
;---------------------------------------------------------------------------
; INSANE COMBOS
;---------------------------------------------------------------------------

; IC1
[Statedef 3500]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3500
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -20,-70
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,2

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3501
ctrl = 0

;--------
; IC1 - Ultra!!
[Statedef 3501]
Type = S
Movetype = A
physics = S
anim = 3501

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 300
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(169) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 11
trigger7 = animelem = 13
trigger8 = animelem = 15
trigger9 = animelem = 17
trigger10 = animelem = 19
trigger11 = animelem = 21
trigger12 = animelem = 23
trigger13 = animelem = 25
trigger14 = animelem = 27
trigger15 = animelem = 29
trigger16 = animelem = 31
trigger17 = animelem = 33
trigger18 = animelem = 35
trigger19 = animelem = 37
trigger20 = animelem = 39
trigger21 = animelem = 41
trigger22 = animelem = 43
trigger23 = animelem = 45
trigger24 = animelem = 47
trigger25 = animelem = 49
trigger26 = animelem = 51
trigger27 = animelem = 53
trigger28 = animelem = 55
trigger29 = animelem = 57
trigger30 = animelem = 59
trigger31 = animelem = 114
trigger32 = animelem = 121
trigger33 = animelem = 128
trigger34 = animelem = 135
trigger35 = animelem = 142
trigger36 = animelem = 121
trigger37 = animelem = 128
trigger38 = animelem = 135
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-55
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 62
trigger2 = animelem = 64
trigger3 = animelem = 66
trigger4 = animelem = 68
trigger5 = animelem = 70
trigger6 = animelem = 72
trigger7 = animelem = 75
trigger8 = animelem = 78
trigger9 = animelem = 81
trigger10 = animelem = 84
trigger11 = animelem = 87
trigger12 = animelem = 90
trigger13 = animelem = 93
trigger14 = animelem = 96
trigger15 = animelem = 99
trigger16 = animelem = 103
trigger17 = animelem = 149
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-40
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 74
trigger2 = animelem = 77
trigger3 = animelem = 80
trigger4 = animelem = 83
trigger5 = animelem = 86
trigger6 = animelem = 89
trigger7 = animelem = 92
trigger8 = animelem = 95
trigger9 = animelem = 98
trigger10 = animelem = 101
trigger11 = animelem = 107
trigger12 = animelem = 110
trigger13 = animelem = 117
trigger14 = animelem = 124
trigger15 = animelem = 131
trigger16 = animelem = 138
trigger17 = animelem = 145
trigger18 = animelem = 152
trigger19 = animelem = 154
trigger20 = animelem = 156
trigger21 = animelem = 160
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-18
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 164
trigger2 = animelem = 166
trigger3 = animelem = 168
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-5
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 171
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-56
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 173
value = 4,7

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; IC2
[Statedef 3550]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3550
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 12,-93
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,8

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3551
ctrl = 0

;--------
; IC2 - Ultra!!
[Statedef 3551]
Type = S
Movetype = A
physics = S
anim = 3551

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 300
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(141) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 38
trigger7 = animelem = 44
trigger8 = animelem = 50
trigger9 = animelem = 56
trigger10 = animelem = 62
trigger11 = animelem = 114
trigger12 = animelem = 116
trigger13 = animelem = 118
trigger14 = animelem = 120
trigger15 = animelem = 122
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-45
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 13
trigger2 = animelem = 15
trigger3 = animelem = 17
trigger4 = animelem = 19
trigger5 = animelem = 21
trigger6 = animelem = 23
trigger7 = animelem = 25
trigger8 = animelem = 27
trigger9 = animelem = 29
trigger10 = animelem = 31
trigger11 = animelem = 92
trigger12 = animelem = 94
trigger13 = animelem = 96
trigger14 = animelem = 98
trigger15 = animelem = 100
trigger16 = animelem = 102
trigger17 = animelem = 104
trigger18 = animelem = 106
trigger19 = animelem = 108
trigger20 = animelem = 110
trigger21 = animelem = 125
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-55
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 34
trigger2 = animelem = 40
trigger3 = animelem = 46
trigger4 = animelem = 52
trigger5 = animelem = 58
trigger6 = animelem = 66
trigger7 = animelem = 71
trigger8 = animelem = 76
trigger9 = animelem = 81
trigger10 = animelem = 86
trigger11 = animelem = 128
trigger12 = animelem = 135
trigger13 = animelem = 137
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-39
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 69
trigger2 = animelem = 74
trigger3 = animelem = 79
trigger4 = animelem = 84
trigger5 = animelem = 89
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-24
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit5]
type = HitDef
trigger1 = animelem = 131
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-12
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit6]
type = HitDef
trigger1 = animelem = 143
trigger2 = animelem = 146
trigger3 = animelem = 149
trigger4 = animelem = 152
trigger5 = animelem = 155
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-84
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 160
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-80
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 161
value = 4,7

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; IC3
[Statedef 3600]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3600
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = 5,-44
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,3

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3601
ctrl = 0

;--------
; IC3 - Ultra!!
[Statedef 3601]
Type = S
Movetype = A
physics = S
anim = 3601

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 300
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(124) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 3
trigger2 = animelem = 19
trigger3 = animelem = 23
trigger4 = animelem = 40
trigger5 = animelem = 42
trigger6 = animelem = 44
trigger7 = animelem = 46
trigger8 = animelem = 48
trigger9 = animelem = 50
trigger10 = animelem = 52
trigger11 = animelem = 54
trigger12 = animelem = 56
trigger13 = animelem = 58
trigger14 = animelem = 60
trigger15 = animelem = 62
trigger16 = animelem = 64
trigger17 = animelem = 66
trigger18 = animelem = 68
trigger19 = animelem = 70
trigger20 = animelem = 72
trigger21 = animelem = 74
trigger22 = animelem = 76
trigger23 = animelem = 78
trigger24 = animelem = 98
trigger25 = animelem = 100
trigger26 = animelem = 102
trigger27 = animelem = 104
trigger28 = animelem = 106
trigger29 = animelem = 108
trigger30 = animelem = 112
trigger31 = animelem = 114
trigger32 = animelem = 116
trigger33 = animelem = 118
trigger34 = animelem = 120
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-52
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 9
trigger2 = animelem = 13
trigger3 = animelem = 21
trigger4 = animelem = 26
trigger5 = animelem = 34
trigger6 = animelem = 36
trigger7 = animelem = 84
trigger8 = animelem = 89
trigger9 = animelem = 94
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-18
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 15
trigger2 = animelem = 17
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-25
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 30
trigger2 = animelem = 81
trigger3 = animelem = 86
trigger4 = animelem = 91
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-40
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 125
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-56
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 126
value = 4,7

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; IC4
[Statedef 3650]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3650
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -7,-63
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,0

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3651
ctrl = 0

;--------
; IC4 - Ultra!!
[Statedef 3651]
Type = S
Movetype = A
physics = S
anim = 3651

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 300
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(118) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 18
trigger3 = animelem = 20
trigger4 = animelem = 22
trigger5 = animelem = 24
trigger6 = animelem = 26
trigger7 = animelem = 28
trigger8 = animelem = 30
trigger9 = animelem = 32
trigger10 = animelem = 34
trigger11 = animelem = 36
trigger12 = animelem = 53
trigger13 = animelem = 55
trigger14 = animelem = 57
trigger15 = animelem = 59
trigger16 = animelem = 61
trigger17 = animelem = 67
trigger18 = animelem = 71
trigger19 = animelem = 91
trigger20 = animelem = 95
trigger21 = animelem = 114
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-55
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 8
trigger2 = animelem = 41
trigger3 = animelem = 43
trigger4 = animelem = 45
trigger5 = animelem = 47
trigger6 = animelem = 49
trigger7 = animelem = 85
trigger8 = animelem = 87
trigger9 = animelem = 89
trigger10 = animelem = 98
trigger11 = animelem = 103
trigger12 = animelem = 105
trigger13 = animelem = 108
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-40
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 11
trigger3 = animelem = 13
trigger4 = animelem = 81
trigger5 = animelem = 93
trigger6 = animelem = 100
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-18
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 75
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-55
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 118
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-56
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 119
value = 4,7

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; IC5
[Statedef 3700]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3700
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -4,-25
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,10

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3701
ctrl = 0

;--------
; IC5 - Ultra!!
[Statedef 3701]
Type = S
Movetype = A
physics = S
anim = 3701

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 300
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(139) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
trigger4 = animelem = 7
trigger5 = animelem = 9
trigger6 = animelem = 31
trigger7 = animelem = 40
trigger8 = animelem = 46
trigger9 = animelem = 48
trigger10 = animelem = 50
trigger11 = animelem = 52
trigger12 = animelem = 54
trigger13 = animelem = 70
trigger14 = animelem = 72
trigger15 = animelem = 74
trigger16 = animelem = 87
trigger17 = animelem = 89
trigger18 = animelem = 91
trigger19 = animelem = 94
trigger20 = animelem = 97
trigger21 = animelem = 102
trigger22 = animelem = 107
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-40
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 13
trigger2 = animelem = 15
trigger3 = animelem = 17
trigger4 = animelem = 19
trigger5 = animelem = 21
trigger6 = animelem = 24
trigger7 = animelem = 58
trigger8 = animelem = 60
trigger9 = animelem = 62
trigger10 = animelem = 64
trigger11 = animelem = 66
trigger12 = animelem = 77
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-55
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 27
trigger2 = animelem = 34
trigger3 = animelem = 36
trigger4 = animelem = 81
trigger5 = animelem = 100
trigger6 = animelem = 105
trigger7 = animelem = 110
trigger8 = animelem = 116
trigger9 = animelem = 118
trigger10 = animelem = 120
trigger11 = animelem = 122
trigger12 = animelem = 124
trigger13 = animelem = 126
trigger14 = animelem = 128
trigger15 = animelem = 130
trigger16 = animelem = 132
trigger17 = animelem = 134
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-18
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 44
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-50
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 140
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-80
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 141
value = 4,7

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; IC6
[Statedef 3750]
type = S
movetype = A
physics = S
juggle = 4
velset = 0,0
anim = 3500
ctrl = 0
sprpriority = 4

[State 6000, Super A]
type = SuperPause
trigger1 = AnimElem = 1
pos = -20,-70
time = 30
movetime = 30
poweradd = 0
sound = s2,3
p2defmul = 1
anim = s11500

[State 6000, Super D]
type = NotHitBy
trigger1 = AnimElem = 1
value = , NA, SA, AT
time = 30

[State 6000, Super E]
type = NotHitBy
trigger1 = AnimElemTime(3) >= 0 && Time < 25
value2 = C, NA
time = 1

[State 1151, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,9

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 3751
ctrl = 0

;--------
; IC6 - Ultra!!
[Statedef 3751]
Type = S
Movetype = A
physics = S
anim = 3750

[State 6001, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 300
lenght = 30

[State 3100, vel]
type = Velset
trigger1 = animelemtime(161) < 0
x = 3

[State 3100, vel]
type = PlayerPush
trigger1 = 1
value = 1

[State 3100, hit]
type = HitAdd
trigger1 = movehit
value = 1

[State 3100, NHB]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3100, Hit1]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 4
trigger3 = animelem = 11
trigger4 = animelem = 17
trigger5 = animelem = 22
trigger6 = animelem = 27
trigger7 = animelem = 32
trigger8 = animelem = 37
trigger9 = animelem = 45
trigger10 = animelem = 47
trigger11 = animelem = 49
trigger12 = animelem = 51
trigger13 = animelem = 53
trigger14 = animelem = 55
trigger15 = animelem = 57
trigger16 = animelem = 59
trigger17 = animelem = 61
trigger18 = animelem = 63
trigger19 = animelem = 66
trigger20 = animelem = 72
trigger21 = animelem = 78
trigger22 = animelem = 84
trigger23 = animelem = 90
trigger24 = animelem = 105
trigger25 = animelem = 113
trigger26 = animelem = 115
trigger27 = animelem = 117
trigger28 = animelem = 119
trigger29 = animelem = 121
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-40
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit2]
type = HitDef
trigger1 = animelem = 7
trigger2 = animelem = 13
trigger3 = animelem = 20
trigger4 = animelem = 25
trigger5 = animelem = 30
trigger6 = animelem = 35
trigger7 = animelem = 40
trigger8 = animelem = 101
trigger9 = animelem = 108
trigger10 = animelem = 110
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-18
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = low
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
guard.velocity = 0
airguard.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit3]
type = HitDef
trigger1 = animelem = 70
trigger2 = animelem = 76
trigger3 = animelem = 82
trigger4 = animelem = 88
trigger5 = animelem = 94
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-50
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, Hit4]
type = HitDef
trigger1 = animelem = 98
trigger2 = animelem = 125
trigger3 = animelem = 127
trigger4 = animelem = 129
trigger5 = animelem = 131
trigger6 = animelem = 133
trigger7 = animelem = 135
trigger8 = animelem = 138
trigger9 = animelem = 140
trigger10 = animelem = 142
trigger11 = animelem = 144
trigger12 = animelem = 146
trigger13 = animelem = 148
trigger14 = animelem = 150
trigger15 = animelem = 152
trigger16 = animelem = 154
trigger17 = animelem = 156
attr = S, SA 
damage   = 2
animtype = heavy
pausetime = 7,7
sparkxy =  0,-55
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0
air.velocity = 0
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 0
air.fall = 0

[State 3100, FinalHit]
type = HitDef
trigger1 = animelem = 161
attr = S, SA 
damage   = 100
animtype = Up
pausetime = 7,7
sparkxy =  0,-56
sparkno = s11100
guard.sparkno = s11200
hitsound   = S3,2
guardsound = s1,5
ground.type = high
ground.slidetime = 9
ground.hittime  = 20
ground.velocity = 0,-20
air.velocity = 0,-20
kill = var(20)
fall.kill = var(20)
guard.kill = var(20)
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0

[State 1151, announc]
type = PlaySnd
trigger1 = animelem = 162
value = 4,7

[State 1151, 4] ;Changestate
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; CLAYTALITIES
;---------------------------------------------------------------------------

; Cow From Sky
[Statedef 4000]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 8000

[State HIT]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 9002

[State NOhit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 200
 
[State hit]
type = ChangeState
trigger1 = movecontact
value = 4001

; CFS - Eat Cow!!
[Statedef 4001]
type = S
movetype= A
physics = S
anim = 4000
ctrl = 0
velset = 0,0

[State SetFatality]
type = VarSet
trigger1 = !time
var(21) = 1

[State silence]
type = StopSnd
trigger1 = !time
channel = -1

[State Dark]
type = BGPalFX
trigger1 = !time
time = 9999
add = 0,-100,-100

[State posFIX]
type = TargetBind
trigger1 = anim = 8003 && movecontact
time = 10
pos = 50,0
persistent = 0

[State 1101, Jim]
type = PlaySnd
trigger1 = time = 20
value = 0,3

[State 1101, Vaca]
type = Helper
trigger1 = time = 30
persistent = 0
name = "cow"
id = 4002
pos = 0, -250
postype = p2
stateno = 4002
helpertype = normal
sprpriority = 9999
ownpal = 1
keyctrl = 0

[State 1350, CS]
type = assertspecial
trigger1 = time = 40
flag = roundnotover
flag2 = nomusic

;------
;win especial
[State 13100, WinP]
type = VarSet
triggerall = var(0) = 0
trigger1 = NumEnemy = 1
trigger1 = P2Life = 0
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(0), Life) + (EnemyNear(1), Life) = 0
var(0) = 1

[state 13100, give control]
type = ctrlset
trigger1 = (time = 40) && (var(0)=1) && winko
value = 1
  
[state 13100, no control]
type = ctrlset
trigger1 = (time = 40+1) && (var(0)=1) && winko
value = 0

[State 13100, End]
type = ChangeState
trigger1 = winko && (var(0) = 1) && (time = 40)
value = 180

[State End]
type = changestate
trigger1 = enemynear,stateno = 5150 && enemynear,time = 30
value = 0
ctrl = 1

;-----------
; CFS - Vaca
[Statedef 4002] 
type    = A
movetype= A
anim = 4001
sprpriority = 5

[State 400, 4]
type = VelSet
trigger1 = 1
x = 0
y = 15

[State 400, 4]
type = NotHitBy
trigger1 = 1
value = SCA

[State 250, 2]
type = HitDef
trigger1 = time = 0
attr = A, HP
animtype  = heavy
damage    = 9999,9999
pausetime = 1, 1
sparkno = s11100
sparkxy = 0,0
hitsound = s5,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,5
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 1
air.juggle = 15
fall.xvelocity = 0
fall.yvelocity = 2
down.velocity = 0,5
p2stateno = ifelse(selfanimexist(7689),4205,4206)

[State 1350, CS]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = unguardable

[State 1350, CS]
type = ChangeState
trigger1 = rootdist Y <= 0
value = 4003

[Statedef 4003, suelo]
type = S
movetype = I
anim = 4001
sprpriority = 5
velset = 0,0

[State 1350, CS]
type = Posset
trigger1 = 1
y = 0

[State 1350, CS]
type = DestroySelf
trigger1 = Time = 5000

;---------------------------------------------------------------------------
; Launch from MUGEN
[Statedef 4100]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 8001

[State HIT]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 9002

[State NOhit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 200
 
[State hit]
type = ChangeState
trigger1 = movecontact
value = 4101

; LFM - Take This!!
[Statedef 4101]
type = S
movetype= A
physics = S
anim = 4100
ctrl = 0
velset = 0,0

[State SetFatality]
type = VarSet
trigger1 = !time
var(21) = 1

[State silence]
type = StopSnd
trigger1 = !time
channel = -1

[State Dark]
type = BGPalFX
trigger1 = !time
time = 9999
add = -20,-100,-100

[State posFIX]
type = TargetBind
trigger1 = anim = 8003 && movecontact
time = 10
pos = 50,0
persistent = 0

[State 1101, Jim]
type = PlaySnd
trigger1 = time = 30
value = 0,3

[State 1350, CS]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = unguardable

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = C, HA
damage = 9999,9999
animtype = Up
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkxy = -10, -50
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-20
air.velocity = -0,-20
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
p2stateno = 4105
yaccel = 0

[State 1350, CS]
type = assertspecial
trigger1 = time = 40
flag = roundnotover
flag2 = nomusic

[State pos]
type = PosSet
trigger1 = 1
y = 0
 
;------
;win especial
[State 13100, WinP]
type = VarSet
triggerall = var(1) = 0
trigger1 = NumEnemy = 1
trigger1 = P2Life = 0
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(0), Life) + (EnemyNear(1), Life) = 0
var(1) = 1

[state 13100, give control]
type = ctrlset
trigger1 = (time = 40) && (var(1)=1) && winko
value = 1
  
[state 13100, no control]
type = ctrlset
trigger1 = (time = 40+1) && (var(1)=1) && winko
value = 0

[State 13100, End]
type = ChangeState
trigger1 = winko && (var(1) = 1) && (time = 40)
value = 180

[State End]
type = changestate
trigger1 = enemynear,stateno = 5150 && enemynear,time = 30
value = 0
ctrl = 1

;-----------
; LFM - player 2 golpeado
[Statedef 4105] 
type = A
movetype= H
physics = N
sprpriority = -1

[State anim]
type = ChangeAnim2
trigger1 = 1
value = 4105
 
[State vel]
type = VelSet
trigger1 = 1
y = -15
 
[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999

[State dead]
type = ChangeState
trigger1 = time = 20
value = 5150
 
;---------------------------------------------------------------------------
; Squish Claytality
[Statedef 4200]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 8001

[State HIT]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 9002

[State NOhit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 200
 
[State hit]
type = ChangeState
trigger1 = movecontact
value = 4201

; SC - Splat!!
[Statedef 4201]
type = S
movetype= A
physics = S
anim = 4200
ctrl = 0
velset = 0,0

[State SetFatality]
type = VarSet
trigger1 = !time
var(21) = 1

[State silence]
type = StopSnd
trigger1 = !time
channel = -1

[State Dark]
type = BGPalFX
trigger1 = !time
time = 9999
add = -20,-100,-100

[State posFIX]
type = TargetBind
trigger1 = anim = 8003 && movecontact
time = 10
pos = 50,0
persistent = 0

[State 1101, Jim]
type = PlaySnd
trigger1 = animelem = 1
value = 0,0

[State 1101, golpe]
type = PlaySnd
trigger1 = time = 0
value = 1,2

[State 1350, CS]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = unguardable

[State 1350, CS]
type = assertspecial
trigger1 = time = 40
flag = roundnotover
flag2 = nomusic

[State 250, 2]
type = HitDef
trigger1 = time = 0
attr = S, HA
animtype  = heavy
damage    = 9999,9999
pausetime = 3, 3
sparkno = s11100
sparkxy = -10,-50
hitsound = s5,0
ground.type = high
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 0,5
fall = 1
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 1
air.juggle = 15
fall.xvelocity = 0
fall.yvelocity = 2
down.velocity = 0,5
p2stateno = ifelse(selfanimexist(7689),4205,4206)

[State pos]
type = PosSet
trigger1 = 1
y = 0
 
[State 1101, Jim]
type = PlaySnd
trigger1 = animelem = 7
value = 0,1

[State 1000, salto]
type = Explod
trigger1 = animelem = 7
anim = 4201
pos = 0,0
sprpriority = 4
postype = p1
persistent = 0
vel = 0,-10
removetime = 40
shadow = -1
accel = 0,.5

[State 1101, suelo]
type = PlaySnd
trigger1 = animelem = 8
value = 1,4

[State pos]
type = PosSet
trigger1 = 1
y = 0
 
;------
;win especial
[State 13100, WinP]
type = VarSet
triggerall = var(2) = 0
trigger1 = NumEnemy = 1
trigger1 = P2Life = 0
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(0), Life) + (EnemyNear(1), Life) = 0
var(2) = 1

[state 13100, give control]
type = ctrlset
trigger1 = (time = 80) && (var(2)=1) && winko
value = 1
  
[state 13100, no control]
type = ctrlset
trigger1 = (time = 80+1) && (var(2)=1) && winko
value = 0

[State 13100, End]
type = changeState
trigger1 = winko && (var(2) = 1) && (time = 80)
value = 180

[State End]
type = ChangeState
trigger1 = enemynear,stateno = 5150 && enemynear,time = 70
value = 0
ctrl = 1

;-----------
; SC - player 2 golpeado (con 7689)
[Statedef 4205] 
type = L
movetype= H
physics = N
sprpriority = -1

[State 1242]
type = ChangeAnim2
trigger1 = Time = 0
value = 7689

[State 1242]
type = ChangeAnim2
trigger1 = Time = [4,6]
value = 7689
elem = 2

[State 1242]
type = ChangeAnim2
trigger1 = Time = [7,9]
value = 7689
elem = 3

[State 1242]
type = ChangeAnim2
trigger1 = Time = [9,50]
value = 7689
elem = 4

[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999

[State dead]
type = ChangeState
trigger1 = time = 0
value = 5150
 
; SC - player 2 golpeado (sin 7689)
[Statedef 4206] 
type = L
movetype= H
physics = N
sprpriority = -1

[State 1243]
type = ChangeAnim2
trigger1 = Time = 0
value = 4205

[State 1243]
type = ChangeAnim2
trigger1 = Time = [4,6]
value = 4205
elem = 2

[State 1243]
type = ChangeAnim2
trigger1 = Time = [7,9]
value = 4205
elem = 3

[State 1243]
type = ChangeAnim2
trigger1 = Time = [9,50]
value = 4205
elem = 4

[State 1243]
type = AngleDraw
trigger1 = time = [9,50]
value = 0
scale = 1,0.3

[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999

[State dead]
type = ChangeState
trigger1 = time = 0
value = 5150
 
;---------------------------------------------------------------------------
; Knock Off Top Half
[Statedef 4300]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 8001

[State HIT]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 9002

[State NOhit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 200
 
[State hit]
type = ChangeState
trigger1 = movecontact
value = 4301

; SC - Slash!!
[Statedef 4301]
type = S
movetype= A
physics = S
anim = 4300
ctrl = 0
velset = 0,0

[State SetFatality]
type = VarSet
trigger1 = !time
var(21) = 1

[State silence]
type = StopSnd
trigger1 = !time
channel = -1

[State Dark]
type = BGPalFX
trigger1 = !time
time = 9999
add = -20,-100,-100

[State posFIX]
type = TargetBind
trigger1 = anim = 8003 && movecontact
time = 10
pos = 50,0
persistent = 0

[State 1101, Jim]
type = PlaySnd
trigger1 = time = 1
value = 0,2

[State 1350, CS]
type = assertspecial
trigger1 = 1
flag = nokoslow
flag2 = unguardable

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, HA
damage = 9999,9999
animtype = Up
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkxy = -10, -50
sparkno = s11000
guard.sparkno = s11200
hitsound = s3,2
guardsound = s1,5
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-20
air.velocity = -0,-20
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
p2stateno = 4305
yaccel = 0

[State 1350, CS]
type = assertspecial
trigger1 = time = 40
flag = roundnotover
flag2 = nomusic

[State pos]
type = PosSet
trigger1 = 1
y = 0
 
;------
;win especial
[State 13100, WinP]
type = VarSet
triggerall = var(3) = 0
trigger1 = NumEnemy = 1
trigger1 = P2Life = 0
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(0), Life) + (EnemyNear(1), Life) = 0
var(3) = 1

[state 13100, give control]
type = ctrlset
trigger1 = (time = 40) && (var(3)=1) && winko
value = 1
  
[state 13100, no control]
type = ctrlset
trigger1 = (time = 40+1) && (var(3)=1) && winko
value = 0

[State 13100, End]
type = changeState
trigger1 = winko && (var(3) = 1) && (time = 40)
value = 180

[State End]
type = ChangeState
trigger1 = enemynear,stateno = 5150; && enemynear,time = 30
value = 0
ctrl = 1

;-----------
; KOTH - player 2 golpeado
[Statedef 4305] 
type = L
movetype= H
physics = N
sprpriority = -1

;----
[State LFM]
type = ChangeState
trigger1 = !selfanimexist(7710)
value = 4105
;----

[State 1242]
type = ChangeAnim2
trigger1 = time = 0
value = 7710

[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999

[State 1000, mitad]
type = Explod
trigger1 = time = 0
anim = 7711
pos = 0,-45
postype = p1
sprpriority = 4
vel = -1.5,-8
accel = 0,.4
shadow = -1
removetime = 45

[State dead]
type = ChangeState
trigger1 = time = 0
value = 5150

;---------------------------------------------------------------------------
; Squeeze Claytality
[Statedef 4400]
type = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 8001

[State HIT]
type = HitDef
Trigger1 = !movecontact && !time
attr = S,NA
guardflag = M
animtype = light
sparkno = -1
p2stateno = 9002

[State NOhit]
type = ChangeState
trigger1 = !movecontact && time = 1
value = 200
 
[State hit]
type = ChangeState
trigger1 = movecontact
value = 4401

; SC2 - Estrujar
[Statedef 4401]
type = S
movetype= A
physics = S
anim = 4400
ctrl = 0
velset = 0,0
sprpriority = 4

[State SetFatality]
type = VarSet
trigger1 = !time
var(21) = 1

[State silence]
type = StopSnd
trigger1 = !time
channel = -1

[State Dark]
type = BGPalFX
trigger1 = !time
time = 9999
add = -20,-100,-100

[State posFIX]
type = TargetBind
trigger1 = anim = 8003 && movecontact
time = 10
pos = 70,0
persistent = 0

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = M- 
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 4402
p2stateno = 4403
fall = 1

[State 250, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------
; Agarrando al oponente
[Statedef 4402]
type    = S
movetype= A
physics = N
anim = 4401
poweradd = 60

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
pos = 90, -42

[State 810, Width 1]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
edge = 100,-42

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = 82, -42

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0; && AnimElemTime(7) < 0
pos = 99, -42

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 9
value = -9999

[State 1402, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 6
value = 1,2

[State 1402, 1]
type = PlaySnd
trigger1 = animelem = 8 
value = 2,1

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 9
value = 4404

[State 250, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;------
;win especial
[State 13100, WinP]
type = VarSet
triggerall = var(4) = 0
trigger1 = NumEnemy = 1
trigger1 = P2Life = 0
trigger2 = NumEnemy = 2
trigger2 = (EnemyNear(0), Life) + (EnemyNear(1), Life) = 0
var(4) = 1

[state 13100, give control]
type = ctrlset
trigger1 = (time = 50) && (var(4)=1) && winko
value = 1
  
[state 13100, no control]
type = ctrlset
trigger1 = (time = 50+1) && (var(4)=1) && winko
value = 0

[State 13100, End]
type = changeState
trigger1 = winko && (var(4) = 1) && (time = 50)
value = 180

[State End]
type = ChangeState
trigger1 = enemynear,stateno = 5150 && enemynear,time = 40
value = 0
ctrl = 1

;------
; SC - player 2 golpeado (con 7780)
[Statedef 4403]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1242]
type = null;PosSet
trigger1 = 1
x = 99
y = -42

[State LFM]
type = ChangeState
trigger1 = !selfanimexist(7780)
value = 4404

[State 1243]
type = ChangeAnim2
trigger1 = Time = 0
value = 7780

[State 1243]
type = ChangeAnim2
trigger1 = Time = [6,10]
value = 7780
elem = 2

[State 1243]
type = ChangeAnim2
trigger1 = Time = [11,15]
value = 7780
elem = 3

[State 1243]
type = ChangeAnim2
trigger1 = Time = [16,20]
value = 7780
elem = 4

[State 1243]
type = ChangeAnim2
trigger1 = Time = [21,25]
value = 7780
elem = 25

[State 1243]
type = ChangeAnim2
trigger1 = Time = [26,50]
value = 7780
elem = 26

[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999

[State dead]
type = ChangeState
trigger1 = time = 0
value = 5150
 
; SC - player 2 golpeado (sin 7780)
[Statedef 4404] 
type = A
movetype= H
physics = N
sprpriority = -1

[State 1242]
type = null;PosSet
trigger1 = 1
x = 99
y = 0

[State 1243]
type = ChangeAnim2
trigger1 = Time = 0
value = 5012

[State 1243]
type = ChangeAnim2
trigger1 = Time = [21,50]
value = 5012
elem = 3

[State 1243]
type = AngleDraw
trigger1 = time = [21,50]
value = 0
scale = 0.3,1

[State dead]
type = LifeAdd
trigger1 = time = 0
value = -9999

[State dead]
type = ChangeState
trigger1 = time = 0
value = 5150
 