; _______________________________________
;| Shadow Lady by Jmorphman              |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;========================================<NORMAL MOVES>========================================
;==============================================================================================

;===========<STANDING LIGHT PUNCH>==========
[StateDef 200]
type = S
physics = S
moveType = A
anim = 200
ctrl = 0
velset = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 200, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 200, Woosh]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,0
channel = 1

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 14, 7
animType = Light
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8, 8
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 78), var(36):= -74
ground.type = High
ground.slideTime = 12
ground.hitTime = 12
ground.velocity = -1
air.type = Low
air.hittime = 30
air.velocity = 0,-3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

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



;===========<STANDING FAR MEDIUM PUNCH>==========
[StateDef 210]
type = S
physics = S
moveType = A
anim = 210
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 210, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 210, Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 56, 7
animType = Medium
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 10, 10
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 92), var(36) := -62
ground.type = Low
ground.slideTime = 16
ground.hitTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 96, 192), 48
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

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


;===========<STANDING CLOSE MEDIUM PUNCH>==========
[StateDef 215]
type = S
physics = S
moveType = A
anim = 215
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
facep2 = 1

[State 215, Voice]
type = PlaySnd
trigger1 = (AnimElem = 3 || AnimElem = 9) && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 215, Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 215, Woosh 2]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1,2
channel = 3

[State 215, HitDef]
type = HitDef
trigger1 = AnimElem = 3
ID = 215
attr = S, NA
damage = 35, 7
animType = Medium
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 10, 10
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 103), var(36) := -76
ground.type = High
ground.slideTime = 16
ground.hitTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 96, 192), 48
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 215, HitDef]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 35, 7
animType = Medium
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 10, 10
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 103), var(36) := -76
ground.type = High
ground.slideTime = 16
ground.hitTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 96, 192), 48
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 215, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING NEUTRALIZE>==========
[StateDef 220]
type = S
physics = S
moveType = A
anim = 220
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
facep2 = 1

[State 220, Voice]
type = PlaySnd
trigger1 = !Time
value = 4,4
channel = 0

[State 220, Laser Sound]
type = PlaySnd
trigger1 = AnimElem = 13
value = 220,0
channel = 1

[State 220, RemoveExplod]
type = RemoveExplod
trigger1 = !Time && NumExplod(225)
id = 225

[State 220, JUST GIVE HIM THE DAMNED BEANS]
type = Explod
trigger1 = AnimElem = 13
ID = 225
anim = 225
sprPriority = 5
posType = P1
pauseMoveTime = -1
superMoveTime = -1
removeOnGetHit = 1
ignorehitpause = 0

[State 220, DESTRUCTO BEAM]
type = Helper
trigger1 = AnimElem = 13
helperType = Normal
stateNo = 229
ID = 229
name = "NEUTRALIZE SHIELD"
posType = P1
ownPal = 1

[State 220, HitDef 1]
type = HitDef
trigger1 = AnimElem = 18
attr = S, NP
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0, 12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -88
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 220, HitDef 2]
type = HitDef
trigger1 = AnimElem = 19
attr = S, NP
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0, 12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -88
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 220, HitDef 3]
type = HitDef
trigger1 = AnimElem = 20
attr = S, NP
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0, 12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -88
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 220, HitDef 4]
type = HitDef
trigger1 = AnimElem = 21
attr = S, NP
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0, 12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -88
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 220, HitDef 5]
type = HitDef
trigger1 = AnimElem = 22
attr = S, NP
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0,12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -88
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

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


;===========<STANDING CLOSE HEAVY PUNCH>==========
[StateDef 226]
type = S
physics = S
moveType = A
anim = 226
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
facep2 = 1

[State 226, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 226, Woosh]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 226, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 70, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 2, 12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 103), var(36) := -56
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 226 End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING FAR LIGHT KICK>==========
[StateDef 230]
type = S
physics = S
moveType = A
anim = 230
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 230, ChangeAnimElem]
type = ChangeAnim
trigger1 = PrevStateNo = 231 && !Time
value = 230
elem = 2
ignoreHitPause = 1

[State 230, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 230, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,3

[State 230, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 21, 7
animType = Light
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8, 8
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 85), var(36) := -67
ground.type = Low
ground.slideTime = 12
ground.hitTime = 12
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 230, Fast Kick Thingy Jr.]
type = ChangeState
value = 231
trigger1 = command = "holda" || (AILevel && MoveHit)
trigger1 = AnimElemTime(4) = 0

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



;===========<CHUDANRENSHU (FIRST HIT)>==========
[StateDef 231]
type = S
physics = S
moveType = A
anim = 231
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 231, Voice]
type = PlaySnd
trigger1 = (!Time || AnimElem = 3) && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 231, Woosh Sound]
type = PlaySnd
trigger1 = !Time || AnimElem = 3
value = 1,3

[State 231, HitDef 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 21, 7
animType = Light
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8,8
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 75), var(36) := -82
ground.type = High
ground.slideTime = 12
ground.hitTime = 12
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 231, HitDef 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 21, 7
animType = Light
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8, 8
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 55), var(36) := -49
ground.type = Low
ground.slideTime = 12
ground.hitTime = 12
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 231, Fast Kick Thingy Jr.]
type = ChangeState
value = 230
trigger1 = command = "holda" || (AILevel && NumTarget(232))
trigger1 = AnimElemTime(5) = 0

[State 231, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING CLOSE LIGHT KICK>==========
[StateDef 235]
type = S
physics = S
moveType = A
anim = 235
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1

[State 235, Voice]
type = PlaySnd
trigger1= AnimElem = 1 && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 235, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3
channel = 1

[State 235, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 28, 7
animType = Light
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8, 8
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 39), var(36) := -34
ground.type = Low
ground.slideTime = 12
ground.hitTime = 12
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 235, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING FAR MEDIUM KICK>==========
[StateDef 240]
type = S
physics = S
moveType = A
anim = 240
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 240, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 240, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 240, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 56, 7
animType = Medium
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 10,10
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -82
ground.type = High
ground.slideTime = 16
ground.hitTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

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



;===========<STANDING CLOSE MEDIUM KICK>==========
[StateDef 245]
type = S
physics = S
moveType = A
anim = 245
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 245, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 245, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4
channel = 1

[State 245, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 63, 7
animType = Medium
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 10,10
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -82
ground.type = High
ground.slideTime = 16
ground.hitTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 245, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<FORWARD KICK THINGY>==========
[StateDef 249]
type = S
physics = S
moveType = A
anim = 249
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 249, Voice]
type = PlaySnd
trigger1 = AnimElem = 7 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 249, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 7
value = 1,4
channel = 1

[State 249, PosAdd 1]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
x = 12

[State 249, PosAdd 2]
type = PosAdd
trigger1 = AnimElem = 3
x = 16

[State 249, PosAdd 3]
type = PosAdd
trigger1 = AnimElem = 4
x = 8

[State 249, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 56, 7
animType = Medium
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 10,10
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 70), var(36) := -82
ground.type = High
ground.slideTime = 16
ground.hitTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 249, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<STANDING FAR HEAVY KICK>==========
[StateDef 250]
type = S
physics = S
moveType = A
anim = 250
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 250, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 250, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,5
channel = 1

[State 250, Landing Sound]
type = PlaySnd
trigger1 = AnimElem = 11
value = 52,0

[State 250, Landing Dust Explod]
type = Explod
trigger1 = AnimElem = 11
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 250, HitDef]
type = HitDef
trigger1 = AnimElem = 5 && PrevStateNo != 700
attr = S, NA
damage = 77, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkxy = -10 + 0 * (var(35) := 172), var(36) := -76
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 250, HitDef]
type = HitDef
trigger1 = AnimElem = 5 && PrevStateNo = 700
attr = S, NA
damage = 77, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12, 12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 77), var(36) := -68
ground.type = High
ground.hitTime = 20
ground.slideTime = 20
ground.velocity = -12, -12
air.type = Low
air.hitTime = 30
air.velocity = -12, -12
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.6
fall = 0
air.fall = 1
fall.recover = 0
fall.xVelocity = 6
fall.yVelocity = -12
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

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



;===========<STANDING CLOSE HEAVY KICK>==========
[StateDef 255]
type = S
physics = S
moveType = A
anim = 255
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 255, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 255, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 255, PosAdd]
type = PosAdd
trigger1 = !Time
x = 16

[State 255, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
x = 24

[State 255, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 84,7
animType = Up
fall.animType = Up
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,0
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkno = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 44), var(36) := -70
ground.type = High
ground.slideTime = 20
ground.hitTime = 32
air.hittime = 32
guard.hittime = 20
ground.velocity = 0, -15
air.type = Low
air.velocity = 0, -15
air.cornerpush.velOff = 0
getpower = 0
yaccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 255, POP POP]
type = Helper
trigger1 = HitPauseTime = 11 && Random < 250
trigger1 = MoveHit = 1 && NumTarget && !NumHelper(6998) && !IsHelper
helperType = Normal
stateNo = 6998
ID = 6998
name = "Magnitude"
posType = back
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 255, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<CROSS-UPS ARE EASY>==========
[StateDef 258]
type = A
physics = N
moveType = A
anim = 258
ctrl = 0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 258, Super Jump Sound]
type = PlaySnd
trigger1 = !Time
value = 41,0
channel = 1

[State 258, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 2
value= 4, 1
channel = 0

[State 258, Voice 2]
type = PlaySnd
trigger1 = AnimElem = 9 && Random < 500
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 258, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 1,5
channel = 2

[State 258, VelSet]
type = VelSet
trigger1 = !Time
x = 1
y = -24

[State 258, VelAdd]
type = VelAdd
trigger1 = 1
y = 1

[State 258, Dust Helper]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8100
ID = 8100
name = "Jump Dust"
posType = P1
ownPal = 1

[State 258, Width]
type = Width
trigger1 = 1
edge = -1,0
ignoreHitPause = 1

[State 258, HitDef]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage = 70, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkno = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 44), var(36) := -50
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -4, -5.25
air.type = Low
air.hitTime = 30
air.velocity = -4, -5.25
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
fall = 1
fall.recover = 0
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 258, Landing]
type = ChangeState
trigger1 = pos y > -vel y
value = 259


;Landing
[StateDef 259]
type = S
physics = S
moveType = I
anim = 259
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0

[State 259, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 259, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0

[State 259, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = P1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 259, ChangeAnim to Turning]
type = ChangeAnim
trigger1 = ctrl && P2Dist x > 0
trigger1 = Anim != 5
value = 5

[State 259, Turn]
type = Turn
trigger1 = P2Dist x < 0 && !AnimTime

[State 259, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<CROUCHING LIGHT PUNCH>==========
[StateDef 400]
type = C
physics = C
moveType = A
anim = 400
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1

[State 400, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 400, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,0
channel = 1

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 28, 7
animType = Light
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8, 8
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 69), var(36) := -41
ground.type = High
ground.slideTime = 12
ground.hitTime = 12
ground.velocity = -1
air.type = Low
air.hittime = 30
air.velocity = 0,-3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 400, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<CROUCHING MEDIUM PUNCH>==========
[StateDef 410]
type = C
physics = C
moveType = A
anim = 410
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 410, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 410, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 56, 7
animType = Medium
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 10, 10
hitSound = -1 + 0 * (var(31) := 1)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 75), var(36) := -7
ground.type = Low
ground.slideTime = 16
ground.hitTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 96, 192), 48
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 410, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<CROUCHING NEUTRALIZE>==========
[StateDef 420]
type = C
physics = C
moveType = A
anim = 420
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 420, Voice]
type = PlaySnd
trigger1 = !Time
value = 4,4
channel = 0

[State 420, Laser Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 220,0
channel = 1

[State 420, RemoveExplod]
type = RemoveExplod
trigger1 = !Time && NumExplod(225)
id = 225

[State 420, JUST GIVE HIM THE DAMNED BEANS]
type = Explod
trigger1 = AnimElem = 9
ID = 225
anim = 225
sprPriority = 5
posType = P1
pos = 7,53
pauseMoveTime = -1
superMoveTime = -1
removeOnGetHit = 1
ignorehitpause = 0

[State 420, DESTRUCTO BEAM]
type = Helper
trigger1 = AnimElem = 9
helperType = Normal
stateNo = 229
ID = 229
name = "NEUTRALIZE SHIELD"
posType = P1
pos = 7,53
ownPal = 1

[State 420, HitDef 1]
type = HitDef
trigger1 = AnimElem = 14
attr = C, NA
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0,12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -35
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 420, HitDef 2]
type = HitDef
trigger1 = AnimElem = 15
attr = C, NA
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0,12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -35
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 420, HitDef 3]
type = HitDef
trigger1 = AnimElem = 16
attr = C, NA
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0,12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -35
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 420, HitDef 4]
type = HitDef
trigger1 = AnimElem = 17
attr = C, NA
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0,12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -35
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 420, HitDef 5]
type = HitDef
trigger1 = AnimElem = 18
attr = C, NA
damage = 15, 7
animType = Hard
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 0,12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := ceil(P2Dist x)), var(36) := -35
ground.type = High
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -7
ground.cornerPush.velOff = 0
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 420, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<CROUCHING LIGHT KICK>==========
[StateDef 430]
type = C
physics = C
moveType = A
anim = 430
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 0
faceP2 = 1

[State 430, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value = 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 430, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3
channel = 1

[State 430, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 21, 7
animType = Light
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8, 8
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0*(var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 68), var(36) := -10
ground.type = Low
ground.slideTime = 12
ground.hitTime = 12
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 430, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<CROUCHING MEDIUM KICK>==========
[StateDef 440]
type = C
physics = C
moveType = A
anim = 440
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 440, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 440, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,4
channel = 1

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage = 49, 7
animType = Light
guardFlag = MA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 10,10
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 76), var(36) := -8
ground.type = High
ground.slideTime = 16
ground.hitTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -3
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 440, End]
type = Changestate
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<CROUCHING HEAVY KICK>==========
[StateDef 450]
type = C
physics = C
moveType = A
anim = 450
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18
faceP2 = 1

[State 450, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 450, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 450, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 70, 7
animType = Hard
guardFlag = L
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12,12
sparkXY = -10 + 0 * (var(35) := 100), var(36) := -52
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
ground.type = Trip
ground.slideTime = 20
ground.hitTime = 20
ground.velocity = -1.33, -6.85
air.type = Trip
air.velocity = -1.33, -6.85
down.velocity = -4, -4
air.cornerPush.velOff = 0
getPower = ifelse(P2MoveType = H, 72, 216), 36
fall = 0
fall.recover = 0
yAccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 450, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1



;===========<JUMPING LIGHT PUNCH>==========
[StateDef 600]
type = A
physics = N
moveType = A
anim = 600
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 600, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 600, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,0
channel = 1

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 35, 7
animType = Medium
guardFlag = HA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8, 8
hitSound = -1 + 0 * (var(31) := 0)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 51), var(36) := -55
ground.type = High
ground.hitTime = 12
ground.slideTime = 12
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 600, Air Combo]
type = VelSet
trigger1 = MoveHit = 1 && P2StateType = A
x = 0
y = -3.25
ignoreHitPause = 1

[State 600, Gravity]
type = Gravity
trigger1 = 1

[State 600, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<JUMPING MEDIUM PUNCH>==========
[StateDef 610]
type = A
physics  = N
moveType = A
anim = 610
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 610, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 350
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 610, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,1
channel = 1

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 56, 7
animType = Medium
guardFlag = HA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 10, 8
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 64), var(36) := -55
ground.type = High
ground.hitTime = 16
ground.slideTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getpower = ifElse(P2MoveType = H, 96, 192), 48
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 610, Air Combo]
type = VelSet
trigger1 = MoveHit = 1 && P2StateType = A
x = 0
y = -4
ignoreHitPause = 1

[State 610, Gravity]
type = Gravity
trigger1 = 1

[State 610, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<JUMPING HEAVY PUNCH>==========
[StateDef 620]
type = A
physics = N
moveType = A
anim = 620
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 620, Voice]
type = PlaySnd
trigger1 = (AnimElem = 2) && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 620, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 620, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 84, 7
animtype = Hard
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 12, 12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -75
ground.type = High
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -1
air.type = Low
air.hittime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getpower = ifelse(p2movetype = H, 72, 216), 36
yaccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 620, Air Combo]
type = VelSet
trigger1 = MoveHit = 1 && P2StateType = A
x = 0
y = -4.75
ignoreHitPause = 1

[State 620, Gravity]
type = Gravity
trigger1 = 1

[State 620, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<YOSHIKEN>==========
[StateDef 621]
type = A
physics = N
moveType = A
anim = 621
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 621, Voice]
type = PlaySnd
trigger1 = (AnimElem = 2) && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 621, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2

[State 621, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 35, 7
animtype = Hard
guardflag = HA
hitflag = MAFD
priority = 4, Hit
pausetime = 12, 12
hitSound = -1 + 0 * (var(31) := 2)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36) := -75
ground.type = High
ground.hittime = 20
ground.slidetime = 20
ground.velocity = -1
air.type = Low
air.hittime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getpower = ifelse(p2movetype = H, 72, 216), 36
yaccel = 0.5
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 621, Air Combo]
type = VelSet
trigger1 = MoveHit = 1 && P2StateType = A
x = 0
y = -3.25
ignoreHitPause = 1

[State 621, Gravity]
type = Gravity
trigger1 = 1

[State 621, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<NEUTRAL JUMPING LIGHT KICK>==========
[StateDef 630]
type = A
physics = N
moveType = A
anim = 630
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 630, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 630, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3
channel = 1

[State 630, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 42, 7
animType = Light
guardFlag = HA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8, 8
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -84
ground.type = High
ground.hitTime = 12
ground.slideTime = 12
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 630, Air Combo]
type = VelSet
trigger1 = MoveHit = 1 && P2StateType = A
x = 0
y = -3.25
ignoreHitPause = 1

[State 630, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 630, Gravity]
type = Gravity
trigger1 = 1

[State 630, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<ANGLED JUMPING LIGHT KICK>==========
[StateDef 631]
type = A
physics = N
moveType = A
anim = 631
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 631, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 200
value= 4, ifElse(Random < 500, 1, 2)
channel = 0

[State 631, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,3
channel = 1

[State 631, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 28, 7
animType = Light
guardFlag = HA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 8, 8
hitSound = -1 + 0 * (var(31) := 3)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -54
ground.type = High
ground.hitTime = 12
ground.slideTime = 12
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getPower = 72, 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 1
envShake.freq = 30
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 631, Air Combo]
type = VelSet
trigger1 = MoveHit = 1 && P2StateType = A
x = 0
y = -3.25
ignoreHitPause = 1

[State 631, Gravity]
type = Gravity
trigger1 = 1

[State 631, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<NEUTRAL JUMPING MEDIUM KICK>==========
[StateDef 640]
type = A
physics = N
moveType = A
anim = 640
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 640, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 350
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 640, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4
channel = 1

[State 640, HitDef]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 63, 7
animType = Medium
guardFlag = HA
hitflag = MAFD
priority = 4, Hit
pauseTime = 10, 10
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 50), var(36) := -84
ground.type = High
ground.hitTime = 16
ground.slideTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 96, 192), 48
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 640, Air Combo]
type = VelSet
trigger1 = MoveHit = 1 && P2StateType = A
x = 0
y = -4
ignoreHitPause = 1

[State 640, Gravity]
type = Gravity
trigger1 = 1

[State 640, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<ANGLED JUMPING MEDIUM KICK>==========
[StateDef 641]
type = A
physics = N
moveType = A
anim = 641
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 641, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 350
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 641, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4
channel = 1

[State 641, HitDef]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 49, 7
animType = Medium
guardFlag = HA
hitflag = MAFD
priority = 4, Hit
pauseTime = 10, 10
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -54
ground.type = High
ground.hitTime = 16
ground.slideTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 96, 192), 48
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 641, Air Combo]
type = VelSet
trigger1 = MoveHit = 1 && P2StateType = A
x = 0
y = -4
ignoreHitPause = 1

[State 641, Gravity]
type = Gravity
trigger1 = 1

[State 641, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<I CRUSH YOU HEAD>==========
[StateDef 648]
type = A
physics = N
moveType = A
anim = 648
ctrl = 0
sprPriority = 1
powerAdd = 18

[State 648, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 350
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 648, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,4
channel = 1

[State 648, Width]
type = Width
trigger1 = 1
edge = 5,0
ignoreHitPause = 1

[State 648, HitDef]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 49, 7
animType = Medium
guardFlag = HA
hitflag = MAFD
priority = 4, Hit
pauseTime = 10, 10
hitSound = -1 + 0 * (var(31) := 4)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 0), var(36) := -14
ground.type = High
ground.hitTime = 16
ground.slideTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 96, 192), 48
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 648, Air Combo]
type = VelSet
trigger1 = MoveHit = 1
x = 0
y = -6
ignoreHitPause = 1

[State 648, Gravity]
type = Gravity
trigger1 = 1

[State 648, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<NEUTRAL JUMPING HEAVY KICK>==========
[StateDef 650]
type = A
physics = N
moveType = A
anim = 650
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 650, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 650, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 650, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 77, 7
animType = Hard
guardFlag = HA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12, 12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 77), var(36) := -68
ground.type = High
ground.hitTime = 20
ground.slideTime = 20
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = -12, 12
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.6
fall = 0
air.fall = 1
fall.recover = 0
fall.xVelocity = 6
fall.yVelocity = -12
envShake.time = 14
envShake.ampl = 4
envShake.freq = 120
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 650, Gravity]
type = Gravity
trigger1 = 1

[State 650, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<ANGLED JUMPING HEAVY KICK>==========
[StateDef 651]
type = A
physics = N
moveType = A
anim = 651
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 651, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 500
trigger2 = AnimElem = 5 && Random < 500
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 651, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
channel = 1

[State 651, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,5
channel = 3

[State 651, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 49, 7
animType = Hard
guardFlag = HA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12, 12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 77), var(36) := -84
ground.type = High
ground.hitTime = 16
ground.slideTime = 16
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = 0, -2.5
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.5
envShake.time = 14
envShake.ampl = 2
envShake.freq = 60
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 651, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = A, NA
damage = 49, 7
animType = Hard
guardFlag = HA
hitFlag = MAFD
priority = 4, Hit
pauseTime = 12, 12
hitSound = -1 + 0 * (var(31) := 5)
guardSound = -1 + 0 * (var(32) := 0)
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 77), var(36) := -84
ground.type = High
ground.hitTime = 20
ground.slideTime = 20
ground.velocity = -1
air.type = Low
air.hitTime = 30
air.velocity = -12, 12
air.cornerPush.velOff = 0
getPower = ifElse(P2MoveType = H, 72, 216), 36
yAccel = 0.6
fall = 0
air.fall = 1
fall.recover = 0
fall.xVelocity = 6
fall.yVelocity = -12
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd= -255, -255, -255, 48

[State 651, Gravity]
type = Gravity
trigger1 = 1

[State 651, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<THROW ATTEMPT>==========
[StateDef 800]
type = S
physics = S
movetype = A
anim = 800
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 800, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = (command = "kk")

[State 800, Tech Hit Reset]
type = VarSet
trigger1 = 1
var(19) = 0

[State 800, Tech Hit]
type = VarSet
trigger1 = NumEnemy
trigger1 = EnemyNear, StateType != A
trigger1 = (EnemyNear, StateNo = [0,999]) && (EnemyNear, StateNo != [100,119]) && (EnemyNear, StateNo != [200,799])
var(19) = 7

[State 800, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 800, HitDef: PP Throw]
type = HitDef
trigger1 = AnimElem = 2 && !var(10)
attr = S, NT
hitFlag = MAFD
priority = 1, Miss
getPower = 0,0
givePower = 0,0
sparkNo = -1 +0 * (var(33) := 0)
guard.sparkNo = -1 +0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -50
hitSound = -1 + 0 * (var(31) := 800)
guardSound = -1 + 0 * (var(32) := 0)
fall = 1
fall.recover = 1
numHits = 0
hitOnce = 1
sparkno = -1
guard.dist = 0
fall = 1
p1StateNo = ifElse(command = "holdback", 805, 810)

[State 800, HitDef: KK Throw]
type = HitDef
trigger1 = AnimElem = 2 && var(10)
attr = S, NT
hitFlag = MAFD
priority = 1, Miss
getPower = 0,0
givePower = 0,0
sparkNo = -1 +0 * (var(33) := 0)
guard.sparkNo = -1 +0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -50
hitSound = -1 + 0 * (var(31) := 800)
guardSound = -1 + 0 * (var(32) := 0)
fall = 1
fall.recover = 1
numHits = 0
hitOnce = 1
sparkno = -1
guard.dist = 0
fall = 1
p1StateNo = ifElse(command = "holdback", 805, 820)

[State 800, Voice (Missed)]
type = PlaySnd
trigger1 = AnimElem = 3
value = 800,0
channel = 0

[State 800, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0
channel = 1

[State 800, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
moveType = I

[State 800, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<THROW SWITCHING SIDES>==========
[StateDef 805]
type = S
moveType = A
physics = S
anim = 805
ctrl = 0
sprPriority = 0

[State 805, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 806

[State 805, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 805, Width]
type = Width
trigger1 = 1
edge = 24,24
ignoreHitPause = 1

[State 805, Turn]
type = Turn
trigger1 = AnimElem = 4

[State 805, Facing]
type = TargetFacing
trigger1 = 1
value = -1

[State 805, Throw Escape]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback") && Target, command != "holdup" && Target, command != "holddown"
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 805, Tech Hit Countdown]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 805, TargetBind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
pos = 55,0

[State 805, TargetBind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 50,0

[State 805, TargetBind 3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
trigger2 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 21,0

[State 805, TargetBind 4]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 11,0

[State 805, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(3) < 0 || AnimElemTime(6) >= 0
value = 1

[State 805, SprPriority -1]
type = SprPriority
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(6) < 0
value = -1

[State 805, End]
type = ChangeState
trigger1 = !NumTarget
value = 0
ctrl = 1

[State 805, End]
type = ChangeState
trigger1 = AnimElemTime(6) >= 0
value = ifElse(var(10), 820, 810)


;===========<THROW SWITCHING SIDES (TARGET)>==========
[StateDef 806]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 806, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 806, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 806

[State 806, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 1,1
ignoreHitPause = 1

[State 806, SelfState]
type = SelfState
trigger1 = Time >= 60
value = ifElse(pos y < 0, 5040, 0)
ctrl = 1



;===========<KOSHUTO>==========
[StateDef 810]
type = A
physics = N
moveType = A
anim = 810
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 810, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 810, Tech Hit]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 810, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 810, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 815

[State 810, ChangeAnim]
type = ChangeAnim
trigger1 = PrevStateNo = 805 && !Time
value = 810
elem = 3

[State 810, Width]
type = Width
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(8) < 0
edge = 32,0
ignoreHitPause = 1

[State 810, Width]
type = Width
trigger1 = AnimElemTime(8) >= 0 && AnimElemTime(9) < 0
edge = 64,0
ignoreHitPause = 1

[State 810, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 810, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 55,0

[State 810, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 28,0

[State 810, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = -10,0

[State 810, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -5,0

[State 810, TargetBind 5]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
pos = 27, -75

[State 810, TargetBind 6]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(6) >= 0 && AnimElemTime(7) < 0
pos = 64, -55

[State 810, TargetBind 7]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(7) = 0
pos = 86, -10

[State 810, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 7
value = ceil(fvar(11) * -112)

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 7
value = 36

[State 810, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 7 && !var(20)
value = 72

[State 810, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 7
value = 1

[State 810, VarAdd]
type = VarAdd
trigger1 = NumTarget && AnimElem = 7
var(13) = 1

[State 810, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 7
var(15) = 1
ignoreHitPause = 1

[State 810, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 7
var(16) = 1
ignoreHitPause = 1

[State 810, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 7
value = 816

[State 810, Voice]
type = PlaySnd
trigger1 = AnimElem = 7
value = 800,1
channel = 0

[State 810, Woosh Sound]
type = PlaySnd
trigger1= AnimElem = 7
value = 1,5
channel = 1

[State 810, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = 60

[State 810, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<KOSHUTO (TARGET)>==========
;Being Thrown
[StateDef 815]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 815, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time && PrevStateNo != 806
value = 815

[State 815, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
trigger1 = PrevStateNo = 806
value = 815
elem = 3

[State 825, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1


;After Throw
[StateDef 816]
type = A
physics = N
movetype = H
ctrl = 0
velSet = -5, -7

[State 816, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1,0
ignoreHitPause = 1

[State 816, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5160
elem = 1

[State 816, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.47

[State 816, EnvShake]
type = EnvShake
trigger1 = pos y > -vel y
time = 14
ampl = -4
freq = 120

[State 816, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 816, End]
type = SelfState
trigger1 = pos y > -vel y
value = 5100



;===========<KIRINSHU>==========
[StateDef 820]
type = A
physics = N
moveType = A
anim = 820
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 820, Lost Target]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 820, Throw Escape]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 820, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 820, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 825

[State 820, ChangeAnim]
type = ChangeAnim
trigger1 = PrevStateNo = 805 && !Time
value = 820
elem = 3

[State 820, Width]
type = Width
trigger1 = AnimElemTime(14) < 0
edge = 32,0
ignoreHitPause = 1

[State 820, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 820, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 55,0

[State 820, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 28,0

[State 820, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(6) < 0
pos = 16,0

[State 820, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(6) = 0
pos = 5,0

[State 820, Damage 1]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 6
value = ceil(fvar(11) * -56)

[State 820, Damage 2]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 14
value = ceil(fvar(11) * -70)

[State 820, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 6
trigger2 = NumTarget && AnimElem = 14
value = 18

[State 820, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 6 && !var(20)
trigger2 = NumTarget && AnimElem = 14 && !var(20)
value = 36

[State 820, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 6
trigger2 = NumTarget && AnimElem = 14
value = 1

[State 820, VarAdd]
type = VarAdd
trigger1 = NumTarget && AnimElem = 6
trigger2 = NumTarget && AnimElem = 14
var(13) = 1

[State 820, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 6
trigger2 = NumTarget && AnimElem = 14
var(15) = 1
ignoreHitPause = 1

[State 820, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 15
value = 826

[State 820, Voice]
type = PlaySnd
trigger1 = AnimElem = 13
value = 4,3
channel = 0

[State 820, Woosh Sound 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,4
channel = 1

[State 820, Woosh Sound 2]
type = PlaySnd
trigger1 = AnimElem = 13
value = 1,5
channel = 1

[State 820, Hit Sound 1]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 6
value = 2,4
channel = 2

[State 820, Hit Sound 2]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 14
value = 2,5
channel = 2

[State 820, Hit Spark 1]
type = Helper
trigger1 = NumTarget && AnimElem = 6
helperType = Normal
stateNo = 8011
ID = 8000
name = "Spark"
posType = P1
pos = 30, -70
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 820, Hit Spark 2]
type = Helper
trigger1 = NumTarget && AnimElem = 14
helperType = Normal
stateNo = 8012
ID = 8001
name = "Spark"
posType = P1
pos = 38, -106
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 12
x = 16

[State 820, PosAdd]
type = PosAdd
trigger1 = AnimElem = 14
x = 24

[State 820, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<KIRINSHU (TARGET)>==========
;Being Hit
[StateDef 825]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 825, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 825

[State 825, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
trigger1 = PrevStateNo = 806
value = 825
elem = 3

[State 825, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 13
x = -2.5
y = -7

[State 825, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) > 13
y = 0.47

[State 825, PosAdd]
type = PosAdd
trigger1 = PrevStateNo != 806
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(3) < 13
x = ceil((8 - Time) / 4) * ifElse(Time % 2 = 1, -1, 1)

[State 825, PosAdd (Turning)]
type = PosAdd
trigger1 = PrevStateNo = 806
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(3) < 13
x = ceil((4 - Time) / 4) * ifElse(Time % 2 = 1, -1, 1)

[State 825, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1

[State 825, SelfState]
type = SelfState
trigger1 = AnimElemTime(3) > 13
trigger1 = pos y > -vel y
value = 5100


;Falling
[StateDef 826]
type = A
physics = N
movetype = H
ctrl = 0
velSet = 0,0

[State 826, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1,0
ignoreHitPause = 1

[State 826, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 826

[State 826, ChangeAnim2]
type = ChangeAnim2
trigger1 = AnimElemTime(1) = 13 && Anim = 826
value = 5050

[State 826, VelSet]
type = VelSet
trigger1 = Time = 13
x = -3
y = -8.5

[State 826, VelAdd]
type = VelAdd
trigger1 = Time > 13
y = 0.5

[State 826, PosAdd]
type = PosAdd
trigger1 = Time >= 0
trigger1 = Time < 13
x = ceil((14 - Time) / 4) * ifElse(Time % 2 = 1, 1, -1)

[State 826, EnvShake]
type = EnvShake
trigger1 = pos y > -vel y
time = 14
ampl = -4
freq = 120

[State 826, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 826, End]
type = SelfState
trigger1 = pos y > -vel y
value = 5100



;===========<AIR THROW ATTEMPT>==========
[StateDef 850]
type = A
physics = N
moveType = A
anim = 850
ctrl = 0
sprPriority = 1
powerAdd = 18 * !var(20)

[State 850, Throw Escape Reset]
type = VarSet
trigger1 = 1
var(19) = 0

[State 850, Escape]
type = VarSet
trigger1 = NumEnemy
trigger1 = (EnemyNear, StateNo = [0,899]) && (EnemyNear, StateNo != [100,104]) && (EnemyNear, StateNo != [600,799])
var(19) = 7

[State 850, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 850, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NT
hitFlag = MAFD
priority = 1, Miss
getPower = 0,0
givePower = 0,0
sparkNo = -1 +0 * (var(33) := 0)
guard.sparkNo = -1 +0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := -50
hitSound = -1 + 0 * (var(31) := 800)
guardSound = -1 + 0 * (var(32) := 0)
fall = 1
fall.recover = 1
numHits = 0
hitOnce = 1
sparkno = -1
guard.dist = 0
fall = 1
p1StateNo = 860

[State 850, Voice (Missed)]
type = PlaySnd
trigger1 = AnimElem = 4
value = 800,0
channel = 0

[State 850, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,0
channel = 1

[State 850, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(2) >= 0
moveType = I

[State 850, Gravity]
type = Gravity
trigger1 = 1

[State 850, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52



;===========<RYUSEIRAKU>==========
;In Air
[StateDef 860]
type = A
physics = N
moveType = A
anim = 860
ctrl = 0
sprPriority = 1

[State 860, Lost Target]
type = ChangeState
trigger1= !time && !numtarget
value=51
ctrl=1

[State 860, Throw Escape]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 892

[State 860, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 860, Turn]
type = Turn
triggerAll = !Time
trigger1 = command = "holdback"

[State 860, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 865

[State 860, TargetFacing]
type = TargetFacing
trigger1 = Time <= 1
value = -1

[State 860, Width]
type = Width
trigger1 = 1
edge = 64,0
ignoreHitPause = 1

[State 860, TargetBind 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = -10,-20

[State 860, TargetBind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = -5,-20

[State 860, TargetBind 3]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
pos = 27, -95

[State 860, Bind Fix]
type = PosSet
trigger1 = pos y > 65
trigger1 = AnimElemTime(3) < 0
y = 65

[State 860, VelAdd]
type = VelAdd
trigger1= AnimElemTime(1) >= 0
y = 0.442225

[State 860, End]
type = ChangeState
trigger1= vel y > 0
trigger1 = pos y > -vel y
value = 861


;Finish
[StateDef 861]
type = A
physics = N
moveType = A
anim = 861
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 861, Width]
type = Width
trigger1 = AnimElemTime(2) < 0
edge = 33,0
ignoreHitPause = 1

[State 861, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 861, TargetBind 1]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(2) < 0
pos = 64,-55

[State 861, TargetBind 2]
type = TargetBind
trigger1 = AnimElemTime(2) = 0
pos = 86,-10

[State 861, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && !Time
value = ceil(fvar(11) * -126)
kill = 1

[State 861, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && !Time
value = 36

[State 861, Power]
type = PowerAdd
trigger1 = NumTarget && !Time && !var(20)
value = 72

[State 861, HitAdd]
type = HitAdd
trigger1 = NumTarget && !Time
value = 1

[State 861, HitCount]
type = VarAdd
trigger1 = NumTarget && !Time
var(13) = 1

[State 861, Juggle]
type = VarAdd
trigger1= NumTarget && !Time
var(15) = 1
ignoreHitPause = 1

[State 861, Juggle]
type = VarSet
trigger1 = NumTarget && !Time
var(16) = 1
ignoreHitPause = 1

[State 861, TargetState]
type = TargetState
trigger1 = NumTarget && !Time
value = 866

[State 861, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 800,1
channel = 0

[State 861, Woosh Sound]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 2
value = 1,5
channel = 1

[State 861, Landing Sound]
type = PlaySnd
trigger1 = !Time
value = 52,0
channel = 2

[State 861, Landing Dust Explod]
type = Explod
trigger1 = !Time
anim = 8102
sprPriority = -3
posType = p1
scale = 0.5,0.5
pauseMoveTime = -1
superMoveTime = -1
ownPal = 1

[State 861, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 60

[State 861, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1



;===========<RYUSEIRAKU (TARGET)>==========
;In Air
[StateDef 865]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority=0

[State 865, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 865

[State 865, Camera]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1


;Finish
[StateDef 866]
type = A
physics = N
moveType = H
ctrl = 0
velSet = 0,0
sprPriority = 0

[State 866, ChangeAnim2]
type = ChangeAnim2
trigger1= !Time
value = 866

[State 866, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 1,0
ignoreHitPause = 1

[State 866, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = -5
y = -7

[State 866, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.47

[State 866, EnvShake]
type = EnvShake
trigger1 = pos y > -vel y
time = 14
ampl = -4
freq = 120

[State 866, Recover]
type = SelfState
trigger1 = Alive
trigger1 = command = "recovery"
trigger1 = vel y > 0 && pos y >= const(movement.air.getHit.groundRecover.ground.threshold)
value = 5200

[State 866, End]
type = SelfState
trigger1 = AnimElemTime(2) > 0
trigger1 = vel y > 0
trigger1 = pos y > -vel y
value = 5100



;===========<THROW ESCAPED>==========
[StateDef 890]
type = S
physics = N
movetype = I
anim = 5945
ctrl = 0
velset = 0,0
sprPriority = 1

[State 890, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 0,0

[State 890, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 895

[State 890, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 890, PosAdd]
type = PosAdd
trigger1 = !Time
x = 24

[State 890, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 890, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignoreHitPause = 1

[State 890, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(6) >= 0
value = 1

[State 890, SprPriority -1]
type = SprPriority
trigger1 = AnimElemTime(2) <= 0
value = -1

[State 890, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 890, VelSet]
type = VelSet
trigger1 = 1
x = -1.425
y = 0

[State 890, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5000,2
channel = 0

[State 890, Escape Sound]
type = PlaySnd
trigger1= !Time
value = 760,0

[State 890, Throw Escape FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8000
ID = 8000
name = "Spark"
PosType = P1
pos = 0, -68
facing = -1
ownPal = 1
size.xScale = 0.5
size.yScale = 0.5
pauseMoveTime = 65535
superMoveTime = 65535

[State 890, End]
type = ChangeState
trigger1 = Time >= 27
value = 0
ctrl = 1


;Target Escape
[StateDef 895]
type = S
physics = N
moveType = I
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 895, ChangeAnim]
type = ChangeAnim
trigger1= !Time
value = ifElse(SelfAnimExist(5940), 5940, 130)

[State 895, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && !SelfAnimExist(5945) && SelfAnimExist(5940)
value = 5940

[State 895, ChangeAnim]
type = ChangeAnim
trigger1= !Time && !SelfAnimExist(5945) && !SelfAnimExist(5940) && SelfAnimExist(5910)
value = 5910

[State 895, ChangeAnim]
type = ChangeAnim
trigger1 = Time >= 20 && Anim = 130
value = 140

[State 895, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 895, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignoreHitPause = 1

[State 895, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 895, VelSet]
type = VelSet
trigger1 = 1
x = -1.425
y = 0

[State 895, End]
type = SelfState
trigger1 = Time >= 27
value = 0
ctrl = 1



;===========<THROW ESCAPE MIDAIR>==========
[StateDef 892]
type = A
physics = N
moveType = I
anim = 892
ctrl = 0
velSet = 0, 0
sprPriority = 1

[State 892, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 48, 0

[State 892, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 897

[State 892, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 892, PosAdd]
type = PosAdd
trigger1 = !Time
x = 24

[State 892, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 892, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 892, PosFreeze]
type = PosFreeze
trigger1 = Time < 18
value = 1

[State 892, VelSet]
type = VelSet
trigger1 = Time = 18
x = -2
y = -4

[State 892, VelAdd]
type = VelAdd
trigger1 = Time > 18
y = 0.5

[State 892, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5000,2
channel = 0

[State 892, PlaySnd]
type = PlaySnd
trigger1 = !Time
value = 760,0

[State 892, Throw Escape FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8000
ID = 8000
name = "Spark"
posType = P1
pos = 24,-64
facing = -1
ownPal = 1
size.xScale = 0.5
size.yScale = 0.5
pauseMoveTime = 65535
superMoveTime = 65535

[State 892, ChangeState]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y > -vel y
value = 52


;Target Escape
[StateDef 897]
type = A
physics = N
moveType = I
ctrl = 0
velSet = 0, 0
sprPriority = 1

[State 897, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 152

[State 897, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 18
value = 142

[State 897, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 897, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 897, PosFreeze]
type = PosFreeze
trigger1 = Time < 18
value = 1

[State 897, VelSet]
type = VelSet
trigger1 = Time = 18
x = -2
y = -4

[State 897, VelAdd]
type = VelAdd
trigger1 = Time >= 18
y = 0.5

[State 897, SelfState]
type = SelfState
trigger1 = vel y > 0
trigger1 = pos y > -vel y
value = 52
