; _______________________________________________
;| Shingo Yabuki by Jmorphman                    |
; ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
;==============================================================================================
;========================================<NORMAL MOVES>========================================
;==============================================================================================

;===========<STANDING FAR 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 = !Time && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 200, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getpower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -4.46927374302, -6.5625 ;-4 ,-5.25
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 58), var(36):= -80
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48

[State 200, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 200
elem = 3
ignoreHitPause = 1

[State 200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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



;===========<STANDING CLOSE LIGHT PUNCH>==========
[StateDef 205]
type = S
physics = S
moveType = A
anim = 205
ctrl = 0
velset = 0,0
sprPriority = 1
powerAdd = 0
facep2 = 1

[State 205, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 205, Woosh]
type = PlaySnd
trigger1 = !Time
value = 1,0
channel = 1

[State 205, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
getpower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -4.46927374302, -6.5625 ;-4 ,-5.25
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 41), var(36):= -82
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48

[State 205, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 205
elem = 3
ignoreHitPause = 1

[State 205, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 205, 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 * !var(20)
faceP2 = 1

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

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

[State 210, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.96661202803, -7.93322405606), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.96661202803, -7.93322405606)
guard.cornerPush.velOff = 0
air.velocity = -3.351955307, -7.34375 ;-3, -5.875
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 70), var(36) := -78
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 210, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[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 * !var(20)
faceP2 = 1

[State 215, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 350
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

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

[State 215, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.96661202803, -7.93322405606), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.96661202803, -7.93322405606)
guard.cornerPush.velOff = 0
air.velocity = -3.351955307, -7.34375 ;-3, -5.875
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 52), var(36) := -71
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 215, ChangeAnim]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 215
elem = 5
ignoreHitPause = 1

[State 215, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

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



;===========<STANDING FAR HEAVY PUNCH>==========
[StateDef 220]
type = S
physics = S
moveType = A
anim = 220
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 3 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 220, Woosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = 8

[State 220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 6
x = 6

[State 220, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 91 < 7, 7, fvar(11) * 91)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(PrevStateNo = 700, -6.46, ifElse(var(20), -5.52547201545, -11.0509440309)), ifElse(PrevStateNo = 700, -5.25, 0)
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -6.468226257, -5 ;-6 (xaccel = -0.01171875), -4
air.cornerPush.velOff = 0
yAccel = ifElse(PrevStateNo = 700, 0.58, 0.439453125) ;0.28125
fall = ifElse(PrevStateNo = 700, 1, 0)
fall.recover = 1
fall.recoverTime = 120
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) := 62), var(36) := -38
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

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



;===========<STANDING CLOSE HEAVY PUNCH>==========
[StateDef 225]
type = S
physics = S
moveType = A
anim = 225
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
facep2 = 1

[State 225, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 225, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 225, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.52547201545, -11.0509440309), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -3.351955307, -7.34375 ;-3, -5.875
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := -85
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 225, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4 && !MoveReversed && !MoveContact
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.52547201545, -11.0509440309), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -3.351955307, -7.34375 ;-3, -5.875
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 48), var(36) := -115
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 225, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 225, 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, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 230, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,3
channel = 1

[State 230, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animtype = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := -74
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 230, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 230
elem = 4
ignoreHitPause = 1

[State 230, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 230, 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 = !Time && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 235, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animtype = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := -33
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 235, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 235
elem = 4
ignoreHitPause = 1

[State 235, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

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



;===========<STANDING MEDIUM KICK>==========
[StateDef 240]
type = S
physics = S
moveType = A
anim = 240
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

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

[State 240, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,4
channel = 1

[State 240, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.96661202803, -7.93322405606), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.96661202803, -7.93322405606)
guard.cornerPush.velOff = 0
air.velocity = -5.586592179, -5.78125 ;-5, -4.625
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := -83
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 240, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(6) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 240
elem = 6
ignoreHitPause = 1

[State 240, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

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



;===========<GESHIKI: GOUFU YOU KAKKODAKE>==========
[StateDef 249]
type = S
physics = S
moveType = A
anim = 249
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 249, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4,3
channel = 0

[State 249, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1,4
channel = 1

[State 249, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 7
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.96661202803, -7.93322405606), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.96661202803, -7.93322405606)
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 85), var(36) := -53
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 249, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
movetype = I

[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 * !var(20)
faceP2 = 1

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

[State 250, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 250, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.52547201545, -11.0509440309), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -4.46927374302, -6.5625 ;-4 ,-5.25
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 81), var(36) := -88
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 250, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(5) >= 0 && AnimElemTime(7) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 250
elem = 7
ignoreHitPause = 1

[State 250, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[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 * !var(20)
faceP2 = 1

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

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

[State 255, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 0
getPower = ifElse(!var(13), 216, 72)*!var(20), 36*!var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.52547201545, -11.0509440309), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -5.586592179, -5.78125 ;-5, -4.625
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 75), var(36) := -80
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd = -255,-255,-255,48

[State 255, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 255, 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 = !Time && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 400, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 62), var(36) := -52
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 400, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 400
elem = 3
ignoreHitPause = 1

[State 400, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[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 * !var(20)
faceP2 = 1

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

[State 410, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,1
channel = 1

[State 410, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.96661202803, -7.93322405606), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.96661202803, -7.93322405606)
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 57), var(36) := -53
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 410, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 410
elem = 3
ignoreHitPause = 1

[State 410, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

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



;===========<CROUCHING HEAVY PUNCH>==========
[StateDef 420]
type = C
physics = C
moveType = A
anim = 420
ctrl = 0
velSet = 0,0
sprPriority = 1
powerAdd = 18 * !var(20)
faceP2 = 1

[State 420, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 420, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
channel = 1

[State 420, HitDef 1]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.52547201545, -11.0509440309), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -3.351955307, -7.34375 ;-3, -5.875
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 42), var(36) := -90
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 420, HitDef 2]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 6 && !MoveReversed && !MoveContact
forceNoFall = !var(20)
attr = S, NA
hitFlag = MAF
guardFlag = M
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 63 < 7, 7, fvar(11) * 63)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = ifElse(var(20), -5.52547201545, -11.0509440309), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -3.351955307, -7.34375 ;-3, -5.875
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 52), var(36) := -130
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48
forceStand = 1

[State 420, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[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 = !Time && Random < 200
value = 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 430, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
getPower = 72 * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 63), var(36) := -2
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 430, ChangeAnimElem]
type  = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 430
elem = 3
ignoreHitPause = 1

[State 430, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[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 * !var(20)
faceP2 = 1

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

[State 440, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,4
channel = 1

[State 440, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = 25.02793296 ;28

[State 440, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
getPower = ifElse(!var(13),144,72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.hitTime = 15 + 3 * var(9)
ground.slideTime = 15 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
ground.velocity = ifElse(var(20), -3.96661202803, -7.93322405606), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.96661202803, -7.93322405606)
guard.cornerPush.velOff = 0
air.velocity = -4.46927374302, -6.5625 ;-4 ,-5.25
air.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 74), var(36) := -41
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 440, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[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 * !var(20)
faceP2 = 1

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

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

[State 450, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
attr = C, NA
hitFlag = MAF
guardFlag = L
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getpower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givepower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Trip
air.type = Trip
ground.hitTime = 18 + 4 * var(9)
ground.slideTime = 18 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
ground.velocity = -1, -7.1875 ;-1, -5.75
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -1, -7.1875 ;-1, -5.75
air.cornerPush.velOff = 0
yAccel = 0.5981445313 ;0.3828125
fall = 1
fall.recover = 1
fall.recoverTime = 120
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) := 80), var(36) := -40
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 450, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 450
elem = 5
ignoreHitPause = 1

[State 450, StateTypeSet: Idle]
type = StateTypeset
trigger1 = AnimElemTime(6) >= 0
moveType = I

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



;===========<NEUTRAL 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 = 2 && Random < 200
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 600, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0
channel = 1

[State 600, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 3
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -4.46927374302, -6.5625 ;-4 ,-5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 26), var(36) := -59
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 600, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 600
elem = 4
ignoreHitPause = 1

[State 600, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

[State 600, Gravity]
type = Gravity
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)

[State 600, VelAdd]
type = VelAdd
triggerAll = vel x
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)
x = ifElse((var(3) = [2,3]), -0.04091742318, -0.02727828212) * ifElse(vel x < 0, -1, 1) ;-0.029296875, -0.01953125

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



;===========<ANGLED JUMPING LIGHT PUNCH>==========
[StateDef 601]
type = A
physics = N
moveType = A
anim = 601
ctrl = 0
sprPriority = 1
powerAdd = 0

[State 601, Voice]
type = PlaySnd
trigger1 = !Time && Random < 200
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

[State 601, Woosh Sound]
type = PlaySnd
trigger1 = !Time
value = 1,0
channel = 1

[State 601, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -4.46927374302, -6.5625 ;-4 ,-5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 40), var(36) := -64
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 601, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 601
elem = 3
ignoreHitPause = 1

[State 601, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 601, Gravity]
type = Gravity
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)

[State 601, VelAdd]
type = VelAdd
triggerAll = vel x
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)
x = ifElse((var(3) = [2,3]), -0.04091742318, -0.02727828212) * ifElse(vel x < 0, -1, 1) ;-0.029296875, -0.01953125

[State 601, 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 = 3 && Random < 350
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 610, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1
channel = 1

[State 610, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = High
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.96661202803, -7.93322405606)
guard.cornerPush.velOff = 0
air.velocity = -4.46927374302, -6.5625 ;-4 ,-5.25
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 46), var(36) := -57
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 610, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 610
elem = 5
ignoreHitPause = 1

[State 610, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
movetype = I

[State 610, Gravity]
type = Gravity
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)

[State 610, VelAdd]
type = VelAdd
triggerAll = vel x
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)
x = ifElse((var(3) = [2,3]), -0.04091742318, -0.02727828212) * ifElse(vel x < 0, -1, 1) ;-0.029296875, -0.01953125

[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 = 3 && Random < 500
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

[State 620, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 620, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 5
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 98 < 7, 7, fvar(11) * 98)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animtype = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 40), var(36) := -55
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 620, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 620, Gravity]
type = Gravity
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)

[State 620, VelAdd]
type = VelAdd
triggerAll = vel x
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)
x = ifElse((var(3) = [2,3]), -0.04091742318, -0.02727828212) * ifElse(vel x < 0, -1, 1) ;-0.029296875, -0.01953125

[State 620, 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 = !Time && Random < 200
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 630, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -3.351955307, -7.34375 ;-3, -5.875
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 33), var(36) := -87
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 630, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 630
elem = 3
ignoreHitPause = 1

[State 630, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 630, Gravity]
type = Gravity
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)

[State 630, VelAdd]
type = VelAdd
triggerAll = vel x
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)
x = ifElse((var(3) = [2,3]), -0.04091742318, -0.02727828212) * ifElse(vel x < 0, -1, 1) ;-0.029296875, -0.01953125

[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 = !Time && Random < 200
value= 4, ifElse(Random < 500, 2, 3)
channel = 0

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

[State 631, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
getPower = 72 * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
guard.pauseTime = ifElse(var(20), 4, 8), ifElse(var(20), 4, 8)
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 2 * var(9)
ground.slideTime = 12 + 2 * var(9)
guard.hitTime = 12
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -2.34468534822, -4.68937069644)
guard.cornerPush.velOff = 0
air.velocity = -3.351955307, -7.34375 ;-3, -5.875
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 24), var(36) := -48
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 631, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 2, 6)
value = 631
elem = 3
ignoreHitPause = 1

[State 631, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 631, Gravity]
type = Gravity
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)

[State 631, VelAdd]
type = VelAdd
triggerAll = vel x
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)
x = ifElse((var(3) = [2,3]), -0.04091742318, -0.02727828212) * ifElse(vel x < 0, -1, 1) ;-0.029296875, -0.01953125

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



;===========<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 = !Time && Random < 350
value = 4, ifElse(Random < 500, 3, 4)
channel = 0

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

[State 640, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 2
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
getPower = ifElse(!var(13), 144, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
guard.pauseTime = ifElse(var(20), 5, 10), ifElse(var(20), 5, 10)
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 3 * var(9)
ground.slideTime = 12 + 3 * var(9)
guard.hitTime = 15
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -3.96661202803, -7.93322405606)
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 54), var(36) := -41
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 640, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 3, 8)
value = 640
elem = 3
ignoreHitPause = 1

[State 640, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
movetype = I

[State 640, Gravity]
type = Gravity
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)

[State 640, VelAdd]
type = VelAdd
triggerAll = vel x
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)
x = ifElse((var(3) = [2,3]), -0.04091742318, -0.02727828212) * ifElse(vel x < 0, -1, 1) ;-0.029296875, -0.01953125

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



;===========<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, 3, 4)
channel = 0

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

[State 650, HitDef]
type = HitDef
trigger1 = !var(16) && (var(15) < 1 || var(20))
trigger1 = AnimElem = 4
forceNoFall = !var(20)
attr = A, NA
hitFlag = MAF
guardFlag = HA
priority = 4, Hit
damage = ceil(ifElse(fvar(11) * 70 < 7, 7, fvar(11) * 70)), 0
getPower = ifElse(!var(13), 216, 72) * !var(20), 36 * !var(20)
givePower = 36, 36
pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
guard.pauseTime = ifElse(var(20), 6, 12), ifElse(var(20), 6, 12)
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.hitTime = 12 + 4 * var(9)
ground.slideTime = 12 + 4 * var(9)
guard.hitTime = 18
air.hitTime = 120
airguard.ctrlTime = 16
ground.velocity = ifElse(var(20), -2.34468534822, -4.68937069644), 0
ground.cornerPush.velOff = 0
guard.velocity = ifElse(var(20), -5.52547201545, -11.0509440309)
guard.cornerPush.velOff = 0
air.velocity = -6.703910615, -5 ;-6, -4
air.cornerPush.velOff = 0
airguard.velocity = -5, 0
airguard.cornerPush.velOff = 0
yAccel = 0.5126953125 ;0.3828125
fall = 0
fall.recover = 1
fall.recoverTime = 120
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) := 64), var(36) := -50
palFX.time = 12 * var(9)
palFX.add = 255, 255, 255
palFX.sinAdd = -255, -255, -255, 48

[State 650, ChangeAnimElem]
type = ChangeAnim
trigger1 = MoveContact = 1 && HitPauseTime
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) <= 0
trigger1 = HitPauseTime <= ifElse(var(20), 4, 10)
value = 650
elem = 5
ignoreHitPause = 1

[State 650, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 650, Gravity]
type = Gravity
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)

[State 650, VelAdd]
type = VelAdd
triggerAll = vel x
trigger1 = var(2) > 1 ;Time >= 0 in all situations except when performed on 2nd tick of jump (where it is Time > 0)
x = ifElse((var(3) = [2,3]), -0.04091742318, -0.02727828212) * ifElse(vel x < 0, -1, 1) ;-0.029296875, -0.01953125

[State 650, 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 + store facing]
type = VarSet
trigger1 = !Time && !AILevel
var(10) = ifElse(command = "kk", 2, 1) * Facing

[State 800, Button Detect (AI) + store facing]
type = VarSet
trigger1 = !Time && AILevel
var(10) = ifElse(Random < 500, 1, 2) * Facing

[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 && abs(var(10)) = 1
trigger1 = P2BodyDist x < 55
trigger1 = !var(38)
attr = S, NT
hitFlag = M-
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
p1StateNo = ifElse(ifElse(!NumExplod(92828282) && !NumExplod(92468246), command = "holdback", command = "holdfwd"), 805, 810)

[State 800, HitDef: KK Throw]
type = HitDef
trigger1 = AnimElem = 2 && abs(var(10)) = 2
trigger1 = !var(38)
trigger1 = P2BodyDist x < 55
attr = S, NT
hitFlag = M-
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
p1StateNo = ifElse(ifElse(!NumExplod(92828282) && !NumExplod(92468246), command = "holdback", command = "holdfwd"), 820, 805)

[State 800, Voice (Missed)]
type = PlaySnd
trigger1 = AnimElem = 5
value = 800,0
channel = 0

[State 800, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,0
channel = 1

[State 800, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 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, Tech Hit]
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(1) >= 0 && AnimElemTime(2) < 0
pos = 30, 0

[State 805, TargetBind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
trigger2 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = 15, 0

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

[State 805, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(2) < 0 || AnimElemTime(5) >= 0
value = 1

[State 805, SprPriority 2]
type = SprPriority
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(5) < 0
value = -1

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

[State 805, End]
type = ChangeState
trigger1 = AnimElemTime(5) >= 0
value = ifElse(abs(var(10)) = 2, 820, 810)



;===========<THROW SWITCHING SIDES (TARGET)>==========
[StateDef 806]
type = S
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, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[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



;===========<HATSUGANE>==========
[Statedef 810]
type = S
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, Throw]
type = TargetState
trigger1 = !Time && NumTarget
value = 815

[State 810, Width]
type = Width
trigger1 = AnimElemTime(6) < 0
edge = 64,0

[State 810, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) < 0
pos = 30,0

[State 810, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(6) < 0
pos = 48,0

[State 810, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElem = 5
value = floor(ifElse(140 * fvar(11) < 7, -7, -140 * fvar(11)))

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 5
value = 36

[State 810, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 5
value = 72

[State 810, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 5
value = 1

[State 810, HitAdd]
type = VarAdd
trigger1 = NumTarget && AnimElem = 5
var(13) = 1

[State 810, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 5
var(15) = 1
ignoreHitPause = 1

[State 810, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 5
var(16) = 1
ignoreHitPause = 1

[State 810, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 6
value = 816

[State 810, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,2
channel = 0

[State 810, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,2
channel = 1

[State 810, Hit Sound]
type = PlaySnd
trigger1 = NumTarget && AnimElem = 5
value = 2,2
channel = 2

[State 810, Hit Spark]
type = Helper
trigger1 = NumTarget && AnimElem = 5
helperType = Normal
stateNo = 8012
ID = 8001
name = "Spark"
posType = P1
pos = 60, -63
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

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



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

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

[State 815, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

[State 815, 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 = -4.469273743, -6.5625 ;-4, -5.25
sprPriority = 0

[State 816, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(const(movement.down.bounce.offset.y) > 0, 5160, 5050)

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

[State 816, VelAdd]
type = VelAdd
Trigger1 = 1
y = 0.5126953125 ;0.328125

[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



;===========<ISSETSU SEGI NAGE FUKANZEN>==========
[Statedef 820]
type = S
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, 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 820, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

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

[State 820, Width]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(8) < 0
edge = 0,64
ignoreHitPause = 1

[State 820, TargetBind 1]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) < 0
pos = 30,0

[State 820, TargetBind 2]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(3) < 0
pos = 12,-101

[State 820, TargetBind 3]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(4) < 0
pos = -65,-84

[State 820, TargetBind 4]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(4) >= 0 && AnimElemTime(5) < 0
pos = -54,-20

[State 820, TargetBind 5]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(5) = 0
pos = -61, 0

[State 820, TargetBind 6]
type = TargetBind
trigger1 = NumTarget
trigger1 = AnimElemTime(6) = 0
pos = -73, 0

[State 820, Damage]
type = TargetLifeAdd
trigger1 = NumTarget && AnimElemTime(5) = 1
value = floor(ifElse(140 * fvar(11) < 7, -7, -140 * fvar(11)))

[State 820, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElemTime(5) = 1
value = 36

[State 820, Power]
type = PowerAdd
trigger1 = NumTarget && AnimElemTime(5) = 1 && !var(20)
value = 72

[State 820, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElemTime(5) = 1
value = 1

[State 820, HitAdd]
type = VarAdd
trigger1 = NumTarget && AnimElemTime(5) = 1
var(13) = 1

[State 820, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 4
var(15) = 1
ignoreHitPause = 1

[State 820, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElemTime(5) = 1
var(16) = 1
ignoreHitPause = 1

[State 820, TargetState: Slammed into ground]
type = TargetState
trigger1 = NumTarget && AnimElem = 5
value = 826

[State 820, TargetState: Bounce Into Air]
type = TargetState
trigger1 = NumTarget && AnimElem = 6
value = 827

[State 820, TargetState: Hit Ground From Bounce]
type = TargetState
trigger1 = NumTarget && AnimElem = 7
value = 828

[State 820, Voice 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,2
channel = 0

[State 820, Woosh Sound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,5
channel = 1

[State 820, Hit Sound]
type = PlaySnd
trigger1 = AnimElemTime(5) = 1
value = 2,5
channel = 2

[State 820, Slamming Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 820,0
channel = 4

[State 820, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(5) = 1
time = 14
ampl = -4
freq = 120

[State 820, Impact Dust 1]
type = Helper
trigger1 = AnimElemTime(5) = 1
helperType = Normal
stateNo = 8110
ID = 8110
name = "Impact Dust"
posType = P2
facing = -1
ownPal = 1

[State 820, Turn]
type = Turn
trigger1 = !AnimTime

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



;===========<ISSETSU SEGI NAGE FUKANZEN (TARGET)>==========
;Being Thrown
[StateDef 825]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

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

[State 825, Turn]
type = Turn
trigger1 = !Time
trigger1 = NumEnemy
trigger1 = Facing = EnemyNear, Facing
ignoreHitPause = 1

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


;Slammed into ground
[StateDef 826]
type = L
physics = N
movetype = H
ctrl = 0

[State 826, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5100

[State 826, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(AnimElemNo(0) + 1) = 0
value = 5100
elem = AnimElemNo(0)

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


;Bounce Into Air
[StateDef 827]
type = L
physics = N
movetype = H
ctrl = 0

[State 827, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5160

[State 827, PosSet]
type = PosSet
trigger1 = !Time
y = const(movement.down.bounce.offset.y)

[State 827, PosAdd]
type = PosAdd
trigger1 = !Time
x = const(movement.down.bounce.offset.x)

[State 827, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 0,0
ignoreHitPause = 1


;Hit Ground From Bounce
[StateDef 828]
type = L
physics = N
movetype = H
ctrl = 0

[State 828, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = 5170

[State 828, ChangeAnim]
type = ChangeAnim
trigger1 = !AnimTime && Anim = 5170
value = 5110

[State 828, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 828, VarSet]
type = VarSet
trigger1 = !Time
sysvar(0) = 1

[State 828, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0
ignoreHitPause = 1

[State 829, ChangeState]
type = SelfState
trigger1 = Time >= 14
value = 5110



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

[State 890, Preserve original facing]
type = Turn
triggerAll = !Time
trigger1 = Facing = 1 && var(10) < 1
trigger2 = Facing = -1 && var(10) > -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 = 5200,1
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(5945), 5945, 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
