type = Gravity
trigger1 = animelem = 1
;ignorehitpause =
;persistent =

[State 2002, 3]
type = PlaySnd
trigger1 = animelem = 6
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 2002, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 2001

;----------------------------------
;Hammer
[StateDef 2003]
type = A
movetype= A
physics = A
juggle  = 1
velset = 1,-7
ctrl = 0
anim = 2000
poweradd = 20
sprpriority = 2

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 2
value = S53,12
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2003, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 100, 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0, 10
sparkno = 0
fall = 1
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
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

[State 2003, 2]
type = Gravity
trigger1 = animelem = 1
;ignorehitpause =
;persistent =

[State 2003, 3]
type = PlaySnd
trigger1 = animelem = 6
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 2003, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 2001

;------------------------------
[StateDef 2004]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2004
poweradd = 20
sprpriority = 2

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

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S53,14
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2004, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 85, 7
animtype = heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, 0
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2004, 3]
type = EnvShake
trigger1 = animelem = 6
time = 30
freq = 90
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 2004, 4]
type = PlaySnd
trigger1 = animelem = 6
value = S21,2
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2004, 4]
type = PlaySnd
trigger1 = time = 15
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2004, 5]
type = Explod
trigger1 = animelem = 6
anim = f60
ID = 60
pos = 35,0
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 = 3.5,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;groundmedium
[StateDef 2005]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2005
poweradd = 20
sprpriority = 2

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

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S53,15
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2004, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 75, 4
animtype = heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, 0
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2004, 3]
type = EnvShake
trigger1 = animelem = 6
time = 30
freq = 90
ampl = -4
phase = 90
;ignorehitpause =
;persistent =

[State 2004, 4]
type = PlaySnd
trigger1 = animelem = 6
value = S21,2
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2004, 4]
type = PlaySnd
trigger1 = time = 13
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2004, 5]
type = Explod
trigger1 = animelem = 6
anim = f60
ID = 60
pos = 35,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 2.8,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;groundlight
[StateDef 2006]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2006
poweradd = 20
sprpriority = 2

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

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S53,13
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2004, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 65, 5
animtype = heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, 0
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2004, 3]
type = EnvShake
trigger1 = animelem = 6
time = 30
freq = 90
ampl = -3
phase = 90
;ignorehitpause =
;persistent =

[State 2004, 4]
type = PlaySnd
trigger1 = animelem = 6
value = S21,2
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2004, 4]
type = PlaySnd
trigger1 = time = 7
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2004, 5]
type = Explod
trigger1 = animelem = 6
anim = f60
ID = 60
pos = 35,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 2.3,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 2004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
;HammerSuper
[StateDef 2007]
type = A
movetype= A
physics = A
juggle  = 1
velset = 1,-12
ctrl = 0
anim = 2007
poweradd = 0
sprpriority = 2

[State 2007, 2]
type = veladd
trigger1 = 1
y = .4
;ignorehitpause =
;persistent =

[State 2007, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,12]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 2007, 4]
type = SuperPause
trigger1 = animelem = 3
time = 30
anim = 100
sound = s20, 0
pos = 15, -110
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 75
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 2007, 6]
type = PlaySnd
trigger1 = animelem = 2
value = S53,5
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2000, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 2008

;--------------------------------------
;hammerland
[Statedef 2008]
type    = S
movetype= A
physics = S
anim = 2008
sprpriority = 1
velset = 0,0

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

[State 2008, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 2008, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = s40, 0

[State 2008, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HP
damage = 200, 20
animtype = diagup
fall = 1
fall.recover = 0
guardflag = L
hitflag = MAFD
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0

[State 2008, 4]
type = EnvShake
trigger1 = animelem = 3
time = 60
freq = 90
ampl = -7
phase = 90
;ignorehitpause =
;persistent =

[State 2008, 5]
type = PlaySnd
trigger1 = animelem = 2
value = S21,2
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =



[State 2008, 6]
type = MakeDust
trigger1 = time = 1
pos = -30, 6
pos2 = 40, 6
spacing = 1
;ignorehitpause = 1

[State 2008, 7]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 80, 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0, 10
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 2008, Explod]
type = Explod
trigger1 = animelem = 3
anim = f61
ID = 61
pos = 15,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 5,3
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 2008, 10]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
EXground
[StateDef 2009]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2009
poweradd = -500
sprpriority = 2

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

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

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

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

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 4
value = S53,14
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2004, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 95, 10
animtype = heavy
guardflag = L
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, 0
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
fall = 1
fall.recover = 0
getpower = 0

[State 2004, 3]
type = EnvShake
trigger1 = animelem = 6
time = 30
freq = 90
ampl = -5
phase = 90
;ignorehitpause =
;persistent =

[State 2004, 4]
type = PlaySnd
trigger1 = animelem = 6
value = S21,2
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 2004, 4]
type = PlaySnd
trigger1 = time = 15
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2004, 5]
type = Explod
trigger1 = animelem = 6
anim = f60
ID = 60
pos = 35,0
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 = 4.5,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2004, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------
;uppercut
[StateDef 3050]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3050
poweradd = 20
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 3054, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S53,6
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3050, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 35, 3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
fall = 1
pausetime = 8, 8
sparkno = 2
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3050, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 35, 3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
fall = 1
fall.recover = 0
pausetime = 8, 8
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-4
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3050, 2]
type = PlaySnd
trigger1 = animelem = 4
value = S50,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S41,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3051
ctrl = 1

;-----------------------
[StateDef 3051]
type = A
movetype= A
physics = A
juggle  = 1
velset = 3.5,-10
ctrl = 0
anim = 3051
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(2)>=0
movetype= I

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 3
trigger2 = time = 6
trigger3 = time = 9
pos = 20,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

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


[State 3051, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 95, 8
animtype = diagup
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 6, Hit
pausetime = 15, 15
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0.5
;ignorehitpause =
;persistent =

[State 3051, 2]
type = Gravity
trigger1 = animelem = 1
;ignorehitpause =
;persistent =

[State 3051, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3052

;--------------------------------------
;upperland
[Statedef 3052]
type    = S
movetype= I
physics = S
anim = 3052
sprpriority = 1
velset = 0,0

[State 2001, 1] ;Reset y-position to ground level
type = PosSet
trigger1 = Time = 0
y = 0

[State 2001, 2] ;Play a sound for landing
type = PlaySnd
trigger1 = Time = 0
value = s22, 1

[State 2001, 3] ;Give KFM back control early
type = CtrlSet
trigger1 = Animtime = 0
value = 1

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



[State 2001, 6]
type = MakeDust
trigger1 = time = 1
pos = 0, 6
pos2 = 40, 6
spacing = 1
;ignorehitpause = 1



[State 2001, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------
[StateDef 30054]
type = A
movetype= A
physics = A
juggle  = 1
velset = 2,-10
ctrl = 0
anim = 3051
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

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

[State 3051, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 45, 8
animtype = diagup
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 6, Hit
pausetime = 15, 15
sparkno = 2
sparkxy = -30, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-5
air.hittime = 12
envshake.time = 15
envshake.ampl = 3
getpower = 0

[State 3051, 2]
type = Gravity
trigger1 = animelem = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 1
;ignorehitpause =
;persistent =


[State 3051, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3052

;---------------------------
;uppercutsuper
[StateDef 3053]
type = S
movetype= A
physics = S
juggle  = 1
velset = 1,0
ctrl = 0
anim = 3053
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 3053, 0]
type = PlaySnd
trigger1 = animelem = 2
value = S53,8
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3053, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 85, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5, 8
sparkno = 2
sparkxy = -30, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3053, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 75, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5, 8
sparkno = 2
sparkxy = -30, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -1, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 22
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3053, 3]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 75, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5, 8
sparkno = 2
sparkxy = -30, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -1, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3053, 4]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
damage = 75, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5, 8
sparkno = 2
sparkxy = -30, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -1, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 22
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3053, 5]
type = HitDef
trigger1 = AnimElem = 16
attr = S, HA
damage = 75, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = 2
sparkxy = -30, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = -1, 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3053, 5]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
damage = 75, 5
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
fall = 1
pausetime = 15, 15
sparkno = 2
sparkxy = -30, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 22
ground.velocity = 0, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 22
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3050, 2]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 9
trigger3 = animelem = 16
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3050, 3]
type = VelSet
trigger1 = animelem = 2
trigger2 = animelem = 9
trigger3 = animelem = 16
x = 15
y = 0
;ignorehitpause =
;persistent =

[State 3050, 4]
type = VelSet
trigger1 = animelem = 3
trigger2 = animelem = 10
trigger3 = animelem = 17
x = 4
y = 0
;ignorehitpause =
;persistent =

[State 3050, 5]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 15
x = 2
y = 0
;ignorehitpause =
;persistent =

[State 3050, 6]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 101
sound = s20, 0
pos = 20, -53
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 75
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 3050, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 30054
ctrl = 1

;---------------------------
;uppercut
[StateDef 3054]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3050
poweradd = 20
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 3054, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S53,6
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3050, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 35, 3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
fall = 1
pausetime = 8, 8
sparkno = 2
sparkxy = -30, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3050, 2]
type = PlaySnd
trigger1 = animelem = 4
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S41,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3054, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3055
ctrl = 1

;-----------------------
[StateDef 3055]
type = A
movetype= A
physics = A
juggle  = 1
velset = 2,-8
ctrl = 0
anim = 3051
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(2)>=0
movetype= I

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 3
trigger2 = time = 6
trigger3 = time = 9
pos = 20,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0.4
;ignorehitpause =
;persistent =

[State 3051, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 85, 8
animtype = diagup
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 4, Hit
pausetime = 15, 15
sparkno = 2
sparkxy = -30, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3051, 2]
type = Gravity
trigger1 = animelem = 1
;ignorehitpause =
;persistent =

[State 3051, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3052

;-------------------------
;uppercut3
[StateDef 3056]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3054
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 3054, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S53,6
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3056, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 35, 3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
fall = 1
pausetime = 8, 8
sparkno = 2
sparkxy = -30, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3056, 2]
type = PlaySnd
trigger1 = animelem = 3
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3056, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3057
ctrl = 1

;-----------------------
;upper3
[StateDef 3057]
type = A
movetype= A
physics = A
juggle  = 1
velset = 1,-6
ctrl = 0
anim = 30566
poweradd = 20
sprpriority = 1

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(2)>=0
movetype= I

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 3
trigger3 = time = 5
pos = 20,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 0.3
;ignorehitpause =
;persistent =


[State 3057, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 75, 8
animtype = diagup
guardflag = MA
fall = 1
hitflag = MAF
priority = 5, Hit
pausetime = 15, 15
sparkno = 2
sparkxy = -30, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2, -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-5
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3057, 2]
type = Gravity
trigger1 = animelem = 1
;ignorehitpause =
;persistent =

[State 3057, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3052

;-------------------------------------
;EXupper
[StateDef 6010]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 3055
poweradd = -500
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 3054, 0]
type = PlaySnd
trigger1 = animelem = 1
value = S53,6
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3056, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 45, 3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
fall = 1
fall.recover = 0
pausetime = 5, 5
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3056, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 45, 3
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
fall = 1
fall.recover = 0
pausetime = 5, 5
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0, -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3056, 2]
type = PlaySnd
trigger1 = animelem = 3
value = S50,1
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

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

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

[State 3056, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 6011
ctrl = 1

;-----------------------
;EXupper2
[StateDef 6011]
type = A
movetype= A
physics = A
juggle  = 1
velset = 5,-10
ctrl = 0
anim = 3056
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 1
;ignorehitpause =
;persistent =


[State 3057, 1]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
attr = S, SA
damage = 50, 8
animtype = diagup
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 5, Hit
pausetime = 5, 5
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2, -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3057, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 50, 8
animtype = diagup
guardflag = MA
fall = 1
fall.recover = 0
hitflag = MAF
priority = 5, Hit
pausetime = 5, 5
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -2, -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-4
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 3057, 2]
type = Gravity
trigger1 = animelem = 1
;ignorehitpause =
;persistent =

[State 3057, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3052

;------------------------------------
;dash
[StateDef 3060]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3060
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S62,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 15
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 3060, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 80, 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
guardsound = 6, 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
envshake.time = 10
envshake.ampl = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [4,11]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 3060, 2]
type = VelSet
trigger1 = animelem = 4
x = 13
y = 0
;ignorehitpause =
;persistent =

[State 3060, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3060, 4]
type = MakeDust
trigger1 = time = 5
trigger2 = time = 6
trigger3 = time = 7
trigger4 = time = 8
trigger5 = time = 9
trigger6 = time = 10
pos = 0,0
pos2 = 20, 0
spacing = 1
;ignorehitpause =
;persistent =



[State 3060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3063
ctrl = 1

;------------------------------------
;dash
[StateDef 3061]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3060
poweradd = 20
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 15
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 3060, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 80, 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 3060, 2]
type = VelSet
trigger1 = animelem = 4
x = 20
y = 0
;ignorehitpause =
;persistent =

[State 3060, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3060, 4]
type = MakeDust
trigger1 = time = 5
trigger2 = time = 6
trigger3 = time = 7
trigger4 = time = 8
trigger5 = time = 9
trigger6 = time = 10
pos = 0,0
pos2 = 20, 0
spacing = 1
;ignorehitpause =
;persistent =



[State 3060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3064
ctrl = 1

;------------------------------------
;dash
[StateDef 3062]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3060
poweradd = 20
sprpriority = 2

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

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 15
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 3060, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 80, 10
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
guardsound = 6, 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
envshake.time = 10
envshake.ampl = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [4,11]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 3060, 2]
type = VelSet
trigger1 = animelem = 4
x = 25
y = 0
;ignorehitpause =
;persistent =

[State 3060, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3060, 4]
type = MakeDust
trigger1 = time = 5
trigger2 = time = 6
trigger3 = time = 7
trigger4 = time = 8
trigger5 = time = 9
trigger6 = time = 10
pos = 0,0
pos2 = 20, 0
spacing = 1
;ignorehitpause =
;persistent =



[State 3060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3065
ctrl = 1


;------------------------------------
;dashrightlight
[StateDef 3063]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3061
poweradd = 20
sprpriority = 2

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

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

[State 3061, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 65, 10
animtype = medium
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3061, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
;dashlefthook
[StateDef 3064]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3062
poweradd = 20
sprpriority = 2

[State 3062, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 90, 10
animtype = heavy
guardflag = MA
hitflag = MAF
fall = 1
priority = 6, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -4, -2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3062, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
;dashrightupper
[StateDef 3065]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3063
poweradd = 20
sprpriority = 2

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

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

[State 3065, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
damage = 80, 10
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
fall = 1
fall.recover = 0
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4, -3
airguard.velocity = -1.9,-5
air.type = High
air.velocity = -6,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3065, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;dash
[StateDef 3070]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3060
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S63,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 15
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 3060, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [4,11]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 3060, 2]
type = VelSet
trigger1 = animelem = 4
x = 17
y = 0
;ignorehitpause =
;persistent =

[State 3060, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3060, 4]
type = MakeDust
trigger1 = time = 5
trigger2 = time = 6
trigger3 = time = 7
trigger4 = time = 8
trigger5 = time = 9
trigger6 = time = 10
pos = 0,0
pos2 = 20, 0
spacing = 1
;ignorehitpause =
;persistent =



[State 3060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3071
ctrl = 1

;----------------------------------------
;dashrightstraight
[StateDef 3071]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3071
poweradd = 20
sprpriority = 2

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

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


[State 3071, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 75, 10
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 3071, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;dash
[StateDef 3072]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3060
poweradd = 20
sprpriority = 2

[State 3060, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 3060, 2]
type = VelSet
trigger1 = animelem = 4
x = 17
y = 0
;ignorehitpause =
;persistent =

[State 3060, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3060, 4]
type = MakeDust
trigger1 = time = 5
trigger2 = time = 6
trigger3 = time = 7
trigger4 = time = 8
trigger5 = time = 9
trigger6 = time = 10
pos = 0,0
pos2 = 20, 0
spacing = 1
;ignorehitpause =
;persistent =



[State 3060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3073
ctrl = 1

;----------------------------------------
;dashleftstraight
[StateDef 3073]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3072
poweradd = 20
sprpriority = 2

[State 3071, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 75, 10
animtype = medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 3071, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;dash
[StateDef 3074]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3060
poweradd = 20
sprpriority = 2

[State 3060, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 1
guardsound = 6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 3060, 2]
type = VelSet
trigger1 = animelem = 4
x = 13
y = 0
;ignorehitpause =
;persistent =

[State 3060, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3060, 4]
type = MakeDust
trigger1 = time = 5
trigger2 = time = 6
trigger3 = time = 7
trigger4 = time = 8
trigger5 = time = 9
trigger6 = time = 10
pos = 0,0
pos2 = 20, 0
spacing = 1
;ignorehitpause =
;persistent =



[State 3060, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3075
ctrl = 1

;----------------------------------------
;dashleftlight
[StateDef 3075]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3073
poweradd = 20
sprpriority = 2

[State 3071, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60, 10
animtype = medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -76
hitsound = s5, 1
guardsound = s6, 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 3071, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
;megaultrasuperspecial
[StateDef 3080]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3080
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

[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 3080, 1]
type = HitDef
triggerall = prevstateno != 450
trigger1 = AnimElem = 6
attr = S, HA
damage = 80,50
animtype = med
guardflag = LA
hitflag = MAF
priority = 7, Hit
pausetime = 40, 40
snap = 30,0
sparkno = 2
sparkxy = -10, -76
hitsound = s53, 0
guardsound = s6, 0
kill = 0
ground.type = low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
EnvShake.time = 75
EnvShake.freq = 60
EnvShake.ampl = -6
EnvShake.phase = 90
getpower = 0

[State 3080, 1]
type = HitDef
triggerall = prevstateno = 450
trigger1 = AnimElem = 6
attr = S, HA
damage = 80,50
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 7, Hit
pausetime = 40, 40
sparkno = 2
snap = 30,0
sparkxy = -10, -76
hitsound = s53, 0
guardsound = s6, 0
kill = 0
ground.type = low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
EnvShake.time = 75
EnvShake.freq = 60
EnvShake.ampl = -6
EnvShake.phase = 90
getpower = 0


[State 3080, 2]
type = ChangeState
trigger1 = movehit = 1
value = 3081
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 3080, 3]
type = SuperPause
trigger1 = time = 0
time = 30
anim = 103
sound = s20, 0
pos = 23, -75
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 = 25
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 3080, 5]
type = VelSet
trigger1 = animelem = 3
x = 20
y = 0
;ignorehitpause =
;persistent =

[State 3080, 7]
type = MakeDust
trigger1 = animelem = 3
pos = 0,0
pos2 = 30, 0
spacing = 1
;ignorehitpause =
;persistent =

[State 3080, 8]
type = PlaySnd
trigger1 = movehit = 1
value = S53,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State -2, PalFXWiz]
type = PalFX
trigger1 = animtime = 0
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, BGPalFX]
type = BGPalFX
trigger1 = movehit = 1
time = 600
;add = 0,0,0
mul = 0,0,0
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
ignorehitpause = 1
;persistent =

[State 3080, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
;megaultrasuperspecialhitz
[StateDef 3081]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3081
poweradd = 20
sprpriority = 2

[State 0, HitAdd]
type = HitAdd
trigger1 = time = 0
value = -1
;ignorehitpause =
;persistent =

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

[State 3081, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = 1
animtype = med
guardflag = MA
kill = 0
hitflag = MAF
priority = 3, Hit
pausetime = 90, 87
sparkno = 77
sparkxy = -10, -66
hitsound = s53, 9
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 85
ground.velocity = 1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0, 0
air.hittime = 12
getpower = 0

[State 3081, 1]
type = HitDef
trigger1 = AnimElem = 14
trigger2 = animelem = 30
trigger3 = AnimElem = 36
attr = S, HA
damage = 20
animtype = medium
guardflag = MA
kill = 0
hitflag = MAF
priority = 3, Hit
pausetime = 10, 110
sparkno = 2
sparkxy = -30, -46
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0, 0
air.hittime = 12
EnvShake.time = 5
EnvShake.freq = 60
EnvShake.ampl = -6
EnvShake.phase = 90
getpower = 0

[State 3081, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 11
trigger5 = AnimElem = 17
trigger6 = AnimElem = 20
trigger7 = AnimElem = 25
trigger8 = AnimElem = 26
trigger9 = AnimElem = 35
attr = S, HA
damage = 20
animtype = medium
guardflag = MA
kill = 0
hitflag = MAF
priority = 3, Hit
pausetime = 5, 110
sparkno = 2
sparkxy = -30, -76
hitsound = s5, 3
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0, 0
air.hittime = 12
EnvShake.time = 5
EnvShake.freq = 60
EnvShake.ampl = -6
EnvShake.phase = 90
getpower = 0

[State 800, 1]
type = HitDef
Trigger1 = animelem = 41
attr = S, HT
hitflag = MFA
priority = 1, Miss
sparkno = -1
hitsound = s21,0
sprpriority = 1
ground.velocity = 3,-5
hitsound = s21, 0
p2facing = -1
p1stateno = 10566
p2stateno = 10666
fall = 1
fall.recover = 0


[State 3081, 5]
type = AssertSpecial
trigger1 = 1
flag = unguardable
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 100
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 3081, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3082
ctrl = 1

;------------------------------------
[Statedef 10466]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 0
ground.velocity = 3,-5
hitsound = s21, 0
p2facing = -1
p1stateno = 10566
p2stateno = 10666
fall = 1

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

;----------------------------------------------------------------------
[Statedef 10566]
type = S
movetype= A
physics = N
anim = 820
poweradd = 0
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S53,3
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = S53,2
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
x = -6
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 11
x = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 19
trigger2 = animelem = 20
trigger3 = animelem = 21
trigger4 = animelem = 22
x = 6
;ignorehitpause =
;persistent =

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

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = f61
ID = 61
pos = -66,0
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 = 6
anim = f2
ID = 2
pos = -70,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 18
anim = f61
ID = 61
pos = 66,0
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 = 18
anim = f2
ID = 2
pos = 70,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 18
value = S7,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 812, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 812, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 41, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 812, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -3, -110

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 812, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -18, -90

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 812, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -38, -75

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 812, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -72, -6

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 812, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -14, -3

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 812, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -17, -23

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 812, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 12, -15

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 812, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 9, -12

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 812, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 34, -59

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = 0

[State 812, Bind 11]
type = TargetBind
trigger1 = AnimElem = 12
pos = 34, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = 0

[State 812, Bind 11]
type = TargetBind
trigger1 = AnimElem = 13
pos = -14, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =14
value = 1

[State 812, Bind 11]
type = TargetBind
trigger1 = AnimElem = 14
pos = -34, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =15
value = 1

[State 812, Bind 12]
type = TargetBind
trigger1 = AnimElem = 15
pos = 1, -103

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =16
value = 1

[State 812, Bind 13]
type = TargetBind
trigger1 = AnimElem = 16
pos = 21, -92

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =17
value = 1

[State 812, Bind 14]
type = TargetBind
trigger1 = AnimElem = 17
pos = 54, -79

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =18
value = 1

[State 812, Bind 15]
type = TargetBind
trigger1 = AnimElem = 18
pos = 71, -4

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =19
value = 1

[State 812, Bind 25]
type = TargetBind
trigger1 = AnimElem = 19
pos = 21, -10

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =20
value = 1

[State 812, Bind 7]
type = TargetBind
trigger1 = AnimElem = 20
pos = 14, -13

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =21
value = 1

[State 812, Bind 8]
type = TargetBind
trigger1 = AnimElem = 21
pos = -17, -13

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =22
value = 1

[State 812, Bind 9]
type = TargetBind
trigger1 = AnimElem = 22
pos = -22, -15

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =23
value = 1

[State 812, Bind 10]
type = TargetBind
trigger1 = AnimElem = 23
pos = -19, -52

[State 812, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 6
trigger2 = animelem = 18
value = -75
kill = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
trigger2 = animelem = 18
time = 20
freq = 60
ampl = -4
;phase = 90
;ignorehitpause =
;persistent =

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 6
trigger2 = animelem = 18
value = 1
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 180
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 812, Throw]
type = TargetState
trigger1 = time = 134
value = 10677

[State 812, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 10467
ctrl = 0

;------------------------------
;SuperPownch
[StateDef 10467]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 821
poweradd = 0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S63,1
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 7050
ID = 7050
pos = 0,-47
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, BGPalFX]
type = BGPalFX
trigger1 = movehit = 1
time = 1
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =


[State 0, AllPalFX]
type = AllPalFX
trigger1 = movehit = 1
time = 1
add = 255,255,255
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -19
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 30
y = 0
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 7
time = 25
length = 30
palcolor = 256
;palinvertall = 0
;palbright = 150,150,150
palcontrast = 255,255,255
;palpostbright = 0,0,0
paladd = 0,0,0
;palmul = .65,.65,.75
timegap = 2
framegap = 3
;trans = "sub"
;ignorehitpause =
;persistent =

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

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 10,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [11,20]
pos = -20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 15
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 0, SprPriority]
type = SprPriority
trigger1 = animelem = 3
value = 1
;ignorehitpause =
;persistent =

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

[State 10467, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 500
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 5, 15
sparkno = 2
sparkxy = -20, -76
hitsound = s53, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 12
getpower = 0
givepower = 5
envshake.time = 5
envshake.ampl = 5
envshake.freq = 80
envshake.phase = 90

[State 10467, 1]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = animelem = 11
trigger3 = AnimElem = 12
trigger4 = animelem = 13
trigger5 = AnimElem = 14
trigger6 = animelem = 15
trigger7 = AnimElem = 16
attr = S, HA
damage = 650
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3, 3
sparkno = 0+random%2
sparkxy = -20, -76
hitsound = s5, 0+random%3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 0,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 12
getpower = 0
givepower = 10
envshake.time = 5
envshake.ampl = 5
envshake.freq = 80
envshake.phase = 90

[State 10467, 1]
type = HitDef
trigger1 = AnimElem = 17
attr = S, HA
damage = 1500
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 15, 15
sparkno = 2
sparkxy = -20, -76
hitsound = s53, 0
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 = 0,-5
air.hittime = 12
getpower = 0
givepower = 35
envshake.time = 45
envshake.ampl = 9
envshake.freq = 80
envshake.phase = 90

[State 10467, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 10666]
type = A
movetype = H
physics = N
velset = 0,0
sprpriority = 1

[State 822, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 825

;----------------------------------------------------------------------
[Statedef 10677]
type = A
movetype = H
physics = N
velset = 0,0
poweradd = 0
sprpriority = 1

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


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


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5300
;elem = 1
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 = time = 100
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =


;----------------------------
;ultramegafinish
[StateDef 3082]
type = A
movetype= A
physics = A
juggle  = 1
velset = 3.5,-8
ctrl = 0
anim = 3051
poweradd = 0
sprpriority = 2

[State -2, PalFXWiz]
type = PalFX
trigger1 = animelem = 3
time = -1
add = 0,0,0
mul = 256,256,256
;sinadd = 30,30,30,24
invertall = 0
color = 256
;ignorehitpause = 0
;persistent = 1

[State 3082, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = 181, 8
animtype = diagup
guardflag = MA
fall = 1
hitflag = MAF
priority = 3, Hit
pausetime = 50, 50
sparkno = 3
sparkxy = -10, -76
hitsound = s21, 1
guardsound = s6, 0
ground.type = high
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3, -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-10
air.hittime = 12
EnvShake.time = 45
EnvShake.freq = 100
EnvShake.ampl = -9
EnvShake.phase = 90
getpower = 0

[State 3082, 2]
type = Gravity
trigger1 = animelem = 1
;ignorehitpause =
;persistent =

[State 3082, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 3052

;--------------------------------------
;dashevade
[StateDef 3090]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3090
poweradd = 20
sprpriority = 2

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time = [1,30]
value = 0
;ignorehitpause =
;persistent =


[State 3090, 1]
type = VelSet
trigger1 = animelem = 3
x = 25
y = 0
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [3,27]
value = ,NA,SA,HA,NP,SP,HP
;value2 = A,NA,SA,HA,NP,SP,HP
time = 1
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 15
length = 10
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 3090, 3]
type = PlaySnd
trigger1 = animelem = 2
value = S51,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3090, 4]
type = MakeDust
trigger1 = time = [5,16]
pos = 0,0
pos2 = 30, 0
spacing = 2
;ignorehitpause =
;persistent =

[State 3090, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------
;dashevade
[StateDef 3095]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3091
poweradd = 20
sprpriority = 2

[State 3090, 1]
type = VelSet
trigger1 = animelem = 5
x = -20
y = 0
;ignorehitpause =
;persistent =


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [6,30]
value = ,NA,SA,HA,NP,SP,HP
;value2 = A,NA,SA,HA,NP,SP,HP
time = 1
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 15
length = 10
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =

[State 3090, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 155
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3090, 4]
type = MakeDust
trigger1 = time = [8,19]
pos = 0,0
pos2 = 30, 0
spacing = 2
;ignorehitpause =
;persistent =


[State 3090, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw - Attempt
; CNS difficulty: medium-advanced
; Description: Throws are not difficult to make, although then can be
;     tedious at times. Throw attempt states have a HitDef of a
;     special format. The key parameters in a throw are p1stateno
;     and p2stateno. If the HitDef successfully connects, then
;     the attacker will change to the state number specified by
;     p1stateno, and the opponent will be change to the state
;     number assigned to p2stateno. The special thing about p2stateno
;     is that the opponent will be temporarily brought into the
;     attacker's state file. In this case, no matter who the
;     opponent is, he will be taken to state 820 of this file (kfm.cns)
;     and remain here until the end of the throw (look at his debug
;     information when he is being thrown; the text changes to yellow
;     to mean that he is in another player's state file).
; Throw - Attempt
[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 = S50,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 800, 1]
type = HitDef
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
Trigger1 = animelem = 3
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
ground.velocity = 3,-5
hitsound = s21, 0
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 1056
p2stateno = 1066
fall = 1
fall.recover = 0

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

;----------------------------------------------------------------------


;grapple state
[statedef 1076]
physics = S
anim = 1076

[State 0, BindToTarget]
type = BindToTarget
trigger1 = 1
time = 1
;ID = -1
pos = 60,0,foot;"Mid","Head"

[state 1076]
 type = selfstate
 trigger1 = animtime = 0
 value = 105

;----------------------------------------------------------------------
[Statedef 1056]
type = S
movetype= A
physics = N
anim = 810
poweradd = 0
velset = 0,0

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,35
player = 0,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S62,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = f61
ID = 61
pos = -66,0
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 = 6
anim = f2
ID = 2
pos = -70,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S7,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 812, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 41, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 812, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 41, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 812, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -3, -110

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 812, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -18, -90

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 812, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -38, -75

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 812, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -72, -6

[State 812, Bind 25]
type = TargetBind
trigger1 = AnimElem = 7
pos = -81, -10

[State 812, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 6
value = -85

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 20
freq = 80
ampl = -5
;phase = 90
;ignorehitpause =
;persistent =


[State 812, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 1067

[State 812, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120
ctrl = 1

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

[State 822, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 815

;----------------------------------------------------------------------
[Statedef 1067]
type = A
movetype = H
physics = N
velset = -2,-3
poweradd = 40

[State 823, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 823, 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 823, 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 823, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;-----------------------------------------------
;doublegerman
; Throw - Attempt
[Statedef 801]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 803

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S50,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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


[State 802, 1]
type = HitDef
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
Trigger1 = Time = 0
attr = S, HT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = s21,0
sprpriority = 1
p2facing = -1
p1stateno = 811
p2stateno = 828
fall = 1
fall.recover = 0

[State 802, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S62,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S68,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
x = -6
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 11
x = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 15
anim = f61
ID = 61
pos = -66,0
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 = 6
trigger2 = animelem = 15
anim = f2
ID = 2
pos = -70,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 15
value = S7,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 812, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 812, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 41, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 812, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -3, -110

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 812, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -18, -90

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 812, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -38, -75

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 812, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -72, -6

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 812, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -14, -3

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 812, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -17, -23

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 812, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 12, -15

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 812, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 9, -12

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 812, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 34, -59

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = 1

[State 812, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = -1, -103

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = 1

[State 812, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = -21, -92

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =14
value = 1

[State 812, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = -54, -79

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =15
value = 1

[State 812, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = -71, -4

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =16
value = 1

[State 812, Bind 25]
type = TargetBind
trigger1 = AnimElem = 16
pos = -81, -10

[State 812, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 6
trigger2 = animelem = 15
value = -75

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
trigger2 = animelem = 15
time = 20
freq = 60
ampl = -4
;phase = 90
;ignorehitpause =
;persistent =


[State 812, Throw]
type = TargetState
trigger1 = AnimElem = 16
value = 829

[State 812, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120
ctrl = 1

;----------------------------------------------------------------------
[Statedef 828]
type = A
movetype = H
physics = N
velset = 0,0

[State 822, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 816

;----------------------------------------------------------------------
[Statedef 829]
type = A
movetype = H
physics = N
velset = -4,-3
poweradd = 40

[State 823, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 823, 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 823, 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 823, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;-----------------------------------------------
;doublegerman
; Throw - Attempt
[Statedef 802]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 801

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,4]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,3
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 = 4
y = 0
;ignorehitpause =
;persistent =


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

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


[State 802, 1]
type = HitDef
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = s21,0
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = -1
p1stateno = 812
p2stateno = 822
fall = 1
fall.recover = 0

[State 802, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 812]
type = S
movetype= A
physics = N
anim = 812
poweradd = 0
velset = 0,0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 150
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, VelSet]
type = VelSet
trigger1 = animelem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
trigger4 = animelem = 10
x = -6
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 11
x = 0
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 16
trigger2 = animelem = 17
trigger3 = animelem = 18
trigger4 = animelem = 19
x = -6
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 20
x = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
trigger2 = animelem = 15
trigger3 = animelem = 24
anim = f61
ID = 61
pos = -66,0
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 = 6
trigger2 = animelem = 15
trigger3 = animelem = 24
anim = f2
ID = 2
pos = -70,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 15
trigger3 = animelem = 24
value = S7,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 812, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 45, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 812, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 41, 0

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 812, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -3, -110

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 812, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = -18, -90

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 812, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = -38, -75

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 812, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = -72, -6

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 812, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = -14, -3

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 812, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8
pos = -17, -23

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 812, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9
pos = 12, -15

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 812, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10
pos = 9, -12

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 812, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11
pos = 34, -59

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = 1

[State 812, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12
pos = -1, -103

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = 1

[State 812, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13
pos = -21, -92

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =14
value = 1

[State 812, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14
pos = -54, -79

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =15
value = 1

[State 812, Bind 15]
type = TargetBind
trigger1 = AnimElem = 15
pos = -71, -4

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =16
value = 1

[State 812, Bind 16]
type = TargetBind
trigger1 = AnimElem = 16
pos = -19, -6

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =17
value = 1

[State 812, Bind 17]
type = TargetBind
trigger1 = AnimElem = 17
pos = -15, -22

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =18
value = 1

[State 812, Bind 18]
type = TargetBind
trigger1 = AnimElem = 18
pos = 16, -19

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =19
value = 1

[State 812, Bind 19]
type = TargetBind
trigger1 = AnimElem = 19
pos = 19, -19

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =20
value = 1

[State 812, Bind 20]
type = TargetBind
trigger1 = AnimElem = 20
pos = 34, -56

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =21
value = 1

[State 812, Bind 21]
type = TargetBind
trigger1 = AnimElem = 21
pos = -4, -110

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =22
value = 1

[State 812, Bind 22]
type = TargetBind
trigger1 = AnimElem = 22
pos = -23, -91

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =23
value = 1

[State 812, Bind 23]
type = TargetBind
trigger1 = AnimElem = 23
pos = -55, -79

[State 812, SprPriority]
type = SprPriority
trigger1 = AnimElem =24
value = 1

[State 812, Bind 24]
type = TargetBind
trigger1 = AnimElem = 24
pos = -72, -1

[State 812, Bind 25]
type = TargetBind
trigger1 = AnimElem = 25
pos = -81, -10

[State 812, Hurt]
type = TargetLifeAdd
trigger1 = animelem = 6
trigger2 = animelem = 15
trigger3 = animelem = 24
value = -100

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
trigger2 = animelem = 15
trigger3 = animelem = 24
time = 20
freq = 80
ampl = -5
;phase = 90
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S53,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = S53,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S53,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 812, Throw]
type = TargetState
trigger1 = AnimElem = 25
value = 823

[State 812, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 5120
ctrl = 1

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

[State 822, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 814

;----------------------------------------------------------------------
[Statedef 823]
type = A
movetype = H
physics = N
velset = -4,-3
poweradd = 40

[State 823, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 823, 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 823, 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 823, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


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

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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 40
y = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 35

[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 6000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 2
sparkxy = -10, -46
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 = 10
envshake.ampl = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,14]
value = ,NA,SA,NP,SP,NT,ST
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 6000, end]
type = ChangeState
trigger1 = movecontact
value = 6001
ctrl = 1

[State 6000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 1

;------------------------------------
;EXPunches2
[StateDef 6001]
type = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 6001
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
trigger3 = AnimElem = 7
trigger4 = AnimElem = 11
trigger5 = AnimElem = 14
value = S50,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 6001, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 8
trigger4 = AnimElem = 12
trigger5 = AnimElem = 15
attr = S, SA
damage = 35
animtype = med
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 6001, 1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 30, 10
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -82
hitsound = s5, 4
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -3, -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-6
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 15
x = 4
;ignorehitpause =
;persistent =


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

;---------------------
;backhoppunch
[StateDef 7000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7003
poweradd = 20
sprpriority = 2

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

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

[State 0, Width]
type = Width
trigger1 = time = [13,28]
edge = 0,0
player = 26,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


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


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -19
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 31
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 10,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [11,20]
pos = -20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 15
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =



[State 7002, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 85, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -61
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-1
air.hittime = 12
envshake.time = 12
envshake.ampl = 3

[State 7000, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;EXbackhoppunch
[StateDef 7004]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7004
poweradd = -500
sprpriority = 2

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

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


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


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -19
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 31
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 10,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [11,21]
pos = -20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =



[State 6000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 2
sparkxy = -10, -46
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 = 10
envshake.ampl = 3

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [11,23]
value = ,NA,SA,NP,SP,NT,ST
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 6000, end]
type = ChangeState
trigger1 = movecontact
value = 6001
ctrl = 1

[State 6000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 1

;---------------------
;backhoppunch2
[StateDef 7001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7001
poweradd = 20
sprpriority = 2

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

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

[State 0, Width]
type = Width
trigger1 = time = [10,22]
edge = 0,0
player = 26,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


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


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

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 67
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
trigger2 = animelem = 5
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 10,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [11,20]
pos = -20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 15
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =



[State 7002, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 80, 6
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -61
hitsound = s5, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-1
air.hittime = 12
envshake.time = 12
envshake.ampl = 3

[State 7000, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------
;backhoppunch
[StateDef 7003]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7000
poweradd = 20
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 7002
ID = 7002
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =


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


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 1
x = -19
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
x = 30
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
trigger2 = animelem = 6
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,10]
pos = 10,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [11,20]
pos = -20,0
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 0
time = 15
length = 5
;palcolor = 256
;palinvertall = 0
;palbright = 30,30,30
;palcontrast = 120,120,220
;palpostbright = 0,0,0
;paladd = 10,10,25
;palmul = .65,.65,.75
timegap = 1
;framegap = 4
;trans = "add" ;"none","add1","sub"
;ignorehitpause =
;persistent =


[State 7002, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
damage = 90, 9
animtype = diagup
fall = 1
fall.recovertime = 40
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -61
hitsound = s5, 2
guardsound = s6, 0
ground.type = high
ground.slidetime = 8
ground.hittime  = 12
ground.velocity = -4, -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-8
air.hittime = 12
envshake.time = 12
envshake.ampl = 3

[State 0, Width]
type = Width
trigger1 = time = [14,34]
edge = 0,0
player = 26,0
;value = 0,0
;ignorehitpause =
;persistent =


[State 7000, end]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------
;GigaPunch
[StateDef 7045]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7045
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,12]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S53,11
volume = 255
channel = 0
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 102
sound = s20,0
pos = -5,-65
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = 18
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7050
ID = 7050
pos = 0,-46
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause = 1
;persistent = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 15
TimeGap  = 2
FrameGap = 2
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1
;ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 5
x = 30
;ignorehitpause =
;persistent =

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

[State 0, Width]
type = Width
trigger1 = time = [2,35]
edge = 0,0
player = 25,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S41,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 7045, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, HA
damage = 400,30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 20, 20
fall = 1
fall.recover = 0
sparkno = 2
sparkxy = 0, -76
hitsound = s21, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -8,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -8,-3
air.hittime = 12
envshake.time = 40
envshake.phase = 90
envshake.freq = 80
envshake.ampl = 8
getpower = 0

[State 7045, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;NewSuper
[StateDef 422]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 422
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 14
value = S50,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
trigger2 = animelem = 19
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 75
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = 25,-65
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 19
x = 15
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
x = 0
;ignorehitpause =
;persistent =


[State 422, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
attr = S, HA
damage = 50,5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 2
sparkxy = -20, -61
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-2
air.hittime = 12
envshake.time = 10
envshake.ampl = 4
getpower = 0

[State 422, 1]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = 100,5
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 15, 15
sparkno = 2
sparkxy = -20, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-6
air.hittime = 12
envshake.time = 20
envshake.ampl = 4
getpower = 0


[State 422, end]
type = ChangeState
trigger1 = time >= 50 && movehit = 1
value = 423
ctrl = 0

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

;-----------------------------------------
;hophammer
[StateDef 423]
type = A
movetype= A
physics = A
juggle  = 1
velset = 4,-7
ctrl = 0
anim = 650
poweradd = 0
sprpriority = 2

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 35
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 3
trigger2 = time = 6
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 2000, 0]
type = PlaySnd
trigger1 = animelem = 3
value = S53,12
volume = 100
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 651, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage = 85, 8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s53, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,10
air.hittime = 12
envshake.time = 20
envshake.ampl = 6
getpower = 0

[State 0, VelSet]
type = VelSet
trigger1 = movehit = 1
y = -3
;ignorehitpause =
;persistent =


[State 3051, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 655

;-------------------------
;NewSpec1
[StateDef 425]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 425
poweradd = 60
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [10,12]
trigger2 = time = [22,24]
trigger3 = time = [36,38]
trigger4 = time = [50,52]
pos = -10,0
pos2 = 40,0
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 14
value = S50,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
trigger2 = animelem = 19
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
trigger4 = AnimElem = 19
x = 8
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
trigger4 = AnimElem = 20
x = 0
;ignorehitpause =
;persistent =


[State 422, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 10
trigger3 = AnimElem = 15
attr = S, HA
damage = 25,2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 2
sparkxy = -20, -61
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-2
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 422, 1]
type = HitDef
trigger1 = AnimElem = 20
attr = S, HA
damage = 90,2
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-6
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

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

;-------------------------
;NewSpec12
[StateDef 426]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 426
poweradd = 50
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [6,8]
trigger2 = time = [20,22]
trigger3 = time = [34,36]
pos = -10,0
pos2 = 40,0
spacing = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 13
value = S50,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
x = 8
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
x = 0
;ignorehitpause =
;persistent =


[State 422, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
attr = S, HA
damage = 25,2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 2
sparkxy = -20, -61
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-2
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 422, 1]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
damage = 80,2
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-6
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

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

;-------------------------
;NewSpec13
[StateDef 427]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 427
poweradd = 40
sprpriority = 2

[State 0, MakeDust]
type = MakeDust
trigger1 = time = [5,6]
trigger2 = time = [18,20]
pos = -10,0
pos2 = 40,0
spacing = 2
;ignorehitpause =
;persistent =

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
x = 8
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
x = 0
;ignorehitpause =
;persistent =


[State 422, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 25,2
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno = 2
sparkxy = -20, -61
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -1
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-2
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 422, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 70,2
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -20, -66
hitsound = s5, 3
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3,-6
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

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

;----------------------------
;Jackemup
[StateDef 7020]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 7020
poweradd = 70
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(11)>=0
movetype= I

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 8
pos = -10,0
pos2 = 40,0
spacing = 1
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 17
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
;ignorehitpause =
;persistent =


[State 7020, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 125,20
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -86
hitsound = s53, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-10
air.hittime = 12
envshake.ampl = 5
envshake.time = 25
envshake.freq = 75
envshake.phase = 90

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 7021
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 7020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;Jackemuphits
[StateDef 7021]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7021
poweradd = 0
sprpriority = 2

[State 7021, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;Jackemup2
[StateDef 7022]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 7022
poweradd = 60
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(11)>=0
movetype= I

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 8
pos = -10,0
pos2 = 40,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 10
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
;ignorehitpause =
;persistent =


[State 7020, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 113,17
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -86
hitsound = s53, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-8.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-8.5
air.hittime = 12
envshake.ampl = 5
envshake.time = 25
envshake.freq = 75
envshake.phase = 90

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 7023
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 7020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;Jackemuphits
[StateDef 7023]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7021
poweradd = 0
sprpriority = 2

[State 7021, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------
;Jackemup3
[StateDef 7024]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 7024
poweradd = 50
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(11)>=0
movetype= I

[State 0, MakeDust]
type = MakeDust
trigger1 = animelem = 8
pos = -10,0
pos2 = 40,0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S50,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 2
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 9
x = 0
;ignorehitpause =
;persistent =


[State 7020, 1]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
damage = 100,15
animtype = diagup
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -86
hitsound = s53, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4,-7
air.hittime = 12
envshake.ampl = 5
envshake.time = 25
envshake.freq = 75
envshake.phase = 90

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit = 1
value = 7025
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 7020, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------
;Jackemuphits
[StateDef 7025]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 7025
poweradd = 0
sprpriority = 2

[State 7021, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

;----------------------------------------
; 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
ontop = 1
ownpal = 1
supermovetime = -1
pausemovetime = -1
scale  = 0.5,0.5
persistent = 1
removetime = -2

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

;Run_FWD
[Statedef 100]
type    = A
physics = A
ctrl = 0
anim = 105
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)

[State 100, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

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

[statedef -2]

[state -2]
type = varset
trigger1 = p2stateno = 1046
var(49)=1

[state -2]
type = varset
trigger1 = p2stateno != 1046
var(49)=0

[state -2]
type = varset
trigger1 = stateno = 0
var(50)=0
[State 0, VarSet]
type = VarSet
trigger3 = statetype = A
triggerall = p2statetype!=L
trigger1 = (p2bodydist x = [0,40])||(p2bodydist x >110)
trigger2= enemynear,hitdefattr = SA,NA,SA,HA
v=30
value = 0

[State 0, VarSet]
type = VarSet
triggerall = statetype != A
triggerall = (p2bodydist x <110)
trigger1 = ctrl &&p2movetype=A && p2statetype=C
trigger2 =p2statetype = C  && ctrl
trigger3 =(p2bodydist x <110) && ctrl
trigger4= enemy,hitdefattr=SC,AT
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, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1

[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= ifelse(enemynear,gethitvar(hitcount)=0, 1, ifelse(enemynear,gethitvar(hitcount)=1, .9, .8**enemynear,gethitvar(hitcount)))

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value=fvar(12)
ignorehitpause=1

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

[Statedef -3]

[State -3, Corner Push]; Reset
type= varset
trigger1= fvar(5)
trigger1= numtarget
trigger1= (target, hitover) || (target, gethitvar(hitshaketime) > 0 && target, time <= 0)
fvar(5)= 0

[State -3, Corner Push]; Get  initial velocity
type= varset
trigger1= movecontact=1 && numtarget
fvar(5)= (target, gethitvar(xvel))
ignorehitpause= 1

[State -3, Corner Push]; Apply corner push
type= posadd
triggerall= fvar(5)
triggerall= (statetype = S || statetype = C) && numtarget
triggerall= !hitpausetime && (target, gethitvar(hitshaketime) <= 0)
triggerall= (target, statetype = S || target, statetype = C) && !(target, gethitvar(yvel)) && !(target, hitfall); See note below
trigger1= target, frontedgebodydist <= abs(target, vel x)
trigger1= (target, gethitvar(xvel) * target, facing) > 0
trigger2= target, backedgebodydist <= abs(target, vel x)
trigger2= (target, gethitvar(xvel) * target, facing) < 0
x= ifelse(target, frontedgebodydist <= 0, -1, 1) * (target, facing) * fvar(5)

[State -3, Corner Push]; Apply friction to the velocity
type= varset
trigger1= numtarget
trigger1= target, gethitvar(hitshaketime) <= 0
fvar(5)= fvar(5) * 0.85

;--------------------------------------
;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
