;Variable List
;Var(0) = Temp
;Var(6) = Super Jump
;Var(7) = Taunt Phrase
;Var(8 - 11) = Combo & Announcer System
;Var(12-13) = Super Jump
;Var(14) = Dropped Shiled Velocity
;Var(15) = Stars n' Stripes Move Contact
;Var(16) = Shield Type (MvC3 1 or MvC2 0)
;var(17) = Stars n' Stripes Counter
;Var(19) = Move before intro
;Var(20) = Hyper Var
;Var(29) = HitFreeze Time (For shield Gethits)
;Var(30) = Recovery Roll
;Var(31) = Grab Shield
;Var(32) = Grab Shield
;Var(33) = Grab Shield
;var(39) = Shiled Throw Counter
;Var(40) = Shield
;Var(41) = Gethit with Shield
;Var(42) = Drop Shield when Forced into Custom State (1,0)
;var(43) = Shield is dropped  (9696)
;var(44) = Shows the current statenum of the Shield

;fvar(0); Temp
;fvar(25); AvX is normal attack
;fvar(26); AvX is special attack
;fvar(27); AvX is hyper attack
;fvar(28); AvX Hitcount
;fvar(29); AvX style OTG
;fvar(30); AvX style hit recognition
;fvar(31); AvX style lie down after hit (30 ticks)
;===========================================================================
;10000 = Shield Statedef

;20000 = Shield lie idle, there are two versions, one for the shield to
;remain on the ground until picked up and another which will return the
;shield to Cap.

[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 50
airjuggle = 15
sparkno = 2;s7702
guard.sparkno = 40
KO.echo = 0
volume = 200
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 1
yscale = 1
ground.back = 20
ground.front = 20
air.back = 18
air.front = 22
height = 60
attack.dist = 160
attack.width = 4,4
proj.dist = 90
proj.attack.dist = 90
proj.doscale = 0
head.pos = 1, -83
mid.pos = 1, -53
shadowoffset = 0
draw.offset = 0,0

[Velocity]
walk.fwd  = 3
walk.back = -2.7
run.fwd  = 5
run.back = -5,0
jump.neu = 0,-9
jump.back = -3.7
jump.fwd = 4.4
runjump.back = -4.4,-8.1
runjump.fwd = 3.6,-8.1
airjump.neu = 0,-8.1
airjump.back = -2.55
airjump.fwd = 2.55

[Movement]
airjump.num = 1
;airjump.height = 35
yaccel = .41
stand.friction = .80
crouch.friction = .80
air.friction = .80

[Quotes]
victory1 = "Rest easy soldier, your time is over."
victory2 = "For freedom and justice!"

;[ja.Quotes]
;victory1 = ""

;---------------------------------------------------------------------------
; Dash Forward

[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1
ctrl = 0

[State 100, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 100, CtrlSet]
type = CtrlSet
trigger1 = var(16) = 1
value = 1

[State 100, ChangeAnim] ;AvX style run
type = ChangeAnim
triggerall = var(16) = 1
trigger1 = anim != 101
value = 101

[State 100, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 7
y = 0

[State 100, VelMul]
type = VelMul
triggerall = var(16) = 0
trigger1 = AnimElem = 9
x = .3

[State 100, 2]
type = AssertSpecial
triggerall = var(16) = 1
trigger1 = 1
flag = NoWalk

[State 100, 3]
type = AssertSpecial
triggerall = var(16) = 1
trigger1 = 1
flag = NoAutoTurn

[State 100, Width]
type = Width
trigger1 = 1
value = 10,0

[State 100, Dash Sound]
type = PlaySnd
triggerall = var(16) = 0
trigger1 = Time = 1
value = 10,2

[State 100, Footstep Sound]
type = PlaySnd
triggerall = var(16) = 1
trigger1 = animelem = 1
trigger2 = animelem = 6
value = 10,3

[State 100, Cancel into walking back]
type = ChangeState
trigger1 = Command = "holdback" && Time > 3
value = 20
ctrl = 1

[State 100, Cancel into crouching]
type = ChangeState
trigger1 = Command = "holddown"
value = 10
ctrl = 1

[State 100, Cancel into jumping]
type = ChangeState
trigger1 = Command = "holdup"
value = 40
ctrl = 1

[State 100, Cancel into Stop]
type = ChangeState
triggerall = var(16) = 1
trigger1 = Command != "holdfwd"
value = 0
ctrl = 1

[State 100, ChangeState]
type = ChangeState
triggerall = var(16) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;AI Dash Forward

[Statedef 101]
type    = S
physics = N
anim = 100
sprpriority = 1
ctrl = 0

[State 101, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 101, ChangeAnim] ;AvX style run
type = ChangeAnim
triggerall = var(16) = 1
trigger1 = anim != 101
value = 101

[State 101, VelSet]
type = VelSet
trigger1 = AnimElem = 1
x = 7
y = 0

[State 101, VelMul]
type = VelMul
triggerall = var(16) = 0
trigger1 = AnimElem = 9
x = .3

[State 101, 2]
type = AssertSpecial
triggerall = var(16) = 1
trigger1 = 1
flag = NoWalk

[State 101, 3]
type = AssertSpecial
triggerall = var(16) = 1
trigger1 = 1
flag = NoAutoTurn

[State 101, Width]
type = Width
trigger1 = 1
value = 10,0

[State 101, Dash Sound]
type = PlaySnd
triggerall = var(16) = 0
trigger1 = Time = 1
value = 10,2

[State 101, Footstep Sound]
type = PlaySnd
triggerall = var(16) = 1
trigger1 = animelem = 1
trigger2 = animelem = 6
value = 10,3

[State 101, Cancel into walking back]
type = ChangeState
triggerall = random > 900
triggerall = random < 910
trigger1 = Command = "holdback" && Time > 3
value = 20
ctrl = 1

[State 101, Cancel into crouching]
type = ChangeState
triggerall = random > 800
triggerall = random < 810
trigger1 = Command = "holddown"
value = 10
ctrl = 1

[State 101, Cancel into jumping]
type = ChangeState
triggerall = random > 700
triggerall = random < 710
trigger1 = Command = "holdup"
value = 40
ctrl = 1

[State 101, Cancel into Stop]
type = ChangeState
triggerall = var(16) = 1
trigger1 = p2dist x <= 100
value = 0
ctrl = 1

[State 101, ChangeState]
type = ChangeState
triggerall = var(16) = 0
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Dash Back

[Statedef 105]
type    = S
physics = N
anim = 105
sprpriority = 1
ctrl = 0

[State 105, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
x = -80

[State 105, PosFreeze]
type = PosFreeze
trigger1 = Time < 6

[State 105, VelSet 1]
type = VelSet
trigger1 = AnimElem = 2
x = -7

[State 105, VelSet 2]
type = VelSet
trigger1 = AnimElem = 6
x = -6

[State 105, VelMul]
type = VelMul
trigger1 = AnimElem = 13
x = .25

[State 105, Grunt Sound]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 30,0
channel = 0

[State 105, Landing Sound]
type = PlaySnd
trigger1 = AnimElemTime(14) = 0
value = 10,1

[State 105, Cancel into walking forward]
type = ChangeState
trigger1 = Command = "holdfwd" && Time > 3
value = 20
ctrl = 1

[State 105, Cancel into crouching]
type = ChangeState
trigger1 = Command = "holddown"
value = 10
ctrl = 1

[State 105, Cancel into jumping]
type = ChangeState
trigger1 = Command = "holdup"
value = 40
ctrl = 1

[State 105, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Lose by Time Over

[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

[state 170, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

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

;---------------------------------------------------------------------------------------------
;Win Poses

[Statedef 180]
type = S

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 180, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 19
range = 0,29

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,450

[State 180, 2]
type = ChangeState
trigger1 = Var(1) = [0,150]
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Var(1) = [151,300]
value = 182

[State 180, 4]
type = ChangeState
trigger1 = Var(1) = [301,450]
value = 183

;---------------------------------------------------------------------------
; Win Pose 1 (Raises Shield)

[Statedef 181]
type = S
movetype = I
physics = S
ctrl = 0
anim = 181
velset = 0,0
sprpriority = 1

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 181, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 3
value = 30,3
channel = 0

;---------------------------------------------------------------------------
; Win Pose 2 (Thumbs Up)

[Statedef 182]
type = S
ctrl = 0
anim = 182
sprpriority = 1
velset = 0,0

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

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

[State 182, PlaySnd];"Thumbs Up Soldier"
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 30,4
channel = 0

;---------------------------------------------------------------------------
; Win Pose 3 (Flying Birds)

[Statedef 183]
type = S
ctrl = 0
anim = 183
sprpriority = 1
velset = 0,0

[state 183, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 183, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 183, Birds Explod]
type = Explod
trigger1 = (Time%8 = 0) && (AnimElemTime(3) >= 0)
anim = 8195
id = 8195
postype = P1
pos = -260,60
random = 120,0
vel = 5,-3.5
facing = 1
ownpal = 1
sprpriority = 3

[State 183, PlaySnd];"Freedom Prevails"
type = PlaySnd
trigger1 = Time = 50
value = 30,5
channel = 0

[State 183, AssertSpecial]
type = AssertSpecial
trigger1 = time <200
flag = roundnotover

;---------------------------------------------------------------------------
; Preintro

[Statedef 190]
type = S
ctrl = 0
velset = 0,0

[State 190, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,400

[State 190, 2]
type = ChangeState
trigger1 = Var(1) = [0,100]
value = 191

[State 190, 2]
type = ChangeState
trigger1 = Var(1) = [101,200]
value = 194

[State 190, 3]
type = ChangeState
trigger1 = Var(1) = [201,300]
value = 197

[State 190, 4]
type = ChangeState
trigger1 = Var(1) = [301,400]
value = 199

;---------------------------------------------------------------------------
; Introduction 1a

[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, AssertSpecial] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, Shield Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Flying Shield"
ID = 191
pos = 50,-170
postype = Front
facing = -1
stateno = 193
ownpal = 0
size.ground.back = 20
size.ground.front = 20
ignorehitpause = 1
supermovetime = 9999

[State 191, Shield VarSet]
type = VarSet
trigger1 = Time = 0
v = 40
value = 1

[State 191, PlaySnd]
type = PlaySnd
trigger1 = Time = 54
value = 21,4

[State 191, ChangeState]
type = ChangeState
trigger1 = (Helper(191), ParentDist X < 150) && (Helper(191), BackEdgeBodyDist > 0)
value = 192

;---------------------------------------------------------------------------
; Introduction 1b

[Statedef 192]
type = A
physics = N
ctrl = 0
anim = 191

[State 192, 2]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 192, VelSet]
type = VelSet
trigger1 = AnimElemTime(3) = 0
y = -8

[State 192, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3) >= 0
y = 0.38

[State 192, PlaySnd];grunt
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 30,0

[State 192, PlaySnd];grab shield sound
type = PlaySnd
trigger1 = AnimElemTime(6) = 1
value = 20,3

[State 192, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (AnimElemTime(4) >= 0)
value = 0

;---------------------------------------------------------------------------
; Introduction 1 - helper

[Statedef 193]
type = A
physics = N
ctrl = 0
anim = 192

[State 193, VelSet]
type = VelSet
trigger1 = Time = 50
x = 6

[State 193, DestroySelf]
type = DestroySelf
trigger1 = (parent, Anim = 191) && (parent, AnimElemTime(6) >= 1)
trigger2 = FrontEdgeBodyDist <= -40

;-----------------------------------------------
; Move around before match

[Statedef 196]
type = S
physics =S
sprpriority = 0

[State 0]
type = varset
trigger1 = time = 1
var(50) = 0

[State 0]
type = posset
trigger1 = 1
y = 0

[State 0]
type = VelSet
trigger1 = Time = 0
y = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = 2.4

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = -2.0

[State 2]
type = ChangeAnim
trigger1 = command = "holdfwd"
trigger1 = Anim != 20
value = 20

[State 2]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = Anim != 21
value = 21

[State 2]
type = ChangeAnim
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = Anim != 0
value = 0

[State 20, 2]
type = VelSet
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
x = 0

[State var]
type = VarSet
trigger1 = roundstate != 2
var(19) = floor(pos x)

[State F]
type = posset
trigger1 = roundstate = 2
trigger1 = var(19) != 0
x = var(19)

[State F]
type = varset
trigger1 = roundstate = 2
var(19) = 0

[State F]
type = changestate
trigger1 = ctrl
value = ifelse((command = "holdfwd") || (command ="holdback"),20,0)

;---------------------------------------------------------------------------
; Introduction (wear mask)

[Statedef 194]
type = S
ctrl = 0
anim = 194
velset = 0,0

[State 199, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 194, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 2 (Cap Sliding Down a Rope)

[Statedef 197]
type = A
movetype = I
physics = N
ctrl = 0
anim = 193
velset = 0,0
sprpriority = 2

[State 197, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 197, Shield VarSet]
type = VarSet
trigger1 = Time = 0
v = 40
value = 1

[State 197, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 197, PosSet]
type = PosSet
trigger1 = Time = 0
y = -94

[State 197, PosAdd 1]
type = PosAdd
trigger1 = Time = 0
x = -100

[State 197, PosAdd 2]
type = PosAdd
trigger1 = (Time >= 1) && (AnimElemTime(2) < 0)
x = 8
y = 1

[State 197, PosAdd B 1]
type = PosAdd
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(6) < 0)
x = -2

[State 197, PosAdd B 2]
type = PosAdd
trigger1 = (AnimElemTime(6) >= 0) && (AnimElemTime(11) < 0)
x = -1

[State 197, VelAdd]
type = VelAdd
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(12) < 0)
y = 0.28

[State 197, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(2) = 0
y = -3

[State 197, VelSet 2]
type = VelSet
trigger1 = AnimElemTime(12) = 0
y = 0

[State 197, PosSet]
type = PosSet
trigger1 = AnimElemTime(12) = 0
y = 0

[State 197, Burning Rope Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Burning Rope"
ID = 198
postype = back
pos = 160,-135
facing = -1
stateno = 198
ownpal = 1

[State 197, Landing Sound]
type = PlaySnd
trigger1 = AnimElemTime(12) = 1
value = 10,1

[State 197, Landing Dust]
type = Explod
anim = 8030
trigger1 = AnimElemTime(12) = 1
postype = P1
pos = 0,2
ownpal = 1

[State 197, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Burning Rope Helper

[Statedef 198]
type = A
movetype = I
physics = N
ctrl = 0
anim = 198
velset = 0,0
sprpriority = 1

[State 198, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Introduction (Hold a flag)

[Statedef 199]
type = S
ctrl = 0
anim = 196
velset = 0,0

[State 199, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 199, Flag]
type = Explod
trigger1 = time = 0
anim = 197
ID = 197
pos = 47,-2
postype = p1
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 9999
supermovetime = 9999
scale = 1,1
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1

[State 199, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt

[Statedef 195]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 195
velset = 0,0
sprpriority = 2

[State 195, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0,10

[State 195, Foot Stomp Sound]
type = PlaySnd
trigger1 = AnimElemTime(1) = 4
value = 10,1

[State 195, PlaySnd];Cap talking
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 30,ifelse(Var(7) > 5, 4, 5)
channel = 0


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

;---------------------------------------------------------------------------
; Stand X

[Statedef 200]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
ctrl = 0
anim = 200
poweradd = 20
sprpriority = 2

[State 200, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
air.cornerpush.veloff = -20
damage = 20,1
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = 0;s7700
;guard.sparkno = 8430
sparkxy = -10,-85
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
guard.velocity = -7
air.type = High
air.velocity = -4,-1

[State 200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Y

[Statedef 210]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 40
ctrl = 0
anim = 210
sprpriority = 2

[State 210, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
air.cornerpush.veloff = -20
damage = ifelse(Var(40) = 1,30,25),1
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 1;s7700
;guard.sparkno = 8430
sparkxy = -10,-100
hitsound = S20,1
guardsound = S20,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
guard.velocity = -6
airguard.velocity = -5,-1
air.type = Low
air.velocity = 0,-10

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,1
channel = 0

[State 210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Z (without shield)

[Statedef 220]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 220
sprpriority = 2

[State 220, Width 1]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(13) < 0)
value = 10,-10

[State 220, Width 2]
type = Width
trigger1 = AnimElemTime(13) >= 0
value = 0,0

[State 220, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
air.cornerpush.veloff = -20
damage = 43,0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -15, -60
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -10,-5
air.velocity = -10,-5
;fall = 1
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,2
channel = 0

[State 220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,2

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand Z (with shield)

[Statedef 225]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 225;220
sprpriority = 2

[State 225, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
air.cornerpush.veloff = -20
damage = 43,0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12,12
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -15, -60
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-5
air.velocity = -10,-5
;fall = 1
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 225, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,2
channel = 0

[State 225, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,3

[State 225, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand A

[Statedef 230]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 20
ctrl = 0
anim = 230
sprpriority = 2

[State 230, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
air.cornerpush.veloff = -20
damage = 20,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = 0;s7700
;guard.sparkno = 8430
sparkxy = -10,-30
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
guard.velocity = -6
air.type = High
air.velocity = -4,-1
down.bounce = 1
down.velocity = -4,-4

[State 230, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand B 1

[Statedef 240]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 40
ctrl = 0
anim = 240
sprpriority = 2

[State 240, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
air.cornerpush.veloff = -20
damage = 35,0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 7,15
sparkno = 1;s7700
;guard.sparkno = 8430
sparkxy = -15,-75
hitsound = S20,1
guardsound = S20,4
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -5
guard.velocity = -7
airguard.velocity = -5,-1
air.type = Low
air.velocity = -6,-1

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,0
channel = 0

[State 240, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,1

[State 240, VarSet]
type = VarSet
trigger1 = Time = 0
trigger2 = AnimTime = 0
v = 2
value = 0

[State 240, VarSet]
type = VarSet
trigger1 = (Command = "b") && (Time >= 1)
v = 2
value = 1

[State 240, ChangeState Stand B 2]
type = ChangeState
trigger1 = (Var(2) = 1) && (AnimElemTime(6) >= 0) && (AnimElemTime(8) <= 5)
value = 245
ctrl = 0

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

;---------------------------------------------------------------------------
; Stand C

[Statedef 250]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 250
sprpriority = 2

[State 250, Width 1]
type = Width
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(13) < 0)
value = 20,-20

[State 250, Width 2]
type = Width
trigger1 = AnimElemTime(14) >= 0
value = 0,0

[State 250, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA   
air.cornerpush.veloff = -20
damage = 55,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -15,-68
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
airguard.velocity = -5,-1
air.type = Low
air.velocity = -7,-1.5
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,1
channel = 0

[State 250, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 21,2

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Stand B 2

[Statedef 245]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 40
ctrl = 0
anim = 245
sprpriority = 2

[State 245, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA   
air.cornerpush.veloff = -20
damage = 37,0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -15,-47
hitsound = S20,1
guardsound = S20,4
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
guard.velocity = -10
air.type = Low
air.velocity = -6,-2

[State 245, Pause] ;Hit Pause
type = Pause
trigger1 = movecontact = 1
trigger1 = TeamSide = 1
time = 8
movetime = 1
pausebg = 0
endcmdbuftime = 8

[State 245, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,1
channel = 0

[State 245, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,1

[State 245, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouch X

[Statedef 400]
type    = C
movetype= A
physics = C
juggle = 0;  = 2
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 400, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 17,0
animtype = Light
hitflag = M
guardflag = L
priority = 3, Hit
pausetime = 6,6
sparkno = 0;s7700
;guard.sparkno = 8430
sparkxy = -10,-54
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -5
guard.velocity = -7
air.type = High
air.velocity = -4,-1

[State 400, Pause] ;Hit Pause
type = null;Pause
trigger1 = movecontact = 1
trigger1 = TeamSide = 1
time = 6
movetime = 1
pausebg = 0
endcmdbuftime = 6

[State 400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,0

[State 400, CtrlSet]
type = CtrlSet
trigger1 = AnimElemTime(5) = 0
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------------------------
;Crouch Y (with shield)

[Statedef 410]
type    = C
movetype= A
physics = C
juggle = 0;  = 2
poweradd= 40
ctrl = 0
anim = 415
sprpriority = 2

[State 410, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 39,0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 1;s7700
;guard.sparkno = 8430
sparkxy = -15,-30
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
guard.velocity = -10
airguard.velocity = -5,-1
air.type = Low
air.velocity = -6,-1
down.bounce = 1
down.velocity = -4,-4

[State 410, Pause] ;Hit Pause
type = null;Pause
trigger1 = movecontact = 1
trigger1 = TeamSide = 1
time = 8
movetime = 1
pausebg = 0
endcmdbuftime = 8

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,1
channel = 0

[State 410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,1

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Z (without shield)

[Statedef 420]
type    = C
movetype= A
physics = C
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 420
sprpriority = 2

;Launch circle
[State 450, 4]
type = null;Explod
trigger1 = MoveHit
removetime = -2
id = 6003
anim = 4444
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
;supermove = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64

[State 420, 5]
type = null;Explod
trigger1 = MoveHit
removetime = -2
id = 6003
anim = 4445
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
;supermove = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64

[State 425, HitDef]
type = HitDef
trigger1 = time = 0;AnimElem = 2
attr = C, NA
damage = 50,0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12,12;L0,5
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -10,-60
hitsound = S20,2
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-11.5
guard.velocity = -5
air.velocity = 0,-11
air.type = Low
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90
p2stateno = 5060
;p2getp1state = 0

[State 420, Pause] ;Hit Pause
type = null;Pause
trigger1 = movecontact = 1
trigger1 = TeamSide = 1
time = 10
movetime = 1
pausebg = 0
endcmdbuftime = 10

[State 420, PlaySnd]
type = PlaySnd
trigger1 = (AnimElemTime(1) = 5) && (Anim = 402)
trigger2 = (AnimElemTime(1) = 2) && (Anim = 452)
value = 30,2
channel = 0

[State 420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,2

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Z (with shield)

[Statedef 425]
type    = C
movetype= A
physics = C
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 425
sprpriority = 2

;Launch circle
[State 450, 4]
type = null;Explod
trigger1 = MoveHit
removetime = -2
id = 6003
anim = 4444
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
;supermove = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64

[State 420, 5]
type = null;Explod
trigger1 = MoveHit
removetime = -2
id = 6003
anim = 4445
persistent = 0
pos = 30,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
;supermove = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64

[State 425, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 50,0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12,12;0,5
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -10,-60
hitsound = S20,2
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-12.5
guard.velocity = -5
air.velocity = 0,-11
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90
p2stateno = 5060
;p2getp1state = 0

[State 425, Pause] ;Hit Pause
type = null;Pause
trigger1 = movecontact = 1
time = 10
movetime = 1
pausebg = 0
endcmdbuftime = 10

[State 425, PlaySnd]
type = PlaySnd
trigger1 = (AnimElemTime(1) = 7) && (Anim = 403)
trigger2 = (AnimElemTime(1) = 3) && (Anim = 453)
value = 30,2
channel = 0

[State 425, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,3

[State 425, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Y (without shield)

[Statedef 415]
type    = C
movetype= A
physics = C
juggle = 0;  = 2
poweradd= 40
ctrl = 0
anim = 415
sprpriority = 2

[State 415, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 16,0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 1;s7700
;guard.sparkno = 8430
sparkxy = -15,-30
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -8
guard.velocity = -10
airguard.velocity = -5,-1
air.type = Low
air.velocity = -6,-1
down.bounce = 1
down.velocity = -4,-4

[State 415, Pause] ;Hit Pause
type = null;Pause
trigger1 = movecontact = 1
trigger1 = TeamSide = 1
time = 8
movetime = 1
pausebg = 0
endcmdbuftime = 8

[State 415, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,1
channel = 0

[State 415, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,1

[State 415, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch A

[Statedef 430]
type    = C
movetype= A
physics = C
juggle = 0;  = 2
poweradd= 20
ctrl = 0
anim = 430
sprpriority = 2

[State 430, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 35,0
animtype = Light
guardflag = L
hitflag = M
priority = 3, Hit
pausetime = 6,6
sparkno = 0;s7700
;guard.sparkno = 8430
sparkxy = 0,-10
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = -4
guard.velocity = -10
down.bounce = 1
down.velocity = -4,-4
air.type = Low
air.velocity = -4,-1

[State 430, Pause] ;Hit Pause
type = null;Pause
trigger1 = movecontact = 1
trigger1 = TeamSide = 1
time = 6
movetime = 1
pausebg = 0
endcmdbuftime = 6

[State 430, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,0
channel = 0

[State 430, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,0

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch B

[Statedef 440]
type    = C
movetype= A
physics = C
juggle = 0;  = 2
poweradd= 40
ctrl = 0
anim = 440
sprpriority = 2

[State 440, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 47,0
animtype = Medium
guardflag = L
hitflag = M
priority = 4, Hit
pausetime = 8,8
sparkno = 1;s7700
;guard.sparkno = 8430
sparkxy = -5,-15
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
guard.velocity = -10
down.bounce = 1
down.velocity = -4,-4
airguard.velocity = -5,-1
air.type = Low
air.velocity = -6,-1

[State 440, Pause] ;Hit Pause
type = null;Pause
trigger1 = movecontact = 1
trigger1 = TeamSide = 1
time = 8
movetime = 1
pausebg = 0
endcmdbuftime = 8

[State 440, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,1
channel = 0

[State 440, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,1

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch C

[Statedef 450]
type    = C
movetype= A
physics = C
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 450
sprpriority = -1

[State 450, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(3) = 0
value = 2

[State 450, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 50,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -5,-20
hitsound = S20,2
guardsound = S20,4
ground.type = Trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-5
guard.velocity = -11
airguard.velocity = -5,-1
air.type = Trip
air.velocity = 0,-5
down.bounce = 1
down.velocity = -4,-5
fall.animtype = back
fall = ifelse(var(16)=0,1,0)
fall.recover = 0
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 450, Pause] ;Hit Pause
type = null;Pause
trigger1 = movecontact = 1
trigger1 = TeamSide = 1
time = 10
movetime = 1
pausebg = 0
endcmdbuftime = 10

[State 450, PlaySnd]
type = PlaySnd
trigger1 = (AnimElemTime(1) = 5) && (Anim = 412)
trigger2 = (AnimElemTime(1) = 2) && (Anim = 462)
value = 30,1
channel = 0

[State 450, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,2

[State 450, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Jump X

[Statedef 600]
type    = A
movetype= A
physics = A
juggle = 0;  = 2
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 600, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 17,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = 0;s7700
;guard.sparkno = 8430
sparkxy = -10,-60
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2.5
guard.velocity = -3
airguard.velocity = -3,-1
air.type = High
air.velocity = 0,((vel y)-.2)

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,0
channel = 0

[State 600, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,0

[State 600, Combo]
type = ChangeState
value = 615
triggerall = var(40) = 0
triggerall = command = "y"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 610
triggerall = var(40) = 1
triggerall = command = "y"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 630
triggerall = command = "a"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Jump Y (with shield)

[Statedef 610]
type    = A
movetype= A
physics = A
juggle = 0;  = 2
poweradd= 40
ctrl = 0
anim = 610
sprpriority = 2

[State 610, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40,0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 1;s7700
;guard.sparkno = 8430
sparkxy = -10,-60
hitsound = S20,1
guardsound = S20,4
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3.5
guard.velocity = -4
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = 0,((vel y)-.2)

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,1
channel = 0

[State 610, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,1

[State 600, Combo]
type = ChangeState
value = 620
triggerall = var(40) = 0
triggerall = command = "z"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 625
triggerall = var(40) = 1
triggerall = command = "z"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Jump Z (without shield)

[Statedef 620]
type    = A
movetype= A
physics = A
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 620
sprpriority = 2

[State 620, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 50,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 2,0
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -20,-80
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7
guard.velocity = -8.5
airguard.velocity = -5.5,-1.5
air.type = High
air.velocity = -4,0
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,2
channel = 0

[State 620, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,2

[State 600, Combo]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Jump Y (without shield)

[Statedef 615]
type    = A
movetype= A
physics = A
juggle = 0;  = 2
poweradd= 40
ctrl = 0
anim = 615
sprpriority = 2

[State 615, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 19,0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 1;s7700
;guard.sparkno = 8430
sparkxy = -10,-60
hitsound = S20,1
guardsound = S20,4
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3.5
guard.velocity = -4
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = -7,((vel y)-.2)
air.fall = 1
fall.xvelocity = -4

[State 615, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,1
channel = 0

[State 615, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,1

[State 600, Combo]
type = ChangeState
value = 620
triggerall = var(40) = 0
triggerall = command = "z"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 625
triggerall = var(40) = 1
triggerall = command = "z"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 615, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Jump Z (with shield)

[Statedef 625]
type    = A
movetype= A
physics = A
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 625
sprpriority = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = vel x > 2
x = -0.1

[State 625, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 50,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 6,12
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -5,-40
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = ifelse(P2Dist X < 0, 7.5, -7.5)
guard.velocity = ifelse(P2Dist X < 0, 9, -9)
airguard.velocity = -5.5,-1.5
air.type = High
air.velocity = -6,6
air.fall = 1
fall.xvelocity = 0
fall.yvelocity = 0
fall.recover = 0

[State 625, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 5
value = 30,2
channel = 0

[State 625, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,3

[State 600, Combo]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 625, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Jump A

[Statedef 630]
type    = A
movetype= A
physics = A
juggle = 0;  = 2
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 630, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 20,0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
sparkno = 0;s7700
;guard.sparkno = 8430
sparkxy = -10,-100
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -2.5
guard.velocity = -3
airguard.velocity = -3,-1
air.type = High
air.velocity = 0,((vel y)-.2)

[State 630, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,0
channel = 0

[State 630, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,0

[State 600, Combo]
type = ChangeState
value = 615
triggerall = var(40) = 0
triggerall = command = "y"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 610
triggerall = var(40) = 1
triggerall = command = "y"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 640
triggerall = command = "b"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 630, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Jump B

[Statedef 640]
type    = A
movetype= A
physics = A
juggle = 0;  = 2
poweradd= 40
ctrl = 0
anim = 640
sprpriority = 2

[State 640, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 37,0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8,8
sparkno = 1;s7700
;guard.sparkno = 8430
sparkxy = -10,-60
hitsound = S20,1
guardsound = S20,4
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
guard.velocity = -4
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = 0,((vel y)-.2)

[State 640, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,1
channel = 0

[State 640, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,1

[State 600, Combo]
type = ChangeState
value = 620
triggerall = var(40) = 0
triggerall = command = "z"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 625
triggerall = var(40) = 1
triggerall = command = "z"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 600, Combo]
type = ChangeState
value = 650
triggerall = command = "c"
trigger1 = movecontact
ignorehitpause = 1
persistent = 1

[State 640, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Jump C

[Statedef 650]
type    = A
movetype= A
physics = A
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 650
sprpriority = 2

[State 650, HitDef A]
type = HitDef
trigger1 = (AnimElem = 3) && (PrevStateNo != 606)
attr = A, NA
damage = 50,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -5,-80
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -9
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = -8,0.5
yaccel = 0.41
air.fall = 1
fall.recover = 0
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 650, HitDef B]
type = HitDef
trigger1 = (AnimElem = 3) && (PrevStateNo = 606)
attr = A, NA
damage = ifelse(PrevStateNo = 606, 60, 120),0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -5,-80
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -9
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = -14,-2
fall.xvelocity = 0
fall.yvelocity = 0
air.fall = 1
fall.recover = 0
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 650, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,2
channel = 0

[State 650, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,2

[State 650, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Down Jump C

[Statedef 655]
type    = A
movetype= A
physics = A
juggle = 0;  = 2
poweradd= 60
ctrl = 0
anim = 655
sprpriority = 2

[State 655, HitDef A]
type = HitDef
trigger1 = (AnimElem = 4) && (PrevStateNo != 606)
attr = A, NA
damage = 50,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -5,-50
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -9
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = -9,7.2
air.fall = 1
fall.recover = 0

[State 655, HitDef B]
type = HitDef
trigger1 = (AnimElem = 4) && (PrevStateNo = 606)
attr = A, NA
damage = ifelse(PrevStateNo = 606, 30, 50),0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = 2;s7700
;guard.sparkno = 8430
sparkxy = -5,-50
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -7.5
guard.velocity = -9
airguard.velocity = -4,-1.5
air.type = Low
air.velocity = -14,7.2
fall.xvelocity = 0
fall.yvelocity = 0
air.fall = 1
fall.recover = 0

[State 655, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,2
channel = 0

[State 655, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 21,2

[State 655, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Throw P (attempt)

[Statedef 800]
type    = S
movetype= A
physics = S
juggle = 0;  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 800, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 2
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 801
p2stateno = 810
guard.dist = 0
fall.xvelocity = 0
fall.yvelocity = 0
fall = 0
fall.recover = 0
fall.damage = 80

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

;---------------------------------------------------------------------------
;Throw P (throwing opponent)

[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
poweradd = 60
sprpriority = 2

[State 801, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 55

[State 801, TargetBind 1]
type = TargetBind
trigger1 = Time = 0
pos = -43,0

[State 801, TargetBind 2]
type = TargetBind
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
pos = -42,0

[State 801, TargetBind 3]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(4) < 0)
pos = -3,0

[State 801, TargetBind 4]
type = TargetBind
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(5) < 0)
pos = 19,0

[State 801, TargetBind 5]
type = TargetBind
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(6) < 0)
pos = 92,-3

[State 801, TargetBind 6]
type = TargetBind
trigger1 = (AnimElemTime(6) >= 0) && (AnimElemTime(6) < 4)
pos = 92,-3

[State 801, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) = 4
value = 812

[State 801, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(6) = 4
value = 60

[State 801, Hurt]
type = TargetLifeAdd
trigger1 = AnimElemTime(6) = 0
value = -160

[State 801, EnvShake]
type = EnvShake
trigger1 = AnimElemTime(5) = 0
time = 20
freq = 80
ampl = -6

[State 801, Width 1]
type = Width
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(5) < 0)
edge = 40,0

[State 801, Width 2]
type = Width
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(6) < 4)
edge = 100,0

[State 801, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 20,3

[State 801, PlaySnd 1]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,0
channel = 0

[State 801, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 30,2
channel = 0

[State 801, Slam Sound]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 22,0

[State 801, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Throw P (thrown state for opponent)

[Statedef 810]
type    = A
movetype= H
physics = N
velset = 0,0

[State 810, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(2) = 0
value = 3

[State 810, SprPriority 2]
type = SprPriority
trigger1 = AnimElemTime(5) = 0
value = 0

[State 810, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 810

;---------------------------------------------------------------------------
;Throw P (opponent fly away - MSH)

[Statedef 811]
type    = A
movetype= H
physics = N
velset = -4,-3
poweradd = 60

[State 811, PosAdd]
type = PosAdd
trigger1 = Time = 0
y = 10

[State 811, SelfState]
type = SelfState
trigger1 = Time = 0
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
;Throw P (opponent fly away - MvC)

[Statedef 812]
type    = A
movetype= H
physics = N
velset = -7,-11
poweradd = 60

[State 812, ChangeAnim]
type = ChangeAnim
trigger1 = (AnimTime = 0) && (Anim = 5035)
trigger2 = Time = 0
trigger2 = Anim != 5035
trigger2 = (Anim != [5051, 5059]) && (Anim != [5061, 5069])
trigger2 = Anim != 5090 ;Not if hit off ground anim
value = 5050

[State 812, Change Anim] ;Coming down anim
type = ChangeAnim
trigger1 = anim = [5050,5059]
trigger1 = Vel Y >= ifelse(anim = 5050, 1, -2)
trigger1 = SelfAnimExist(anim+10)
value = anim+10
persistent = 0

[State 812, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.49

[State 812, SelfState]
type = SelfState
trigger1 = Vel Y >= -0.5
value = 5040
ctrl = 1

;---------------------------------------------------------------------------
;Throw P (opponent fly away - MSH - Power Gem)

[Statedef 813]
type    = A
movetype= H
physics = N
velset = -9,-9
poweradd = 60

[State 813, PosAdd]
type = PosAdd
trigger1 = Time = 0
y = 10

[State 813, SelfState]
type = SelfState
trigger1 = Time = 0
value = 5050
ctrl = 0

;---------------------------------------------------------------------------
;Throw K (attempt)

[Statedef 820]
type    = S
movetype= A
physics = S
juggle = 0;  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 820, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 820, HitDef]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
animtype = Up
pausetime = 0,0
priority = 1, Miss
sparkno = -1
sprpriority = 2
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 821
p2stateno = 830
guard.dist = 0
ground.velocity = 2.2,-10
air.velocity = 2.2,-10
;yaccel = .41
fall.xvelocity = 0
fall.yvelocity = 0
fall = 1
fall.recover = 0
fall.damage = 80

[State 820, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Throw K (throwing opponent)

[Statedef 821]
type    = S
movetype= A
physics = N
anim = 821
poweradd = 60
sprpriority = 2

[State 821, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 48

[State 700, AirFollow]
type = ChangeState
value = 7000
triggerall = movecontact > 0
trigger1 = (command = "airfollow")
ctrl = 1

[State 821, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(6) = 0
value = 0

[State 821, TargetBind 1]
type = TargetBind
trigger1 = Time = 0
pos = 42,0

[State 821, TargetBind 2]
type = TargetBind
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
pos = 39,0

[State 821, TargetBind 3]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(4) < 0)
pos = 6,-2

[State 821, TargetBind 4]
type = TargetBind
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(5) < 0)
pos = 3,-2

[State 821, TargetBind 5]
type = TargetBind
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(6) < 0)
pos = -11,-2

[State 821, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) = 0
value = 832

[State 821, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 20,3

[State 821, PlaySnd 1]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,0
channel = 0

[State 821, PlaySnd 2]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 30,1
channel = 0

[State 821, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(6) = 0
value = 60

[State 821, Hurt]
type = TargetLifeAdd
trigger1 = AnimElemTime(6) = 0
value = -160

[State 821, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Throw K (thrown state for opponent)

[Statedef 830]
type    = A
movetype= H
physics = N
velset = 0,0

[State 830, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(4) = 0
value = 3

[State 830, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 830

;---------------------------------------------------------------------------
;Throw K (opponent fly away - MSH)

[Statedef 831]
type    = A
movetype= H
physics = N
velset = 2.2,-11
poweradd = 60
sprpriority = 0

[State 831, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.42

[State 831, Turn]
type = Turn
trigger1 = Time = 0

[State 831, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 11
y = -32

[State 831, ChangeAnim 1]
type = ChangeAnim
trigger1 = (Time = 0) && (SelfAnimExist(5051))
value = 5051

[State 831, ChangeAnim 2]
type = ChangeAnim
trigger1 = (Vel Y >= 0) && (SelfAnimExist(5061)) && (Anim != 5061)
value = 5061

[State 831, ChangeAnim2 1]
type = ChangeAnim2
trigger1 = (Time = 0) && (!SelfAnimExist(5051))
value = 831

[State 831, ChangeAnim2 2]
type = ChangeAnim2
trigger1 = (Vel Y >= 0) && (!SelfAnimExist(5061)) && (Anim != 832)
value = 832

[State 831, SelfState]
type = SelfState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;Throw K (opponent fly away - MvC)

[Statedef 832]
type    = A
movetype= H
physics = N
velset = 4,-13
poweradd = 60
sprpriority = 0

[State 832, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.49

[State 832, Turn]
type = Turn
trigger1 = Time = 0

[State 832, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 11
y = -32

[State 832, ChangeAnim 1]
type = ChangeAnim
trigger1 = (Time = 0) && (SelfAnimExist(5051))
value = 5051

[State 832, ChangeAnim 2]
type = ChangeAnim
trigger1 = (Vel Y >= 0) && (SelfAnimExist(5061)) && (Anim != 5061)
value = 5061

[State 832, ChangeAnim2 1]
type = ChangeAnim2
trigger1 = (Time = 0) && (!SelfAnimExist(5051))
value = 831

[State 832, ChangeAnim2 2]
type = ChangeAnim2
trigger1 = (Vel Y >= 0) && (!SelfAnimExist(5061)) && (Anim != 832)
value = 832

[State 832, SelfState]
type = SelfState
trigger1 = Vel Y >= 0
value = 5040
ctrl = 1

;---------------------------------------------------------------------------
;Throw K (opponent fly away - MSH - Power Gem)

[Statedef 833]
type    = A
movetype= H
physics = N
velset = 3.5,-13
poweradd = 60
sprpriority = 0

[State 833, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.42

[State 833, Turn]
type = Turn
trigger1 = Time = 0

[State 833, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 11
y = -32

[State 833, ChangeAnim 1]
type = ChangeAnim
trigger1 = (Time = 0) && (SelfAnimExist(5051))
value = 5051

[State 833, ChangeAnim 2]
type = ChangeAnim
trigger1 = (Vel Y >= 0) && (SelfAnimExist(5061)) && (Anim != 5061)
value = 5061

[State 833, ChangeAnim2 1]
type = ChangeAnim2
trigger1 = (Time = 0) && (!SelfAnimExist(5051))
value = 831

[State 833, ChangeAnim2 2]
type = ChangeAnim2
trigger1 = (Vel Y >= 0) && (!SelfAnimExist(5061)) && (Anim != 832)
value = 832

[State 833, SelfState]
type = SelfState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;Air Throw P (attempt)

[Statedef 850]
type    = A
movetype= A
physics = A
juggle = 0;  = 0
ctrl = 0
anim = 850
sprpriority = 2

[State 850, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = -1
sprpriority = 2
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 851
p2stateno = 860
guard.dist = 0
fall.xvelocity = 0
fall.yvelocity = 0
fall = 1
fall.recover = 0
fall.damage = 80

[State 850, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
;Air Throw P (throwing opponent)

[Statedef 851]
type    = A
movetype= A
physics = N
anim = 851
poweradd = 60
velset = 0,0
sprpriority = 0

[State 851, TargetBind 1]
type = TargetBind
trigger1 = Time = 0
pos = 10,0

[State 851, TargetBind 2]
type = TargetBind
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
pos = 10,0

[State 851, TargetBind 3]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(4) < 0)
pos = 10,0

[State 851, TargetBind 4]
type = TargetBind
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(5) < 0)
pos = 10,0

[State 851, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 861

[State 851, PowerAdd]
type = PowerAdd
trigger1 = AnimElemTime(5) = 0
value = 60

[State 851, Hurt]
type = TargetLifeAdd
trigger1 = AnimElemTime(5) = 0
value = -80

[State 801, Width]
type = Width
trigger1 = AnimElemTime(1) >= 0
edge = 40,0

[State 851, Grab Sound]
type = PlaySnd
trigger1 = Time = 0
value = 20,3

[State 851, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 30,0
channel = 0

[State 851, Hit Sound]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 20,2

[State 851, Hit Explod]
type = Explod
trigger1 = AnimElemTime(5) = 0
anim = 8010
postype = P1
pos = 10,-90
sprpriority = 5

[State 851, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;---------------------------------------------------------------------------
;Air Throw P (thrown state for opponent)

[Statedef 860]
type    = A
movetype= H
physics = N
poweradd = 60
velset = 0,0
sprpriority = -1

[State 860, SprPriority]
type = SprPriority
trigger1 = AnimElemTime(1) = 2
value = 1

[State 860, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 860

;---------------------------------------------------------------------------
;Air Throw P (opponent going down)

[Statedef 861]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 861, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = -23
y = -44

[State 861, VelSet]
type = VelSet
trigger1 = Time = 1
y = 11

[State 861, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.39

[State 861, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 861, Turn]
type = Turn
trigger1 = Time = 0

[State 861, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 861

[State 861, EnvShake]
type = EnvShake
trigger1 = Pos Y >= 0
time = 15
freq = 80
ampl = -6

[State 861, SprPriority]
type = SprPriority
trigger1 = Pos Y >= 0
value = 0

[State 861, SelfState]
type = SelfState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;------------------------------ Recovery Roll ------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Near Foward Recovery Roll

[Statedef 931]
type    = C
movetype= I
physics = N
juggle = 0;  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 931
sprpriority = -1

[State 831, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 831, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 831, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 831, 5]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 831, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 831, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
; Medium Foward Recovery Roll

[Statedef 932]
type    = C
movetype= I
physics = N
juggle = 0;  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 931
sprpriority = -1

[State 832, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 832, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 832, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 832, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 832, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 832, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 831, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
; Far Foward Recovery Roll

[Statedef 940]
type    = C
movetype= I
physics = N
juggle = 0;  = 0
poweradd= 0
velset = 8,0
ctrl = 0
anim = 931
sprpriority = -1

[State 840, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 840, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 840, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 840, 4]
type = MakeDust
trigger1 = Time >= 0
pos = -16,0
spacing = 6

[State 840, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 840, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 831, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
; Near Backward Recovery Roll

[Statedef 950]
type    = C
movetype= I
physics = N
juggle = 0;  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 931
sprpriority = -1

[State 850, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 850, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 850, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 850, 5]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 850, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 831, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
; Medium Backward Recovery Roll

[Statedef 955]
type    = C
movetype= I
physics = N
juggle = 0;  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 931
sprpriority = -1

[State 855, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 855, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 855, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 855, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 855, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 10

[State 855, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 831, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
; Far Backward Recovery Roll

[Statedef 960]
type    = C
movetype= I
physics = N
juggle = 0;  = 0
poweradd= 0
velset = -8,0
ctrl = 0
anim = 932
sprpriority = -1

[State 860, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 860, 2]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 860, 3]
type = PosSet
trigger1 = Time >= 0
y = 0

[State 860, 4]
type = MakeDust
trigger1 = Time >= 0
pos = 16,0
spacing = 6

[State 860, 5]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 15

[State 860, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 831, Dead]
type = ChangeState
trigger1 = alive = 0
value = 5150
ctrl = 0

;---------------------------------------------------------------------------
; Recovery Roll - Variable "Reset"

[State -2, 1]
type = VarSet
trigger1 = (StateNo != 5050) && (StateNo != 5071)
trigger1 =  life = 1
v = 30
value = 0


;---------------------------------------------------------------------------
; Shield Grab High
[Statedef 990]
type    = S
movetype= I
physics = S
poweradd= 0
velset = 0,0
ctrl = 1
anim = 990
sprpriority = 2

[State 990, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1
persistent = 1

[State 990, Shield dropped VarSet Reset]
type = VarSet
trigger1 = Time = 0
v = 43
value = 0

[State 990, Shield Grab VarSet Reset]
type = VarSet
trigger1 = Time = 0
v = 31
value = 0

[State 990, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Shield Grab Low
[Statedef 995]
type    = S
movetype= I
physics = S
poweradd= 0
velset = 0,0
ctrl = 1
anim = 995
sprpriority = 2

[State 995, Shield dropped VarSet Reset]
type = VarSet
trigger1 = Time = 0
v = 43
value = 0

[State 995, Shield Grab VarSet Reset]
type = VarSet
trigger1 = Time = 0
v = 31
value = 0

[State 995, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------------------------
;Beginning of the super jump
[Statedef 7000]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 7000, VarSet]
type = VarSet
trigger1 = 1
v = 6
value = 0

[State 7000, EoH FX]
type = null;Explod
trigger1 =  time = 2
anim = 9995
ID = 8035
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 0
ontop = 0

[State 7000, VarSet]
type = VarSet
trigger1 = Time = 0
v = 13
value = 0

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdfwd"
v = 13
value = 1

[State 7000, VarSet]
type = VarSet
trigger1 = command = "holdback"
v = 13
value = -1

[State 7000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7001
ctrl = 1

;---------------------------------------------------------------------------------------------
;Super Jump

[Statedef 7001]
type = A
physics = A
ctrl = 1
anim = 7000
velset = 0,-13

[State 7001, VarSet]
type = VarSet
trigger1 = command != "holdup"
v = 6
value = 1

[State 7001, ChangeState]
type = ChangeState
trigger1 = time >= 25
trigger1 = var(6) = 1
trigger1 = command = "holdup"
value = 45
ctrl = 1

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.9

[State 7001, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.9

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 42
trigger1 = Time = [0,5]
x = 4

[State 7001, VelSet]
type = VelSet
trigger1 = Anim = 43
trigger1 = Time = [0,5]
x = -3.5

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(13) = 0
trigger1 = Time = [0,4]
value = 7000

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(13) = 1
trigger1 = Time = [0,4]
value = 7001

[State 7001, ChangeAnim]
type = ChangeAnim
trigger1 = Var(13) = -1
trigger1 = Time = [0,4]
value = 7002

[State 7001, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 10,0

[State 7001, EoH Ground Circle]
type = null;Explod
trigger1 = Time = 0
ID = 474
anim = 9006
postype = p1
pos = 0, 20
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 2, 2

[State 7001, Varset]
type = VarSet
trigger1 = Time = 0
v = 12
value = 1

;---------------------------------------------------------------------------------------------
;Super Jump

[Statedef 7002]
type    = A
physics = A
ctrl = 1

[State 7005, Vel]
type = VelAdd
triggerall = Vel X >= -2
trigger1 = command = "holdback"
trigger1 = Anim != 43
x = -0.1

[State 7005, Vel]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25

;---------------------------------------------------------------------------------------------
;Beginning of the super jump for AI Launcher
[Statedef 7500]
type = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 7500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 7501
ctrl = 1

;---------------------------------------------------------------------------------------------
;Super Jump  for AI Launcher

[Statedef 7501]
type = A
physics = A
ctrl = 0
anim = 7001
velset = 4,-13

[State 7501, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 9999,5

[State 7001, EoH Ground Circle]
type = Explod
trigger1 = Time = 0
ID = 474
anim = 9006
postype = p1
pos = 0, 20
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 2, 2

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y <= -120
value = 600
ctrl = 0

;---------------------------------------------------------------------------------------------
;Super Jump for AI Launcher

[Statedef 7502]
type    = A
physics = A
ctrl = 1

[State 7505, Vel]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
trigger1 = Anim != 42
x = 0.25

;===========================================================================
;---------------------------------------------------------------------------
;Special Attacks
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Shield Throw X

[Statedef 1000]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 100
velset = 0,0
anim = 1000
ctrl = 0
sprpriority = 2

[State 1000, PlaySnd] ;"Shield Throw"
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,0
channel = 0

[State 1000, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 21,4

[State 1000, Shield VarSet]
type = VarSet
trigger1 = (AnimElemTime(5) = 0) && (MoveContact = 0)
v = 40
value = 0

[State 1000, HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = AnimElem = 4
attr = S, SP
damage = 100,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,ifelse(var(8)>0,14,8)
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 15,-32
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = -7,-1.5
down.bounce = 1
down.velocity = -4,-4

[State 1000, PosAdd]
type = PosAdd
triggerall = frontedgedist <= 50
trigger1 = var(16) = 1
x = -30

[State 1000, VarAdd]
type = Varadd
trigger1 = animelemtime(5)=0
v = 39
value = 1

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

;---------------------------------------------------------------------------
; Shield Throw Y

[Statedef 1010]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 100
velset = 0,0
anim = 1010
ctrl = 0
sprpriority = 2

[State 1010, PosAdd]
type = PosAdd
triggerall = var(16)=1
trigger1 = time = 0
x = -20
y = 0

[State 1010, PlaySnd] ;"Shield Throw"
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,0
channel = 0

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = 21,4

[State 1010, Shield VarSet]
type = VarSet
trigger1 = (AnimElemTime(6) = 0) && (MoveContact = 0)
v = 40
value = 0

[State 1010, HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = AnimElem = 5
attr = S, SP
damage = 100,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,ifelse(var(8)>0,14,8)
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 15,-82
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = -7,-1.5
down.bounce = 1
down.velocity = -4,-4

[State 1010, VarAdd]
type = Varadd
trigger1 = animelemtime(6)=0
v = 39
value = 1

[State 1010, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shield Throw Z

[Statedef 1020]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd= 100
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1020, PlaySnd] ;"Shield Throw"
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,0
channel = 0

[State 1020, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 21,4

[State 1020, Shield VarSet]
type = VarSet
trigger1 = (AnimElemTime(5) = 0) && (MoveContact = 0)
v = 40
value = 0

[State 1020, HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = AnimElem = 4
attr = S, SP
damage = 100,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,ifelse(var(8)>0,14,8)
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 15,-77
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = -7,-1.5
down.bounce = 1
down.velocity = -4,-4

[State 1020, VarAdd]
type = Varadd
trigger1 = animelemtime(4)=0
v = 39
value = 1

[State 1020, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shield Call
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
poweradd = 0
velset = 0,0
anim = 1001
ctrl = 0
sprpriority = 0

[State 1001, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Air Shield Throw X

[Statedef 1100]
type    = A
movetype= A
physics = N
juggle = 0;  = 2
poweradd= 100
anim = 1100
ctrl = 0
sprpriority = 2

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,0
channel = 0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 21,4

[State 1100, Shield VarSet]
type = VarSet
trigger1 = (AnimElemTime(5) = 0) && (MoveContact = 0)
v = 40
value = 0

[State 1100, HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = AnimElem = 4
attr = S, SP
damage = 50,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 1,9
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 0,-60
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = -7,-1.5
down.bounce = 1
down.velocity = -4,-4

[State 1100, VarAdd]
type = Varadd
trigger1 = animelemtime(5)=0
v = 39
value = 1

[State 1100, VelSet]
type = VelSet
trigger1 = (Time = 0) && (Vel Y <= 2.4)
x = 0
y = 2.3

[State 1100, VelMul]
type = VelMul
trigger1 = Time = 0
y = 0.3

[State 1100, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(10) >= 0
y = 0.39

[State 1100, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
x = 0
y = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (AnimElemTime(10) >= 0)
value = 52

;---------------------------------------------------------------------------
; Air Shield Throw Y

[Statedef 1110]
type    = A
movetype= A
physics = N
juggle = 0;  = 2
poweradd= 100
anim = 1110
ctrl = 0
sprpriority = 2


[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,0
channel = 0

[State 1110, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 21,4

[State 1110, Shield VarSet]
type = VarSet
trigger1 = (AnimElemTime(5) = 0) && (MoveContact = 0)
v = 40
value = 0

[State 1110, HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = AnimElem = 4
attr = S, SP
damage = 50,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 1,9
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 15,-92
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = -7,-1.5
down.bounce = 1
down.velocity = -4,-4

[State 1110, VarAdd]
type = Varadd
trigger1 = animelemtime(5)=0
v = 39
value = 1

[State 1110, VelSet]
type = VelSet
trigger1 = (Time = 0) && (Vel Y <= 2.4)
x = 0
y = 2.3

[State 1110, VelMul]
type = VelMul
trigger1 = Time = 0
y = 0.3

[State 1110, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(10) >= 0
y = 0.39

[State 1110, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
x = 0
y = 0

[State 1110, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (AnimElemTime(10) >= 0)
value = 52

;---------------------------------------------------------------------------
; Air Shield Throw Z

[Statedef 1120]
type    = A
movetype= A
physics = N
juggle = 0;  = 2
poweradd= 100
anim = 1120
ctrl = 0
sprpriority = 2

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,0
channel = 0

[State 1120, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 21,4

[State 1120, Shield VarSet]
type = VarSet
trigger1 = (AnimElemTime(5) = 0) && (MoveContact = 0)
v = 40
value = 0

[State 1125, HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = AnimElem = 4
attr = S, SP
damage = 50,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 1,9
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 0,-125
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = -7,-1.5
down.bounce = 1
down.velocity = -4,-4

[State 1120, VarAdd]
type = Varadd
trigger1 = animelemtime(5)=0
v = 39
value = 1

[State 1120, VelSet]
type = VelSet
trigger1 = (Time = 0) && (Vel Y <= 2.4)
x = 0
y = 2.3

[State 1120, VelMul]
type = VelMul
trigger1 = Time = 0
y = 0.3

[State 1120, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(10) >= 0
y = 0.39

[State 1120, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
x = 0
y = 0

[State 1120, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (AnimElemTime(10) >= 0)
value = 52

;---------------------------------------------------------------------------
; Stars N' Stripes X (ground)

[Statedef 1200]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
ctrl = 0
anim = 1200
poweradd = 110
sprpriority = 2

[State 1200, ChangeState]
type = ChangeState
trigger1 = var(17) = 1
value = 1220
ctrl = 0

[State 1200, VarSet 1]
type = VarSet
trigger1 = Time = 0
v = 15
value = 0

[State 1200, VarSet 2]
type = VarSet
trigger1 = MoveContact = 1
v = 15
value = 1

[State 1200, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,1
channel = 0

[State 1200, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 40,4
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,4
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = -35,-80
hitsound = S20,2
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-10
guard.velocity = -9
airguard.velocity = -5,-1
air.type = Low
air.velocity = -10,-10
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
fall = 1
fall.recover = 0

[State 1200, Pause] ;Hit Pause
type = Pause
trigger1 = movecontact = 1
time = 4
movetime = 1
pausebg = 0
endcmdbuftime = 4

[State 1200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

;---------------------------------------------------------------------------
; Stars N' Stripes X (air - rising)

[Statedef 1201]
type    = A
movetype= A
physics = N
juggle = 0;  = 2
ctrl = 0
anim = 1201
sprpriority = 2
ctrl = 0

[State 1201, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 10;52
y = -7

[State 1201, VelSet]
type = VelSet
trigger1 = Time = 1
x = 2
y = -6.2

[State 1201, VelAdd]
type = VelAdd
trigger1 = (Time >= 0) && (Vel X > 0)
x = -0.3

[State 1201, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 10
x = 0
y = 0

[State 1201, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1201, HitDef]
type = HitDef
triggerall = var(17) = 0
trigger1 = time = 0
attr = A, SA
damage = 35,6
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,0
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = -40,-130
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7
guard.velocity = -5
airguard.velocity = -5
air.type = Low
air.velocity = -5,-7
down.bounce = 1
down.velocity = -5,-7
fall = 1
fall.recover = 0

[State 1201, VarSet]
type = VarSet
trigger1 = movehit
v = 17
value = 1
ignorehitpause = 1

[State 1201, Pause] ;Hit Pause
type = Pause
trigger1 = movecontact = 1
time = 8
movetime = 1
pausebg = 0
endcmdbuftime = 8

[State 1201, VarSet)
type = VarSet
trigger1 = AnimTime = 0
v = 15
value = 0

[State 1201, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202
ctrl = 0

;---------------------------------------------------------------------------
; Stars N' Stripes X (air - falling)

[Statedef 1202]
type    = A
movetype= I
physics = N
juggle = 0;  = 2
ctrl = 0
anim = 1202
velset = 0,0
sprpriority = 2

[State 1202, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.39

[State 1202, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
; Stars N' Stripes Y (ground)

[Statedef 1210]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
ctrl = 0
anim = 1200
poweradd = 110
sprpriority = 2

[State 1210, ChangeState]
type = ChangeState
trigger1 = var(17) = 1
value = 1220
ctrl = 0

[State 1210, VarSet 1]
type = VarSet
trigger1 = Time = 0
v = 15
value = 0

[State 1210, VarSet 2]
type = VarSet
trigger1 = MoveContact = 1
v = 15
value = 1

[State 1210, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,1
channel = 0

[State 1210, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 45,5
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,4
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = -35,-80
hitsound = S20,2
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-10
guard.velocity = -9
airguard.velocity = -5,-1
air.type = Low
air.velocity = -10,-10
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
fall = 1
fall.recover = 0

[State 1210, Pause] ;Hit Pause
type = Pause
trigger1 = movecontact = 1
time = 4
movetime = 1
pausebg = 0
endcmdbuftime = 4

[State 1210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1211

;---------------------------------------------------------------------------
; Stars N' Stripes Y (air - rising)

[Statedef 1211]
type    = A
movetype= A
physics = N
juggle = 0;  = 2
ctrl = 0
anim = 1211
sprpriority = 2
ctrl = 0

[State 1211, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 10;56
y = -11

[State 1211, VelSet 1]
type = VelSet
trigger1 = Time = 1
x = 4.5
y = -7.5

[State 1211, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 14
y = -4

[State 1211, VelAdd]
type = VelAdd
trigger1 = (AnimElemTime(1) = [15,17]) && (Vel Y < 0)
y = 0.8

[State 1211, VelAdd]
type = VelAdd
trigger1 = (Time >= 8) && (Vel X > 0) && (AnimElemTime(1) <= 16)
x = -0.5

[State 1211, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 18
x = 0
y = 0

[State 1211, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1211, VarSet)
type = VarSet
trigger1 = AnimTime = 0
v = 15
value = 0

[State 1211, HitDef]
type = HitDef
triggerall = var(17) = 0
trigger1 = time = 0
attr = A, SA
damage = 40,6
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,0
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = -40,-130
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-11
guard.velocity = -5
airguard.velocity = -5
air.type = Low
air.velocity = -2.5,-11
down.bounce = 1
down.velocity = -2.5,-11
fall = 1
fall.recover = 0

[State 1211, VarSet]
type = VarSet
trigger1 = movehit
v = 17
value = 1
ignorehitpause = 1

[State 1211, Pause] ;Hit Pause
type = Pause
trigger1 = movecontact = 1
time = 8
movetime = 1
pausebg = 0
endcmdbuftime = 8

[State 1211, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202
ctrl = 0

;---------------------------------------------------------------------------
; Stars N' Stripes Z (ground)

[Statedef 1220]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
ctrl = 0
anim = 1200
poweradd = 110
sprpriority = 2

[State 1220, VarSet 1]
type = VarSet
trigger1 = Time = 0
v = 15
value = 0

[State 1220, VarSet 2]
type = VarSet
trigger1 = MoveContact = 1
v = 15
value = 1

[State 1220, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1220, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,1
channel = 0

[State 1220, HitDef]
type = HitDef
trigger1 = time = 0
attr = S, SA
damage = 50,6
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,4
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = -35,-80
hitsound = S20,2
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-10
guard.velocity = -9
airguard.velocity = -5,-1
air.type = Low
air.velocity = -10,-10
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
fall = 1
fall.recover = 0

[State 1220, Pause] ;Hit Pause
type = Pause
trigger1 = movecontact = 1
time = 4
movetime = 1
pausebg = 0
endcmdbuftime = 4

[State 1220, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1221

;---------------------------------------------------------------------------
; Stars N' Stripes Z (air - rising)

[Statedef 1221]
type    = A
movetype= A
physics = N
juggle = 0;  = 2
ctrl = 0
anim = 1211
sprpriority = 2
ctrl = 0

[State 1221, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 12;59
y = -15

[State 1221, VelSet 1]
type = VelSet
trigger1 = Time = 1
x = 6
y = -12

[State 1221, VelSet 2]
type = VelSet
trigger1 = AnimElemTime(1) = 15
y = -8

[State 1221, VelAdd]
type = VelAdd
trigger1 = (Time >= 10) && (Vel X > 0)
x = -0.30
y = 0.05

[State 1221, VelSet]
type = VelSet
trigger1 = AnimElemTime(1) = 18
x = 0
y = 0

[State 1221, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1221, VarSet)
type = VarSet
trigger1 = AnimTime = 0
v = 15
value = 0

[State 1221, HitDef]
type = HitDef
triggerall = var(17) = 0
trigger1 = time = 0
attr = A, SA
damage = 45,7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,0
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = -40,-130
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2.5,-13
guard.velocity = -5
airguard.velocity = -5
air.type = Low
air.velocity = -2.5,-13
down.bounce = 1
down.velocity = -2.5,-13
fall = 1
fall.recover = 0

[State 1221, VarSet]
type = VarSet
trigger1 = movehit
v = 17
value = 1
ignorehitpause = 1

[State 1221, Pause] ;Hit Pause
type = Pause
trigger1 = movecontact = 1
time = 8
movetime = 1
pausebg = 0
endcmdbuftime = 8

[State 1221, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202
ctrl = 0

;---------------------------------------------------------------------------
; Summersault

[Statedef 1300]
type    = S
movetype= I
physics = N
ctrl = 0
anim = 1300
poweradd = 0
velset = 6,0
sprpriority = -2

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(1) = 1
value = 30,0
channel = 0

[State 1300, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 0

[State 1300, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(9) < 0
value = SCA, NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 1300, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1300, Turn]
type = Turn
trigger1 = animelem = 7;AnimTime = 0

[State 1300, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = 7

[State 1300, Corner Helper]
type = Helper
trigger1 = AnimTime = 0
helpertype = Normal
name = "CornerPush"
postype = P1
pos = 0,0
stateno = 1305
ownpal = 1
size.height = 50
size.ground.back = 30
size.ground.front = 30

[State 1300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Corner Push (Helper)
[Statedef 1305]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1305
sprpriority = -4

[State 1300, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 1300, a2]
type = VelSet
trigger1 = Time = [0,10]
x = -10

[State 1300, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1300, a6]
type = DestroySelf
trigger1 = Time > 1

;---------------------------------------------------------------------------
; Charging Star A

[Statedef 1400]
type    = S
movetype= A
physics = N
juggle = 0;  = 2
ctrl = 0
anim = 1400
poweradd = 110
velset = 0,0
sprpriority = 2

[State 1400, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(5) = 0
trigger2 = (Var(40) = 1) && StateNo = 1430
x = 8

[State 1400, VelSet 2]
type = VelSet
trigger1 = StateNo = 1435
x = 0

[State 1400, VelSet End]
type = VelSet
trigger1 = AnimElemTime(12) = 0
x = 1.84

[State 1400, HitBy]
type = HitBy
triggerall = Var(40) = 1
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(12) < 0)
value = SCA, NA, SA, HA, NT, ST, HT
time = 1

[State 1400, NotHitBy]
type = NotHitBy
trigger1 = animelem >= 4
trigger1 = AnimElemTime(12) < 0
value = SCA, NP, SP, HP
time = 1

[State 1400, Width]
type = Width
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(12) < 0)
value = 15,0

[State 1400, Helper]
type = Helper
trigger1 = (Var(40) = 1) && (AnimElemTime(5) = 0)
helpertype = Normal
name = "Charging Star"
ID = 1430
pos = 0,0
postype = P1
stateno = 1430
ownpal = 1
ignorehitpause = 1

[State 1400, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 35,2
channel = 0

[State 1400, EoH HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = (AnimElemTime(4) = 0) && (P2StateNo != [5070,5071])
attr = S, SA
damage = 75,10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,8
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 0,-40
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
guard.velocity = -10
air.type = Low
air.velocity = -5,-3
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1400, EoH HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = (AnimElemTime(5) = 0) && (MoveContact = 0) && (P2StateNo != [5070,5071])
attr = S, SA
damage = 75,10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,8
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = -10,-80
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4,-11
guard.velocity = -10
air.type = Low
air.velocity = -4,-3
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1400, AvX HitDef]
type = HitDef
triggerall = var(16) = 1
trigger1 = Hitcount < 1
attr = S, SA
damage = 85,10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,8
sparkno = 2;s7702
sparkxy = 0,-40
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-3
guard.velocity = -10
air.type = Low
air.velocity = -5,-5
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1400, Explod]
type = Explod
trigger1 = (AnimElemTime(5) = 0)
anim = 1430
id = 1430
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 4
bindtime = -1
removetime = -1
removeongethit = 1

[State 1400, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElemTime(12) >= 0
id =1430

[State 1400, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Charging Star B

[Statedef 1410]
type    = S
movetype= A
physics = N
juggle = 0;  = 2
ctrl = 0
anim = 1410
poweradd = 110
velset = 0,0
sprpriority = 2

[State 1410, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(5) = 0
trigger2 = (Var(40) = 1) && StateNo = 1430
x = 8

[State 1410, VelSet 2]
type = VelSet
trigger1 = StateNo = 1435
x = 0

[State 1410, VelSet End]
type = VelSet
trigger1 = AnimElemTime(15) = 0
x = 1.84

[State 1410, Width]
type = Width
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(15) < 0)
value = 15,0

[State 1410, HitBy]
type = HitBy
triggerall = Var(40) = 1
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(15) < 0)
value = SCA, NA, SA, HA, NT, ST, HT
time = 1

[State 1410, NotHitBy]
type = NotHitBy
trigger1 = animelem >= 3
trigger1 = AnimElemTime(15) < 0
value = SCA, NP, SP, HP
time = 1

[State 1410, Helper]
type = Helper
trigger1 = (Var(40) = 1) && (AnimElemTime(5) = 0)
helpertype = Normal
name = "Charging Star"
ID = 1430
pos = 0,0
postype = P1
stateno = 1430
ownpal = 1
ignorehitpause = 1

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 35,2
channel = 0

[State 1410, EoH HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = (AnimElemTime(4) = 0) && (P2StateNo != [5070,5071])
attr = S, SA
damage = 85,13
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,8
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 0,-40
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-6
guard.velocity = -10
air.type = Low
air.velocity = -5,-5
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1410, EoH HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = (AnimElemTime(5) = 0) && (MoveContact = 0 ) && (P2StateNo != [5070,5071])
attr = S, SA
damage = 85,13
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,8
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = -10,-80
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-13
guard.velocity = -10
air.type = Low
air.velocity = -5,-5
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1400, AvX HitDef]
type = HitDef
triggerall = var(16) = 1
trigger1 = Hitcount < 2
trigger1 = TimeMod = 10, 1
attr = S, SA
damage = 45,7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,8
sparkno = 2;s7702
sparkxy = 0,-40
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-4
guard.velocity = -10
air.type = Low
air.velocity = -5,-6
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1410, Explod]
type = Explod
trigger1 = (AnimElemTime(5) = 0)
anim = 1430
id = 1430
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 4
bindtime = -1
removetime = -1
removeongethit = 1

[State 1410, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElemTime(12) >= 0
id =1430

[State 1410, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Charging Star C

[Statedef 1420]
type    = S
movetype= A
physics = N
juggle = 0;  = 2
ctrl = 0
anim = 1420
poweradd = 110
velset = 0,0
sprpriority = 2

[State 1420, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(5) = 0
trigger2 = (Var(40) = 1) && StateNo = 1430
x = 8

[State 1420, VelSet 2]
type = VelSet
trigger1 = StateNo = 1435
x = 0

[State 1420, VelSet End]
type = VelSet
trigger1 = AnimElemTime(18) = 0
x = 1.84

[State 1420, Width]
type = Width
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(18) < 0)
value = 15,0

[State 1420, HitBy]
type = HitBy
triggerall = Var(40) = 1
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(18) < 0)
value = SCA, NA, SA, HA, NT, ST, HT
time = 1

[State 1420, NotHitBy]
type = NotHitBy
trigger1 = animelem >= 4
trigger1 = AnimElemTime(18) < 0
value = SCA, NP, SP, HP
time = 1

[State 1420, Helper]
type = Helper
trigger1 = (Var(40) = 1) && (AnimElemTime(5) = 0)
helpertype = Normal
name = "Charging Star"
ID = 1430
pos = 0,0
postype = P1
stateno = 1430
ownpal = 1
ignorehitpause = 1

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = 35,2
channel = 0

[State 1420, EoH HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = (AnimElemTime(4) = 0) && (P2StateNo != [5070,5071])
attr = S, SA
damage = 95,17
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,8
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 0,-40
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-7
guard.velocity = -10
air.type = Low
air.velocity = -5,-7
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1420, EoH HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = (AnimElemTime(5) = 0) && (MoveContact = 0) && (P2StateNo != [5070,5071])
attr = S, SA
damage = 95,17
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,8
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = -10,-80
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-15
guard.velocity = -10
air.type = Low
air.velocity = -6,-7
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1400, AvX HitDef]
type = HitDef
triggerall = var(16) = 1
trigger1 = hitcount < 3
trigger1 = TimeMod = 10, 1
attr = S, SA
damage = 34,7
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 6, Hit
pausetime = 0,8
sparkno = 2;s7702
sparkxy = 0,-40
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
guard.velocity = -10
air.type = Low
air.velocity = -5,-7
down.bounce = 1
down.velocity = -4,-4
yaccel = 0.45
envshake.time = 7
envshake.freq = 80
envshake.ampl = -5
envshake.phase = 90
fall.envshake.time = 7
fall.envshake.freq = 80
fall.envshake.ampl = -5
fall.envshake.phase = 90

[State 1420, Explod]
type = Explod
trigger1 = (AnimElemTime(5) = 0)
anim = 1430
id = 1430
postype = P1
pos = 0,0
ownpal = 1
sprpriority = 4
bindtime = -1
removetime = -1
removeongethit = 1

[State 1420, RemoveExplod]
type = RemoveExplod
trigger1 = AnimElemTime(12) >= 0
id =1430

[State 1420, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Charging Star Helper

[Statedef 1430]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1430
name = "Charging Star"
ID = 1430
sprpriority = -5

[State 1430, BindToParent]
type = BindToParent
trigger1 = 1
facing = 1
pos = 0,0
time = -1

[State 1430, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP, NA, NT, NP, HA, HT, HP
slot = 0
stateno = 1435
time = -1

[State 1430, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1

[State 1430, DestroySelf]
type = DestroySelf
trigger1 = (parent, StateNo = 1400) && (parent, AnimElemTime(12) >= 0)
trigger2 = (parent, StateNo = 1410) && (parent, AnimElemTime(15) >= 0)
trigger3 = (parent, StateNo = 1420) && (parent, AnimElemTime(18) >= 0)
trigger4 = (parent, StateNo = [1450,1451]) && (parent, AnimElemTime(12) >= 0)
trigger5 = (parent, StateNo = [1460,1461]) && (parent, AnimElemTime(15) >= 0)
trigger6 = (parent, StateNo = [1470,1471]) && (parent, AnimElemTime(18) >= 0)
trigger7 = parent, StateNo != [1400,1471]

;---------------------------------------------------------------------------
; Charging Star Helper (hitoverride)

[Statedef 1435]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1430
sprpriority = -5

[State 1435, BindToParent]
type = BindToParent
trigger1 = 1
facing = 1
pos = 0,0
time = -1

[State 1435, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP, NA, NT, NP, HA, HT, HP
slot = 0
stateno = 1435
time = -1

[State 1435, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1

[State 1435, ChangeState]
type = ChangeState
trigger1 = Time >= 5
value = 1430

[State 1435, DestroySelf]
type = DestroySelf
trigger1 = (parent, StateNo = 1400) && (parent, AnimElemTime(12) >= 0)
trigger2 = (parent, StateNo = 1410) && (parent, AnimElemTime(15) >= 0)
trigger3 = (parent, StateNo = 1420) && (parent, AnimElemTime(18) >= 0)
trigger4 = (parent, StateNo = [1450,1451]) && (parent, AnimElemTime(12) >= 0)
trigger5 = (parent, StateNo = [1460,1461]) && (parent, AnimElemTime(15) >= 0)
trigger6 = (parent, StateNo = [1470,1471]) && (parent, AnimElemTime(18) >= 0)
trigger7 = parent, StateNo != [1400,1471]

;---------------------------------------------------------------------------
; Shield Block

[Statedef 1500]
type    = S
movetype= A
physics = S
juggle = 0;  = 2
ctrl = 0
anim = 1500
poweradd = 110
velset = 0,0
sprpriority = 2

[State 1500, Projectile]
type = Projectile
triggerall = !movecontact
trigger1 = animelem = 3
attr = S,SP
damage = 45,7
guard.sparkno = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 5, Hit
ProjID = 1200
projanim = 1510
projhitanim = 1510
projremanim = 1510
projcancelanim = 1510
projscale = 1,1
projremove = 1
projremovetime = 15
postype = p1
pausetime = 0,6
sparkno = 2
sparkxy = floor(p2dist X), -80
guard.sparkno = 40
hitsound = 15,6
guardsound = 6,0
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -6
air.type = Low
air.hittime = 6
air.velocity = -6,-5
envshake.time = 1
envshake.ampl = 1
projshadow = 0,0,0

[State 1500, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
;Hyper Attacks
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Final Justice

[Statedef 3000]
type    = S
movetype= A
physics = N
juggle = 0;  = 1
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2

[State 3000, AvX No BG]
type = assertspecial
trigger1 = time = 5
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3000, AvX Super Pause]
type = SuperPause
trigger1 = time = 5
Time = 40
pos = 0,-80
sound = s15,8
poweradd = -1000
movetime= 40

[State -2, AvX Hyper Background]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, AvX Hyper Portrait]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, AvX Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3000, EoH PlaySnd]
type = null;PlaySnd
trigger1 = animelem = 2
value = S15,8

[State 3000, EoH Hyper Portrait]
type = null;explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3000, EoH assertspecial]
type = null;assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3000, Hyper Background EoH]
type  = null;Explod
trigger1 = Time = 40
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 200
pos = 0,0
scale = .5,.5
bindtime = -1
;facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 3000, EoH Hyper Explode]
type = null; Explod
trigger1 = time = 8
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, EoH SuperPause]
type = null;SuperPause
trigger1 = 1
time = 2
pos = -22,-97
anim = S8050
movetime = 2

[State 3000, EoH PowerAdd]
type = null;PowerAdd
trigger1 = AnimElemTime(3) = 8
value = -1000

[State 3000, AfterImage]
type = null;AfterImage
trigger1 = AnimElemTime(3) = 8
time = 999
length = 12
framegap = 5
palcolor = 0
palbright = -250,-20,50
trans = add1

[State 3000, AfterImage]
type = null;AfterImageTime
trigger1 = AnimElemTime(22) = 0
time = 1

[State 3000, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(3) = 8
value = SCA
time = 10

[State 3000, VelSet]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = 8.5

[State 3000, VelSet End 1]
type = VelSet
trigger1 = AnimElemTime(22) = 0
x = 1.2

[State 3000, VelSet End 2]
type = VelSet
trigger1 = AnimElemTime(25) = 0
x = 0.8

[State 3000, Width]
type = Width
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(22) < 0)
value = 15,0

[State 3000, PlaySnd] ;"Final Justice"
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 35,3
channel = 0

[State 3000, HitDef]
type = HitDef
triggerall = enemynear, name != "phoenixforce"
trigger1 = time = 0;(P2StateType != L) && (P2StateNo != [5070,5071])
attr = S, HA
damage = 50,10
getpower = 0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 9,9
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = 0,-75
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 11
ground.hittime  = 11
ground.velocity = 0,-12
guard.velocity = -10
air.type = Low
air.velocity = 0,-12
down.bounce = 1
down.velocity = -4,-4
p1stateno = 3001
p2stateno = 3010
;hitonce = 1
kill = 0
guard.kill = 0


[State 3000, HitDef]
type = HitDef
triggerall = enemynear, name = "phoenixforce"
trigger1 = (MoveContact = 0) && (P2StateType != L) && (P2StateNo != [5070,5071])
attr = S, HA
damage = 50,10
getpower = 0
animtype = Up
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 9,9
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = 0,-75
hitsound = S20,2
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,-12
guard.velocity = -10
air.type = Low
air.velocity = 0,-12
down.bounce = 1
down.velocity = -4,-4
hitonce = 1
kill = 0
guard.kill = 0

[State 3000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Final Justice (hit success)

[Statedef 3001]
type    = S
movetype= A
physics = N
poweradd= 0
anim = 3001
ctrl = 0
sprpriority = 2

[State 3001, Varadd];Shield Throw Counter
type = null;Varadd
trigger1 = animelemtime(1)=0
v = 39
value = 3

[State 3000, EoH Hyper Background]
type  = null;Explod
triggerall = Time = 1
trigger1 = p2life > 0
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 400
pos = 0,0
scale = .5,.5
bindtime = -1
;facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 3001, Turn]
type = Turn
trigger1 = AnimElemTime(2) = 0

[State 3001, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = -6

[State 3001, VelSet 2]
type = VelSet
trigger1 = AnimElemTime(5) = 0
x = -4

[State 3001, VelSet 3]
type = VelSet
trigger1 = AnimElemTime(6) = 0
x = 0

[State 3001, HitDef]
type = HitDef
trigger1 = (AnimElemTime(7) = 2) && (P2MoveType = H)
trigger1 = (P2StateNo = 3011) || (P2StateNo = 3012) 
attr = S,HT
hitflag = MAF+
priority = 7,Hit
sparkno = -1
sprpriority = 2
p1stateno = 3002
p2stateno = 3013
guard.dist = 0
hitonce = 1
numhits = 0

[State 3001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Final Justice (auto-combo)

[Statedef 3002]
type    = S
movetype= A
physics = N
poweradd= 0
anim = 3002
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3002, HitDef 1]
type = HitDef
trigger1 = AnimElemTime(2) = 0
attr = S, HA
damage = 30,5
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,ifelse(var(8)>0,14,8)
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = -20,-80
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
guard.velocity = -7
p2facing = 1
kill = 0
guard.kill = 0
mindist = 10, 0
maxdist = 80, 0

[State 3002, HitDef 2]
type = HitDef
trigger1 = AnimElemTime(13) = 0
trigger2 = AnimElemTime(21) = 0
attr = S, HA
damage = 30,5
getpower = 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,ifelse(var(8)>0,14,8)
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = -20,-80
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
guard.velocity = -7
p2facing = 1
kill = 0
guard.kill = 0

[State 3002, HitDef 3]
type = HitDef
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(17) = 0
trigger3 = AnimElemTime(26) = 0
attr = S, HA
damage = 30,5
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 0,ifelse(var(8)>0,14,8)
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = -20,-80
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
guard.velocity = -7
p2facing = 1
kill = 0
guard.kill = 0

[State 3002, HitDef Grab]
type = HitDef
trigger1 = AnimElemTime(33) = 0
attr = S,HT
hitflag = MAF+
priority = 7,Hit
sparkno = -1
sprpriority = 2
p2facing = 1
p1stateno = 3003
p2stateno = 3014
guard.dist = 0
fall.xvelocity = 0
fall.yvelocity = 0
fall = 1
fall.recover = 0
hitonce = 1

[State 3002, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(7) = 0 && (var(16) = 0)
trigger3 = AnimElemTime(13) = 0
trigger4 = AnimElemTime(17) = 0 && (var(16) = 0)
trigger5 = AnimElemTime(21) = 0
trigger6 = AnimElemTime(26) = 0 && (var(16) = 0)
value = 30,0
channel = 0

[State 3002, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Final Justice (grabbing opponent)

[Statedef 3003]
type    = S
movetype= A
physics = N
poweradd= 0
anim = 3003
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3003, Bind 1]
type = TargetBind
trigger1 = Time = 0
pos = 60,0

[State 3003, Bind 2]
type = TargetBind
trigger1 = (AnimElemTime(1) >= 16) && (AnimElemTime(2) < 0)
pos = 56,4

[State 3003, Bind 3]
type = TargetBind
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
pos = -40,-2

[State 3003, Bind 4]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(4) < 0)
pos = 14,-2

[State 3003, Bind 5]
type = TargetBind
trigger1 = (AnimElemTime(4) >= 0) && (AnimElemTime(4) < 4)
pos = 52,-2

[State 3003, Bind 6]
type = TargetBind
trigger1 = (AnimElemTime(4) >= 4) && (AnimElemTime(5) < 0)
pos = 66,-2

[State 3003, TargetState]
type = TargetState
trigger1 = AnimElemTime(5) = 0
value = 3015

[State 3003, Width 1]
type = Width
trigger1 = (AnimElemTime(1) >= 0) && (AnimElemTime(2) < 0)
trigger2 = (AnimElemTime(4) >= 0) && (AnimElemTime(5) < 0)
edge = 55,0

[State 3003, Width 2]
type = Width
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
edge = 0,50

[State 3003, Width 3]
type = Width
trigger1 = (AnimElemTime(3) >= 0) && (AnimElemTime(4) < 0)
edge = 0,15

[State 3003, Width 4]
type = Width
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(6) < 0)
trigger2 = (AnimElemTime(6) >= 0) && (AnimElemTime(7) < 0)
edge = 50,0

[State 3003, Hit Spark]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 8010
postype = p2
pos = -2,-90
sprpriority = 5

[State 3003, Grab Sound]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 20,3

[State 3003, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 30,1
channel = 0

[State 3003, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(7) = 0
x = 12

[State 3003, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(3) = 0
trigger2 = AnimElemTime(7) = 0
x = 5

[State 3003, VelSet 2]
type = VelSet
trigger1 = AnimElemTime(5) = 0
trigger2 = AnimElemTime(9) = 0
x = 0

[State 3003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3004
ctrl = 0

;---------------------------------------------------------------------------
; Final Justice (jumping up)

[Statedef 3004]
type    = A
movetype= A
physics = N
poweradd= 0
anim = 3004
velset = 0,-20
ctrl = 0
sprpriority = 2

[State 3004, VelAdd]
type = VelAdd
trigger1 = Time >= 6
y = 0.39

[State 3004, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 3004, HitDef Grab]
type = HitDef
trigger1 = AnimElemTime(9) = 1
attr = S,HT
hitflag = MAF+
priority = 7,Hit
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 3005
p2stateno = 3017
guard.dist = 0
fall.xvelocity = 0
;fall.yvelocity = 0
fall = 1
fall.recover = 0
hitonce = 1

[State 3004, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Final Justice (grabbing opponent and going down)

[Statedef 3005]
type    = A
movetype= A
physics = N
poweradd= 0
anim = 3005
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3005, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(3) = 0
y = 16

[State 3005, VelSet 2]
type = VelSet
trigger1 = (Pos Y >= 10) && (Vel Y > 0)
y = 0

[State 3005, PosSet]
type = VelSet
trigger1 = (Pos Y >= 10) && (Vel Y > 0)
y = 10

[State 3005, Bind 1]
type = TargetBind
trigger1 = Time = 0
pos = -25,-14

[State 3005, Bind 2]
type = TargetBind
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
pos = -6,-13

[State 3005, Bind 3]
type = TargetBind
trigger1 = (AnimElemTime(3) >= 0)
pos = 0,-10

[State 3005, TargetState]
type = TargetState
trigger1 = Time = 54
value = 3018

[State 3005, Hurt]
type = TargetLifeAdd
trigger1 = Time = 38
value = -110

[State 3005, HitAdd]
type = HitAdd
trigger1 = Time = 38
value = 1

[State 3005, Grab Sound]
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 20,3

[State 3005, PlaySnd 1]
type = PlaySnd
trigger1 = AnimElemTime(3) = 0
value = 30,0
channel = 0

[State 3005, PlaySnd 2]
type = PlaySnd
trigger1 = Time = 38
value = 30,2
channel = 0

[State 3005, Hit Ground Sound]
type = PlaySnd
trigger1 = Time = 38
value = 22,0

[State 3005, EnvShake]
type = EnvShake
trigger1 = Time = 38
freq = 80
ampl = -15
time = 35

[State 3005, Grab Spark]
type = Explod
trigger1 = AnimElemTime(1) = 0
anim = 8010
postype = p2
pos = 30,-30
sprpriority = 5

[State 3005, Huge Explosion]
type = Explod
trigger1 = Time = 40
anim = 8060
postype = P1
pos = 2,-16
sprpriority = 5

[State 3005, ChangeState]
type = ChangeState
trigger1 = Time = 54
value = 3006
ctrl = 0

;---------------------------------------------------------------------------
; Final Justice (bounce away)

[Statedef 3006]
type    = A
movetype= I
physics = N
poweradd= 0
anim = 3006
velset = -6.5,-8
ctrl = 0
sprpriority = 2

[State 3006, AfterImage]
type = null;AfterImageTime
trigger1 = Time = 0
time = 1

[State 3006, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.39

[State 3006, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3006, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 3007
ctrl = 0

;---------------------------------------------------------------------------
; Final Justice (landing)

[Statedef 3007]
type    = S
movetype= I
physics = S
poweradd= 0
anim = 3007
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3007, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3007, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 10,1

[State 3007, Landing Dust]
type = Explod
anim = 8030
trigger1 = Time = 1
postype = P1
pos = 0,2
ownpal = 1

[State 3007, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Final Justice (opponent hitshake)

[Statedef 3010]
type    = S
movetype= H
physics = N
velset = 0,0

[State 3010, ChangeAnim2 A]
type = ChangeAnim2
trigger1 = !SelfAnimExist(5250)
trigger1 = Time >= 0
value = 3010

[State 3010, ChangeAnim B]
type = ChangeAnim
trigger1 = SelfAnimExist(5250)
trigger1 = Time >= 0
value = 5250

[State 3010, ChangeState]
type = ChangeState
trigger1 = HitShakeOver
value = 3011

[State 3010, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 3010, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 3010, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

;---------------------------------------------------------------------------
; Final Justice (opponent spiraling up)

[Statedef 3011]
type    = A
movetype= H
physics = N
poweradd= 40
ctrl = 0
sprpriority = 1

[State 3011, VelSet]
type = VelSet
trigger1 = Time = 0
y = -14

[State 3011, VelAdd]
type = VelAdd
trigger1 = Time >= 7
y = 0.62

[State 0, VelSet]
type = VelSet
trigger1 =  backedgebodydist <=5
x = .5

[State 3011, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 3012
ctrl = 0

;---------------------------------------------------------------------------
; Final Justice (opponent spiraling down)

[Statedef 3012]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority = 1

[State 3012, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.62

[State 3012, SelfState]
type = SelfState
trigger1 = (Pos Y >= 20) && (Vel Y > 0)
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; Final Justice (opponent about to get hit)

[Statedef 3013]
type    = S
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority = 1

[State 3013, ChangeAnim A]
type = ChangeAnim
trigger1 = SelfAnimExist(5251)
trigger1 = Time >= 0
value = 5251

[State 3013, ChangeAnim2 B]
type = ChangeAnim2
trigger1 = !SelfAnimExist(5251)
trigger1 = Time >= 0
value = 3011

[State 3013, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
y = 0

[State 3013, PosSet]
type = PosSet
trigger1 = Pos Y >= 0
y = 0

[State 3013, SelfState]
type = SelfState
trigger1 = Time >= 50
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; Final Justice (opponent getting thrown)

[Statedef 3014]
type    = S
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority = 3

[State 3014, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3014

;---------------------------------------------------------------------------
; Final Justice (opponent getting thrown - going up)

[Statedef 3015]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset = 0,-16
sprpriority = 0

[State 3015, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 20

[State 3015, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.39

[State 3015, Turn]
type = Turn
trigger1 = Time = 1

[State 3015, ChangeAnim2 A]
type = ChangeAnim2
trigger1 = !SelfAnimExist(5051)
trigger1 = Time = 0
value = 3015

[State 3015, ChangeAnim2 B]
type = ChangeAnim
trigger1 = SelfAnimExist(5051)
trigger1 = Time = 0
value = 5051

[State 3015, SelfState]
type = SelfState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5100
ctrl = 0

[State 3015, ChangeState]
type = ChangeState
trigger1 = Time = 40
value = 3016
ctrl = 0

;---------------------------------------------------------------------------
; Final Justice (opponent getting thrown - going up about to get hit)

[Statedef 3016]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset = 0,0
sprpriority = 3

[State 3016, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3016

[State 3016, VelAdd]
type = VelAdd
trigger1 = Time >= 50
y = 0.46

[State 3016, SelfState]
type = SelfState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; Final Justice (opponent getting thrown - going down)

[Statedef 3017]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority = 0

[State 3017, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3017

;---------------------------------------------------------------------------
; Final Justice (opponent down)

[Statedef 3018]
type    = L
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority = 0

[State 3018, SelfState]
type = SelfState
trigger1 = Time = 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
; Hyper Stars N' Stripes (ground)

[Statedef 3100]
type    = S
movetype= A
physics = N
juggle = 0; = 1
ctrl = 0
velset = 0,0
anim = 3100
poweradd = 0
sprpriority = 2

[State 3001, Varadd];Shield Throw Counter
type = null;Varadd
trigger1 = animelemtime(2)=0
v = 39
value = 3

[State 3000, AvX No BG]
type = assertspecial
trigger1 = time = 5
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3000, AvX Super Pause]
type = SuperPause
trigger1 = time = 5
Time = 40
pos = 0,-80
sound = s15,8
poweradd = -1000
movetime= 40

[State -2, AvX Hyper Background]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 5
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, AvX Hyper Portrait]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 5
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, AvX Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 5
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3100, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 35,5

[State 3100, EoH PlaySnd]
type = null;PlaySnd
trigger1 = animelem = 1
value = S15,8

[State 3000, EoH Hyper Portrait]
type = null;explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3100, EoH assertspecial]
type = null;assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3100, EoH Hyper Background]
type  = null;Explod
triggerall = Time = 40
trigger1 = p2life > 0
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 300
pos = 0,0
scale = .5,.5
bindtime = -1
;facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 3100, EoH Hyper Explode]
type = null;Explod
trigger1 = time = 15;AnimElem = 1
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3100, EoH SuperPause]
type = null;SuperPause
trigger1 = Time = 1
time = 40
pos = -16,-57
anim = S8050
poweradd = -1000
movetime = 40

[State 3100, AfterImage]
type = null;AfterImage
trigger1 = AnimElemTime(1) = 0
time = 120
length = 15
framegap = 5
palcolor = 0
palbright = -250,-20,50
trans = add1

[State 3100, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 7

[State 3100, VelSet 2]
type = VelSet
trigger1 = AnimElemTime(8) = 0
x = 6

[State 3100, VelSet 2]
type = VelSet
trigger1 = AnimElemTime(7) = 0
trigger2 = AnimElemTime(13) = 0
x = 0

[State 3100, VelAdd 1]
type = VelAdd
trigger1 = (AnimElemTime(5) >= 0) && (AnimElemTime(7) < 0) && (Vel X > 0)
x = -0.5

[State 3100, VelAdd 2]
type = VelAdd
trigger1 = (AnimElemTime(13) >= 0) && (AnimElemTime(14) < 0) && (Vel X > 0)
x = -0.4

[State 3100, Width]
type = Width
trigger1 = (AnimElemTime(17) >= 1) && (AnimTime < 0)
value = 20,0

[State 3100, PlaySnd];"Heh"
type = PlaySnd
trigger1 = (AnimElemTime(3) = 0) || (AnimElemTime(10) = 0)
value = 30,1
channel = 0

[State 3100, NotHitBy]
type = NotHitBy
trigger1 = Time = 10
value = SCA
time = 15

[State 3100, HitDef 1]
type = HitDef
triggerall = P2StateNo != [5070,5071]
trigger1 = (AnimElem = 2) || (AnimElem = 3) || (AnimElem = 4) || (AnimElem = 9) || (AnimElem = 10) || (AnimElem = 11)
attr = S, HA
damage = 30,5
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,3
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = -30,-40
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
ground.cornerpush.veloff = 0
guard.velocity = -9
airguard.velocity = -5,-1
air.type = Low
air.velocity = -1,-1
down.bounce = 1
down.velocity = -4,-7
fall = 0
fall.recover = 0
air.fall = 1

[State 3100, HitDef 1]
type = HitDef
triggerall = P2StateNo != [5070,5071]
trigger1 = (AnimElem = 16) || (AnimElem = 17)
attr = S, HA
damage = 30,5
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 0,3
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = -30,-40
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1
ground.cornerpush.veloff = 0
guard.velocity = -9
airguard.velocity = -5,-1
air.type = Low
air.velocity = -1,-1
down.bounce = 1
down.velocity = -4,-7
fall = 1
fall.recover = 0
air.fall = 1

[State 425, Pause] ;Hit Pause
type = null;Pause
trigger1 = movecontact = 1
time = 2
movetime = 1

[State 3100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0

;---------------------------------------------------------------------------
; Hyper Stars N' Stripes (air - rising)

[Statedef 3101]
type    = A
movetype= A
physics = N
juggle = 0; = 1
ctrl = 0
anim = 3101
sprpriority = 2
ctrl = 0

[State 3101, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 59
y = -15

[State 3101, VelSet 1]
type = VelSet
trigger1 = Time = 1
x = 3
y = -12

[State 3101, VelSet 2]
type = VelSet
trigger1 = AnimElemTime(1) = 15
y = -10

[State 3101, VelAdd]
type = VelAdd
trigger1 = (Time >= 10) && (Vel X > 0)
x = -0.05

[State 3101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 3101, HitDef 1]
type = HitDef
triggerall = P2StateNo != [5070,5071]
trigger1 = AnimElem = 1
attr = S, HA
damage = 90,10
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 5,5
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = 0,-90
hitsound = S20,2
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-13.5
guard.velocity = -9
airguard.velocity = -5,-1
air.type = Low
air.velocity = -6,-12.5
down.bounce = 1
down.velocity = -5,-6
air.fall = 1

[State 3101, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202
ctrl = 0

;---------------------------------------------------------------------------
; Hyper Charging Star (starting)

[Statedef 3200]
type    = S
movetype= A
physics = N
juggle = 0; = 1
ctrl = 0
anim = 3200
poweradd = 0
velset = 0,0
sprpriority = 2

[State 3000, AvX No BG]
type = assertspecial
trigger1 = time = 0
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3000, AvX Super Pause]
type = SuperPause
trigger1 = time = 0
Time = 40
pos = 0,-80
sound = s15,8
poweradd = -1000
movetime= 40

[State -2, AvX Hyper Background]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 0
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, AvX Hyper Portrait]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 0
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, AvX Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 0
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3200, EoH PlaySnd]
type = null;PlaySnd
trigger1 = animelem = 2
value = S15,8

[State 3200, EoH Hyper Portrait]
type = null;explod
trigger1 = time = 0
anim = 1080
postype = back
sprpriority = -3
supermovetime = -1
removetime = 60
pos = 0,0
bindtime = -1
removeongethit = 1

[State 3200, EoH assertspecial]
type = null;assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 3200, EoH Hyper Background]
type  = null;Explod
triggerall = Time = 40
trigger1 = p2life > 0
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 300
pos = 0,0
scale = .5,.5
bindtime = -1
;facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 3000, EoH Hyper Explode]
type = null;Explod
trigger1 = time = 8
anim = 4532
postype = p1
pos = 19,-80
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3200, EoH SuperPause]
type = null;SuperPause
trigger1 = Time = 0
time = 40
pos = 10,-82
anim = S8050
poweradd = -1000
movetime = 40

[State 3200, AfterImage]
type = null;AfterImage
trigger1 = AnimElemTime(3) = 0
time = 200
length = 15
framegap = 5
palcolor = 0
palbright = -250,-20,50
trans = add1

[State 3200, PlaySnd];"Charging Star"
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,4
channel = 0

[State 3200, HitDef 1]
type = HitDef
trigger1 = (AnimElemTime(5) = 0)
attr = S, HA
damage = 30,5
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 6,12
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = 0,-40
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.velocity = -9
air.type = Low
air.velocity = -5,-5
down.bounce = 1
down.velocity = -4,-5

[State 3201, Varadd];Shield Throw Counter
type = null;Varadd
trigger1 = animelemtime(5)=0
v = 39
value = 3

[State 3200, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3201
ctrl = 0

;---------------------------------------------------------------------------
; Hyper Charging Star (charging)

[Statedef 3201]
type    = S
movetype= A
physics = N
juggle = 0; = 1
ctrl = 0
sprpriority = 2

[State 3200, EoH Hyper Background]
type  = null;Explod
trigger1 = Time = 1
anim = 32710
postype = left
ID = 32710
sprpriority = -4
removetime = 300
pos = 0,0
scale = .5,.5
bindtime = -1
;facing=1
ignorehitpause=1
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 3201, ChangeAnim]
type = ChangeAnim
trigger1 = (Time = 0) && (PrevStateNo != 3202)
value = 3201

[State 3201, VelSet 1]
type = VelSet
trigger1 = Time = 0
x = 8

[State 3201, VelSet 2]
type = VelSet
trigger1 = PrevStateNo = 3201
x = 6

[State 3201, Width]
type = Width
trigger1 = 1
value = 15,0

[State 3201, HitOverRide]
type = HitOverRide
trigger1 = (AnimTime < 0) && (Var(40) = 1)
attr = SCA, AA, AT, AP, NA, NT, NP, SA, ST, SP, HA, HT, HP
slot = 1
stateno = 3202
time = 1

[State 3201, HitBy]
type = HitBy
trigger1 = (AnimTime < 0) && (Var(40) = 1)
value = SCA, NP, SP, HP
time = 1

[State 3201, DefenceMulSet]
type = DefenceMulSet
trigger1 = (AnimTime < 0) && (Var(40) = 1)
value = 0

[State 3201, Helper FX]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Hyper Charging Star FX"
ID = 8062
pos = 0,0
postype = P1
stateno = 3205
ownpal = 1
ignorehitpause = 1
superpause = 9999
pause = 9999

[State 3201, HitDef 1]
type = HitDef
triggerall = (P2StateNo != [5070,5071])
trigger1 = 1
attr = S, HA
damage = 40,5
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 9,10
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = -10,-65
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.velocity = -9
air.type = Low
air.velocity = -5,-5
fall = ifelse(movecontact >= 7, 1, 0)
fall.recover = 0
down.bounce = 1
down.velocity = -5,-5

[State 3201, ChangeState 1]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = Var(20) >= 31
value = 3203
ctrl = 0

[State 3201, ChangeState 2]
type = ChangeState
trigger1 = MoveContact
value = 3210
ctrl = 0

;---------------------------------------------------------------------------
; Hyper Charging Star (charging) HitOverRide

[Statedef 3202]
type    = S
movetype= A
physics = N
juggle = 0; = 1
ctrl = 0
sprpriority = 1

[State 3202, AfterImageTime]
type = null;AfterImageTime
trigger1 = Time = 0
time = 200

[State 3202, AnimElem VarSet]
type = VarSet
trigger1 = Time <= 0
v = 26
value = AnimElemNo(0)

[State 3202, HitOverRide]
type = HitOverRide
trigger1 = (AnimTime < 0) && (Var(40) = 1)
attr = SCA, AA, AT, AP, NA, NT, NP, SA, ST, SP, HA, HT, HP
slot = 1
stateno = 3202
time = 1

[State 3202, HitBy]
type = HitBy
trigger1 = (AnimTime < 0) && (Var(40) = 1)
value = SCA, NP, SP, HP
time = 1

[State 3202, DefenceMulSet]
type = DefenceMulSet
trigger1 = (AnimTime < 0) && (Var(40) = 1)
value = 0

[State 3202, VelSet]
type = VelSet
trigger1 = 1
x = 0.2

[State 3202, HitDef 1]
type = HitDef
triggerall = (P2StateNo != [5070,5071])
trigger1 = 1
attr = S, HA
damage = 40,5
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 9,10
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = -10,-65
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.velocity = -9
air.type = Low
air.velocity = -5,-5
fall = ifelse(Movecontact >= 7, 1, 0)
fall.recover = 0
down.bounce = 1
down.velocity = -5,-5

[State 3202, ChangeState 1]
type = ChangeState
trigger1 = (Time >= 10) || (Time >= floor(GetHitVar(HitTime)))
value = 3201

[State 3202, ChangeState 2]
type = ChangeState
trigger1 = MoveContact
value = 3210
ctrl = 0

;---------------------------------------------------------------------------
; Hyper Charging Star (end)

[Statedef 3203]
type    = S
movetype= A
physics = N
anim = 3202
ctrl = 0
sprpriority = 2

[State 3203, AfterImageTime]
type = null;AfterImageTime
trigger1 = Time = 0
time = 1

[State 3203, VelSet End]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 1.84

[State 3203, DefenceMulSet]
type = DefenceMulSet
trigger1 = Time = 0
value = 1

[State 3203, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Hyper Charging Star FX Helper

[Statedef 3205]
type    = S
movetype= I
physics = N
ctrl = 0
sprpriority = 2

[State 3205, SprPriority 1]
type = SprPriority
trigger1 = parent, StateNo = 3201
value = 3

[State 3205, SprPriority 2]
type = SprPriority
trigger1 = parent, StateNo = 3202
value = 2

[State 3205, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 3205, ChangeAnim 1]
type = ChangeAnim
trigger1 = (parent, Var(40) != 1) && (Anim != 8062)
value = 8062
elem = AnimElemNo(0)

[State 3205, ChangeAnim 2]
type = ChangeAnim
trigger1 = (parent, Var(40) = 1) && (Anim != 8063)
value = 8063
elem = AnimElemNo(0)

[State 3205, ChangeState]
type = ChangeState
trigger1 = parent, StateNo = 3203
value = 3206

[State 3205, DestroySelf]
type = DestroySelf
trigger1 = (parent, StateNo != [3201,3203]) && (parent, StateNo != 3210)

;---------------------------------------------------------------------------
; Hyper Charging Star FX Helper (end)

[Statedef 3206]
type    = S
movetype= I
physics = N
anim = 8064
ctrl = 0
sprpriority = 3

[State 3206, BindToParent]
type = BindToParent
trigger1 = 1
pos = 0,0

[State 3206, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Hyper Charging Star (charging - hit success)

[Statedef 3210]
type    = S
movetype= A
physics = N
juggle = 0; = 1
anim = 3210
ctrl = 0
sprpriority = 2

[State 3210, VelSet 1]
type = VelSet
trigger1 = 1
x = 8

[State 3210, Width]
type = Width
trigger1 = 1
value = 20,0

[State 3210, NotHitBy]
type = NotHitBy
trigger1 = Var(40) = 1
value = SCA
time = 1

[State 3210, VarSet]
type = VarSet
trigger1 = HitCount >= 7
v = 25
value = 1

[State 3210, HitDef 1]
type = HitDef
trigger1 = (Time%3 = 0) && (AnimElemTime(1) < 21)
attr = S, HA
damage = 30,5
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 9,12
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = -10,-65
hitsound = S20,1
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5,-5
ground.cornerpush.veloff = 0
guard.velocity = -9
air.type = Low
air.velocity = -5,-5
fall = 0
fall.recover = 0
down.bounce = 1
down.velocity = -5,-5

[State 3210, HitDef 2]
type = HitDef
trigger1 = AnimElemTime(1) = 22
attr = S, HA
damage = 50,10
getpower = 0
animtype = Heavy
guardflag = MA
hitflag = MAFl
priority = 7, Hit
pausetime = 4,5
sparkno = 3;s7703
;guard.sparkno = 8430
sparkxy = -10,-65
hitsound = S20,2
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9,-9
yaccel = 0.47
ground.cornerpush.veloff = -35
guard.velocity = -9
air.type = Low
air.velocity = -9,-8
fall = 1
fall.recover = 0
down.bounce = 1
down.velocity = -7,-7

[State 3210, Push Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Push"
ID = 3211
pos = 0,0
postype = P1
stateno = 3211
ownpal = 1
ignorehitpause = 1

[State 3210, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3203
ctrl = 0

;---------------------------------------------------------------------------
; Push

[Statedef 3211]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1430
sprpriority = -5

[State 3211, BindToParent]
type = BindToParent
trigger1 = 1
facing = 1
pos = 0,0
time = -1

[State 3211, HitOverRide]
type = HitOverRide
trigger1 = 1
attr = SCA, AA, AT, AP, NA, NT, NP, SA, ST, SP, HA, HT, HP
slot = 1
stateno = 3211
time = -1

[State 3211, HitBy]
type = HitBy
trigger1 = 1
value = SCA, NP, SP, HP
time = 1

[State 3211, DestroySelf]
type = DestroySelf
trigger1 = (parent, StateNo != 3210)

;---------------------------------------------------------------------------
; Hyper Shield Throw

[Statedef 3300]
type    = S
movetype= A
physics = S
juggle = 0; = 1
velset = 0,0
anim = 3300
ctrl = 0
sprpriority = 2
poweradd = 0

[State 3300, AvX No BG] ;Moved to statedef 23300
type = null;assertspecial
trigger1 = time = 5
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 3300, AvX Super Pause]
type = SuperPause
trigger1 = time = 0
Time = 40
pos = 0,-80
sound = s15,8
poweradd = -1000
movetime= 40

[State 3300, AvX Hyper Background]
type = Helper
triggerall = !numhelper(40001)
trigger1 = time = 0
helpertype = normal
name = "HSDM"
ID = 40001
stateno = 40001
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3300, AvX Hyper Portrait]
type = Helper
triggerall = !numhelper(40003)
trigger1 = time = 0
helpertype = normal
name = "H.Port"
ID = 40003
stateno = 40003
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3300, AvX Helper]
type = Helper
triggerall = !numhelper(40004)
trigger1 = time = 0
helpertype = normal
name = "Player 1"
ID = 40004
stateno = 40004
pos = 160,120
postype = left
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State 3300, PlaySnd] ;"Hyper"
type = PlaySnd
trigger1 = AnimElemTime(1) = 0
value = 35,4
channel = 7

[State 3300, StopSnd] ;"Hyper"
type = StopSnd
trigger1 = time = 50
channel = 7

[State 3300, PlaySnd] ;"Shield Slash"
type = PlaySnd
trigger1 = AnimElemTime(4) = 0
value = 35,0
channel = 0

[State 3300, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(5) = 0
value = 21,4

[State 3300, Shield VarSet]
type = VarSet
trigger1 = (AnimElemTime(5) = 0) && (MoveContact = 0)
v = 40
value = 0

[State 3300, HitDef]
type = HitDef
triggerall = var(16) = 0
trigger1 = AnimElem = 4
attr = S, HP
damage = 100,10
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,ifelse(var(8)>0,14,8)
sparkno = 2;s7702
;guard.sparkno = 8430
sparkxy = 15,-32
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = -7,-1.5
down.bounce = 1
down.velocity = -4,-4
getpower = 0

[State 3300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Stand)
[Statedef 6300]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 1111
sprpriority = 2

[State 6300, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6300, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6300, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6300, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6300, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6300, a6]
type = Explod
trigger1 = Time = 0
anim = 7020
postype = p1
pos = 33,-70
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 6300, a8]
type = PlaySnd
trigger1 = Time = 0
value = 1,0
channel = 0

[State 6300, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Crouch)
[Statedef 6310]
type    = C
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 121
sprpriority = 2

[State 6310, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6310, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6310, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6310, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6310, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6310, a6]
type = Explod
trigger1 = Time = 0
anim = 7020
postype = p1
pos = 33,-45
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

[State 6310, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 6310, a8]
type = PlaySnd
trigger1 = Time = 0
value = 50,0
channel = 0

[State 6310, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (air)
[Statedef 6320]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 10,0
ctrl = 0
anim = 122
sprpriority = 2

[State 6320, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6320, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6320, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6320, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6320, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6320, a6]
type = Explod
trigger1 = Time = 0
anim = 7020
postype = p1
pos = 33,-55
ownpal = 1
vel = 2,0
ignorehitpause = 1
sprpriority = 7
scale = .5,.5

[State 6320, a7]
type = PlaySnd
trigger1 = Time = 0
value = 54,3
volume = 255
channel = 1

[State 6320, a8]
type = PlaySnd
trigger1 = Time = 0
value = 50,0
channel = 0

[State 6320, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

;---------------------------------------------------------------------------
;Guard Push (Helper)
[Statedef 6350]
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1112
sprpriority = -4

[State 6350, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 6350, a2]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 6350, a3]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 6350, a4]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 6350, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6350, a6]
type = DestroySelf
trigger1 = Time >= 18


;---------------------------------------------------------------------------
; Shield State
[Statedef 10000]
type    = S
movetype = I
physics = N
sprpriority = 2
anim = 10000
ctrl = 0

[State 10000, ChangeAnim];If forced into custom anim.
type = ChangeAnim
trigger1 = anim < 10000
value = 10000

[State 10000, PosSet]
type = PosSet
trigger1 = parentdist x > 250
trigger1 = parentdist x < -250
x = 0
y = 0

[State 10000, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 10000, BindToParent]
type = BindToParent
trigger1 = (parent,var(43)= 9696)
facing = 1
pos = 0,0
time = 0

[State 10000, ChangeState] ;Changed Trigger, you are now looking at var(43)
type = ChangeState
trigger1 = (parent,var(43)= 9696)
trigger1 = parent, ctrl = 0
;trigger1 = parent, gethitvar(hitshaketime) !=0
;trigger1 = parent, gethitvar(hitshaketime) >=2
value = 22000

[State 10000, BindToParent];Moved this above our custom state checker
type = BindToParent
trigger1 = 1
facing = 1
pos = 0,0
time = ifelse (parent, Var(40) = 1, -1, 0)

[State 10000, Pause] ;Hit Pause
type = Pause
triggerall = movecontact = 1
trigger1 = parent,stateno = [600,655]
time = 2
movetime = 1
pausebg = 0
endcmdbuftime = 2

;---------------------------------------------------------------------------
; Shield Sprite Priority
[State 10000, Main -1]
type = SprPriority
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 5080
trigger2 = parent, Anim = 5090
trigger3 = parent, Anim = 1300
trigger4 = parent, Anim = 900
trigger5 = (parent, Anim = 250)
trigger6 = (parent, Anim = 450) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(2) < 0)
trigger7 = (parent, Anim = 851) && (parent, AnimElemTime(2) >= 0) && (parent, AnimElemTime(5) < 0)
value = -1

[State 11202, Stars N' Stripes -1]
type = SprPriority
trigger1 = (parent, Anim = 1202) && (parent, AnimElemTime(1) >= 0)
trigger2 = (parent, Anim = 3100) && (parent, AnimElemTime(5) >= 0) && (parent, AnimElemTime(8) < 0)
trigger3 = (parent, Anim = 3100) && (parent, AnimElemTime(12) >= 0) && (parent, AnimElemTime(15) < 0)
value = -1

[State 10000, Main 0]
type = SprPriority
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 122
trigger2 = (parent, Anim = 450) && (parent, AnimElemTime(2) >= 0) && (parent, AnimElemTime(3) < 0)
value = 0

[State 10000, Main 1]
type = SprPriority
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 0
trigger2 = parent, Anim = 5
trigger3 = parent, Anim = 6
trigger4 = parent, Anim = 10
trigger5 = parent, Anim = 11
trigger6 = parent, Anim = 12
trigger7 = parent, StateNo = 0
trigger8 = parent, StateNo = 11
trigger9 = parent, StateNo = 20
trigger10 = parent, Anim = 5030
trigger11 = parent, Anim = 5040
trigger12 = parent, Anim = 5210
trigger13 = parent, Anim = 5050
trigger14 = parent, Anim = 5070
trigger15 = parent, Anim = 5150
trigger16 = parent, Anim = 5200
trigger17 = (parent, Anim = 220) && (parent, AnimElemTime(2) >= 0)
trigger18 = (parent, Anim = 220) && (parent, AnimElemTime(3) >= 0)
trigger19 = (parent, Anim = 250) && (parent, AnimElemTime(2) >= 0)
trigger20 = parent, Anim = 420
trigger21 = (parent, Anim = 430) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(5) < 0)
trigger22 = (parent, Anim = 610) && (parent, AnimElemTime(2) >= 0)
trigger23 = (parent, Anim = 620) && (parent, AnimElemTime(3) >= 0)
trigger24 = (parent, Anim = 615) && (parent, AnimElemTime(2) >= 0)
trigger25 = (parent, Anim = 801) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(7) < 0)
trigger26 = (parent, Anim = 851) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(2) < 0)
trigger27 = (parent, Anim = 851) && (parent, AnimElemTime(5) >= 0)
value = 1

[State 10000, Specials 1]
type = SprPriority
triggerall = parent, Var(40) = 1
trigger1 = (parent, Anim = 1000) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(5) < 0)
trigger2 = (parent, Anim = 1010) && (parent, AnimElemTime(2) >= 0)
trigger3 = (parent, Anim = 1020) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(4) < 0)
trigger4 = (parent, Anim = 1020) && (parent, AnimElemTime(6) >= 0) && (parent, AnimElemTime(8) < 0)
trigger5 = (parent, Anim = 1100) && (parent, AnimElemTime(2) >= 0) && (parent, AnimElemTime(4) < 0)
trigger6 = (parent, Anim = 1100) && (parent, AnimElemTime(7) >= 0) && (parent, AnimElemTime(8) < 0)
trigger7 = (parent, Anim = 1110) && (parent, AnimElemTime(2) >= 0) && (parent, AnimElemTime(4) < 0)
trigger8 = (parent, Anim = 1120) && (parent, AnimElemTime(2) >= 0) && (parent, AnimElemTime(8) < 0)
value = 1

[State 11400, Chargin Star 1]
type = SprPriority
trigger1 = (parent, Anim = 1400) && (parent, AnimElemTime(13) >= 0)
trigger2 = (parent, Anim = 1410) && (parent, AnimElemTime(16) >= 0)
trigger3 = (parent, Anim = 1420) && (parent, AnimElemTime(19) >= 0)
trigger4 = (parent, Anim = 3202) && (parent, AnimElemTime(3) >= 0)
value = 1

[State 13000, Final Justice 1]
type = SprPriority
trigger1 = (parent, Anim = 3000) && (parent, AnimElemTime(5) >= 0) && (parent, AnimElemTime(22) < 0)
trigger2 = (parent, Anim = 3000) && (parent, AnimElemTime(23) >= 0)
trigger3 = (parent, Anim = 3001) && (parent, AnimElemTime(1) >= 0)
trigger4 = (parent, Anim = 3002) && (parent, AnimElemTime(33) >= 0)
trigger5 = (parent, Anim = 3003) && (parent, AnimElemTime(3) >= 0) && (parent, AnimElemTime(5) < 0)
trigger6 = (parent, Anim = 3003) && (parent, AnimElemTime(8) >= 0)
trigger7 = (parent, Anim = 3004)
value = 1

[State 10000, Main 2]
type = SprPriority
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 40
trigger2 = parent, StateNo = 50
trigger3 = parent, Anim = 100
trigger4 = parent, Anim = 101
trigger5 = parent, Anim = 105
trigger6 = parent, Anim = 122
trigger7 = parent, Anim = 132
trigger8 = parent, Anim = 142
trigger9 = parent, Anim = 152
trigger10 = parent, Anim = 5100
trigger11 = parent, Anim = 5170
trigger12 = parent, Anim = 5110
trigger13 = parent, Anim = 5120
value = 2

[State 10000, Main 3]
type = SprPriority
triggerall = parent, Var(40) = 1
trigger1 = (parent, Anim = [181,183]) || parent, Anim = 193
trigger2 = parent, Anim = 200
trigger3 = parent, Anim = 210
trigger4 = (parent, Anim = 220) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(2) < 0)
trigger5 = (parent, Anim = 220) && (parent, AnimElemTime(4) >= 0)
trigger6 = parent, Anim = 230 || parent, Anim = 240
trigger7 = parent, Anim = 240
trigger8 = (parent, Anim = 250) && (parent, AnimElemTime(15) >= 0)
trigger9 = parent, Anim = 410 || parent, Anim = 400
trigger10 = (parent, Anim = 420) && (parent, AnimElemTime(3) >= 0)
trigger11 = parent, Anim = 415
trigger12 = (parent, Anim = 430) && (parent, AnimElemTime(5) >= 0)
trigger13 = parent, Anim = 440
trigger14 = (parent, Anim = 450) && (parent, AnimElemTime(3) >= 0)
trigger15 = (parent, Anim = 600)
trigger16 = (parent, Anim = 610) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(2) < 0)
trigger17 = (parent, Anim = 610) && (parent, AnimElemTime(8) >= 0)
trigger18 = (parent, Anim = 620) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(2) < 0)
trigger19 = (parent, Anim = 620) && (parent, AnimElemTime(2) >= 0) && (parent, AnimElemTime(3) < 0)
trigger20 = (parent, Anim = 620) && (parent, AnimElemTime(4) >= 0)
trigger21 = (parent, Anim = 615) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(2) < 0)
trigger22 = (parent, Anim = 615) && (parent, AnimElemTime(7) >= 0)
trigger23 = (parent, Anim = 630)
trigger24 = parent, Anim = 640
trigger25 = parent, Anim = 650
trigger26 = parent, Anim = 655
trigger27 = (parent, Anim = 801) && (parent, AnimElemTime(7) >= 0)
trigger28 = parent, Anim = 821
trigger29 = parent, Anim = [44,47]
value = 3

[State 10000, Special 3]
type = SprPriority
triggerall = parent, Var(40) = 1
trigger1 = (parent, Anim = 1000) && (parent, AnimElemTime(5) >= 0)
trigger2 = (parent, Anim = 1010) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(2) < 0)
trigger3 = (parent, Anim = 1010) && (parent, AnimElemTime(8) >= 0)
trigger4 = (parent, Anim = 1020) && (parent, AnimElemTime(4) >= 0) && (parent, AnimElemTime(6) < 0)
trigger5 = (parent, Anim = 1020) && (parent, AnimElemTime(8) >= 0)
trigger6 = (parent, Anim = 1100) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(2) < 0)
trigger7 = (parent, Anim = 1100) && (parent, AnimElemTime(4) >= 0) && (parent, AnimElemTime(7) < 0)
trigger8 = (parent, Anim = 1100) && (parent, AnimElemTime(8) >= 0)
trigger9 = (parent, Anim = 1110) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(2) < 0)
trigger10 = (parent, Anim = 1110) && (parent, AnimElemTime(4) >= 0)
trigger11 = (parent, Anim = 1120) && (parent, AnimElemTime(8) >= 0)
trigger12 = parent, Anim = 1500
value = 3

[State 11200, Stars N' Stripes 3]
type = SprPriority
trigger1 = (parent, Anim = 1200) && (parent, AnimElemTime(1) >= 0)
trigger2 = (parent, Anim = 3100) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(5) < 0)
trigger3 = (parent, Anim = 3100) && (parent, AnimElemTime(8) >= 0) && (parent, AnimElemTime(12) < 0)
trigger4 = (parent, Anim = 3100) && (parent, AnimElemTime(15) >= 0)
trigger5 = (parent, Anim = 3101)
value = 3

[State 11400, Chargin Star 3]
type = SprPriority
trigger1 = (parent, Anim = 1400) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(13) < 0)
trigger2 = (parent, Anim = 1410) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(16) < 0)
trigger3 = (parent, Anim = 1420) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(19) < 0)
trigger4 = (parent, Anim = 3200) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(3) < 0)
value = 3

[State 13000, Final Justice 3]
type = SprPriority
trigger1 = (parent, Anim = 3000) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(5) < 0)
trigger2 = (parent, Anim = 3000) && (parent, AnimElemTime(22) >= 0) && (parent, AnimElemTime(23) < 0)
trigger3 = (parent, Anim = 3002) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(33) < 0)
trigger4 = (parent, Anim = 3003) && (parent, AnimElemTime(1) >= 0) && (parent, AnimElemTime(3) < 0)
trigger5 = (parent, Anim = 3003) && (parent, AnimElemTime(5) >= 0) && (parent, AnimElemTime(8) < 0)
trigger6 = (parent, Anim = 3005)
value = 3

;---------------------------------------------------------------------------
; Shield Play Sound

[State 10000, PlaySnd]
type = PlaySnd
trigger1 = (parent, Var(31) = 1) && (Time = 1) && (RoundState = [2,3])
value = 20,3

;---------------------------------------------------------------------------
;Shield Animations

[State 10000, Stand]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = [0,189]
trigger2 = parent, Anim = 195
trigger3 = parent, Anim = [197,655]
trigger4 = (parent, Anim = 801) || (parent, Anim = 821) || (parent, Anim = 851)
trigger5 = parent, Anim = [7000,7002]
trigger6 = parent, Anim = 5300
trigger7 = parent, Anim = 1300
trigger8 = parent, Anim = 1500
trigger9 = parent, Anim = 1001
trigger10 = parent, Anim = [3000, 3300]
value = Parent,Anim+10000
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

;---------------------------------------------------------------------------
;Intro 1

[State 10190, Intro 1a]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 191
trigger1 = anim != 10190
value = 10190
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

;---------------------------------------------------------------------------
;Intro 2

[State 10900, Intro 2]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 193
trigger1 = anim != 10193
value = 10193
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

;---------------------------------------------------------------------------
; Recovery Roll

[State 10900, Recovery Roll]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 931
trigger1 = anim != 10900
value = 10900
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

;---------------------------------------------------------------------------
; Invisible Shield

[State 109900, Shield Grab]
type = ChangeAnim
triggerall = parent, Var(40) = 1
triggerall = anim != 8999
trigger1 = (parent, Anim = 990) || (parent, Anim = 995) ;Shield Grab
trigger2 = parent, stateno = [5000,5299] ;Get hit
trigger3 = parent, Anim = 190  ;Intro 1
trigger4 = parent, Anim = 194  ;Mask Intro
trigger5 = parent, Anim = 196  ;Flag Intro
trigger6 = parent, Anim = 3201 ; Hyper Chargin Star
value = 8999
ignorehitpause = 1

;---------------------------------------------------------------------------
;Shield Throw X

[State 11000, Shield Throw X]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 1000
;trigger1 = anim != 11000
value = 11000
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 11000, ChangeState]
type = ChangeState
trigger1 = (parent, Anim = 1000) && (parent, AnimElemTime(5) = 0) && (parent, MoveContact = 0)
value = 11005

;---------------------------------------------------------------------------
;Shield Throw Y

[State 11010, Shield Throw Y]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 1010
;trigger1 = anim != 11010
value = 11010
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 11010, ChangeState]
type = ChangeState
trigger1 = (parent, Anim = 1010) && (parent, AnimElemTime(6) = 0) && (parent, MoveContact = 0)
value = 11015

;---------------------------------------------------------------------------
;Shield Throw Z

[State 11020, Shield Throw Z]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 1020
;trigger1 = anim != 11020
value = 11020
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 11060, ChangeState]
type = ChangeState
trigger1 = (parent, Anim = 1020) && (parent, AnimElemTime(5) = 0)  && (parent, MoveContact = 0)
value = 11025

;---------------------------------------------------------------------------
;Air Shield Throw X

[State 11100, Air Shield Throw X]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 1100
;trigger1 = anim != 11100
value = 11100
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 11100, ChangeState]
type = ChangeState
trigger1 = (parent, Anim = 1100) && (parent, AnimElemTime(5) = 0) && (parent, MoveContact = 0)
trigger2 = (parent, prevstateno = 1100)
value = 11105

;---------------------------------------------------------------------------
;Air Shield Throw Y

[State 11110, Air Shield Throw Y]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 1110
;trigger1 = anim != 11110
value = 11110
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 11110, ChangeState]
type = ChangeState
trigger1 = (parent, Anim = 1110) && (parent, AnimElemTime(5) = 0) && (parent, MoveContact = 0)
trigger2 = (parent, prevstateno = 1110)
value = 11115

;---------------------------------------------------------------------------
;Air Shield Throw Z

[State 11120, Air Shield Throw Z]
type = ChangeAnim
triggerall = parent, Var(40) = 1
trigger1 = parent, Anim = 1120
;trigger1 = anim != 11120
value = 11120
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 11120, ChangeState]
type = ChangeState
trigger1 = (parent, Anim = 1120) && (parent, AnimElemTime(5) = 0) && (parent, MoveContact = 0)
trigger2 = (parent, prevstateno = 1120)
value = 11125

;---------------------------------------------------------------------------
; Stars N' Stripes (ground)

[State 11200, Stars N' Stripes]
type = ChangeAnim
triggerall = parent, Var(40) = 1
triggerall = anim != 11200
trigger1 = parent, Anim = 1200
value = 11200
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 1201 Pause] ;Hit Pause
type = Pause
triggerall = parent, movecontact
trigger1 = parent, anim = 1200
trigger2 = parent, anim = 1210
trigger3 = parent, anim = 1220
time = 8
movetime = 1
pausebg = 0

;---------------------------------------------------------------------------
; Stars N' Stripes (air - rising)

[State 11201, Stars N' Stripes]
type = ChangeAnim
triggerall = parent, Var(40) = 1
triggerall = anim != 11201
trigger1 = (parent, Anim = 1201) && (parent, AnimElemTime(1) >= 0)
trigger2 = (parent, Anim = 1211) && (parent, AnimElemTime(1) >= 0)
value = 11201
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

;---------------------------------------------------------------------------
; Stars N' Stripes (air - falling)

[State 11202, Stars N' Stripes]
type = ChangeAnim
triggerall = parent, Var(40) = 1
triggerall = anim != 11202
trigger1 = (parent, Anim = 1202) && (parent, AnimElemTime(1) >= 0)
value = 11202
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

;---------------------------------------------------------------------------
; Charging Star

[State 11400, Charging Star 1]
type = ChangeAnim
triggerall = parent, Var(40) = 1
triggerall = anim != 11400
trigger1 = (parent, Anim = 1400) && (parent, AnimElemTime(1) >= 0)
value = 11400
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 11400, Charging Star 1]
type = ChangeAnim
triggerall = parent, Var(40) = 1
triggerall = anim != 11410
trigger1 = (parent, Anim = 1410) && (parent, AnimElemTime(1) >= 0)
value = 11410
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

[State 11400, Charging Star 1]
type = ChangeAnim
triggerall = parent, Var(40) = 1
triggerall = anim != 11420
trigger1 = (parent, Anim = 1420) && (parent, AnimElemTime(1) >= 0)
value = 11420
elem = Parent,AnimElemNo(0)
ignorehitpause = 1

;---------------------------------------------------------------------------
;Hyper Shield Throw

[State 13300, ChangeState]
type = ChangeState
trigger1 = (parent, Anim = 3300) && (parent, AnimElemTime(5) = 0) && (parent, MoveContact = 0)
value = 23300

;---------------------------------------------------------------------------
; Shield Throw X (flying shield)
[Statedef 11005]
type    = A
movetype = A
physics = N
sprpriority = 3
anim = 11015
juggle = 0; = 1
velset = 0,0
ctrl = 0

[State 11005, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 11005, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  30
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 2
trans = addalpha
alpha = 100, 255

[State 11005, VelSet 1]
type = VelSet
trigger1 = Time = 0
x = 14
y = 0.7

[State 11005, VelSet 2]
type = VelSet
trigger1 = Time = 11
x = 14
y = 0

[State 11005, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 84
y = -28

[State 11005, HitDef]
type = HitDef
triggerall = parent,stateno != 3000
triggerall = parent,stateno != 3100
triggerall = parent,stateno != 3200
triggerall = parent,var(39)<4
triggerall = enemynear, stateno != 5110
triggerall = parent, fvar(29) = 0
trigger1 = AnimElem = 1
attr = S, SP
damage = 35,7
animtype = Heavy
guardflag = MA
hitflag = MA
priority = 5, Hit
pausetime = 0,9
sparkno = 2
;guard.sparkno = 8430
sparkxy = 15,-5
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
guard.velocity = -11
air.type = Low
air.velocity = 0,-1.5
down.bounce = 1
down.velocity = 0,-6
fall.velocity = 0,-4

[State 11005, HitDef]
type = HitDef
triggerall = parent,stateno != 3000
triggerall = parent,stateno != 3100
triggerall = parent,stateno != 3200
triggerall = parent,var(39)<4
;triggerall = enemynear, stateno = 5110
triggerall = parent, fvar(29) = 0
trigger1 = AnimElem = 1
attr = S, SP
damage = 35,7
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,9
sparkno = 2
;guard.sparkno = 8430
sparkxy = 15,-5
hitsound = S20,0
guardsound = S20,4
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2
guard.velocity = -11
air.type = Low
air.velocity = 0,-1.5
down.bounce = 1
down.velocity = 0,-6
fall.velocity = 0,-4
fall = 1

[State 11005, Varset]
type = Parentvarset
trigger1 = movehit
fv = 29
value = 1

[State 11005, HitOverRide]
type = HitOverRide
trigger1 = Time = 0
attr = SCA, AA, AP, AT, SA, SP, ST, NA, NP, ST, HA, HP, HT
slot = 0
stateno = 21000
time = -1

[State 11005, Shield Return]
type = ChangeState
triggerall = parent,var(16) = 0
triggerall = time > 30
trigger1 = parent, command = "SpecialX"
trigger2 = parent, command = "SpecialY"
trigger3 = parent, command = "SpecialZ"
value = 20001

[State 11005, Travel Full Distance]
type = ChangeState
triggerall = parent,var(16) = 1
trigger1 = time = 20
value = 20002

[State 11005, Bounce Off Screen]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = FrontEdgeBodyDist <= -20
value = 21000

[State 11005, Bounce Off Opponent]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = MoveContact = 1
value = 21005

;---------------------------------------------------------------------------
; Shield Throw Y (flying shield)
[Statedef 11015]
type    = A
movetype = A
physics = N
sprpriority = 3
anim = 11015
juggle = 0; = 1
velset = 0,0
ctrl = 0

[State 11015, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 11015, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  30
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 2
trans = addalpha
alpha = 100, 255

[State 11015, VelSet]
type = VelSet
trigger1 = Time = 0
x = 14

[State 11015, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 158
y = -77

[State 11015, HitDef]
type = HitDef
triggerall = parent,stateno != 3000
triggerall = parent,stateno != 3100
triggerall = parent,stateno != 3200
triggerall = parent,var(39)<4
trigger1 = AnimElem = 1
attr = S, SP
damage = 35,7
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,9
sparkno = 2
;guard.sparkno = 8430
sparkxy = 15,-5
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = 0,-1.5
down.bounce = 1
down.velocity = 0,-4

[State 11015, HitOverRide]
type = HitOverRide
trigger1 = Time = 0
attr = SCA, AA, AP, AT, SA, SP, ST, NA, NP, ST, HA, HP, HT
slot = 0
stateno = 21000
time = -1

[State 11015, Shield Return]
type = ChangeState
triggerall = parent,var(16) = 0
triggerall = time > 30
trigger1 = parent, command = "SpecialX"
trigger2 = parent, command = "SpecialY"
trigger3 = parent, command = "SpecialZ"
value = 20001

[State 11015, Travel Full Distance]
type = ChangeState
triggerall = parent,var(16) = 1
trigger1 = time = 20
value = 20002

[State 11015, Bounce Off Screen]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = FrontEdgeBodyDist <= -20
value = 21000

[State 11015, Bounce Off Opponent]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = MoveContact = 1
value = 21005

;---------------------------------------------------------------------------
; Shield Throw Z (flying shield)
[Statedef 11025]
type    = A
movetype = A
physics = N
sprpriority = 3
anim = 11025
juggle = 0; = 1
velset = 0,0
ctrl = 0

[State 11025, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 11025, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  30
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 2
trans = addalpha
alpha = 100, 255

[State 11025, VelSet]
type = VelSet
trigger1 = Time = 0
x = 14
y = -5.5

[State 11025, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 36
y = -72

[State 11025, HitDef]
type = HitDef
triggerall = parent,stateno != 3000
triggerall = parent,stateno != 3100
triggerall = parent,stateno != 3200
triggerall = parent,var(39)<4
trigger1 = AnimElem = 1
attr = S, SP
damage = 35,7
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,9
sparkno = 2
;guard.sparkno = 8430
sparkxy = 15,-5
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -5
air.type = Low
air.velocity = 0,-1.5
down.bounce = 1
down.velocity = 0,-4

[State 11025, HitOverRide]
type = HitOverRide
trigger1 = Time = 0
attr = SCA, AA, AP, AT, SA, SP, ST, NA, NP, ST, HA, HP, HT
slot = 0
stateno = 21000
time = -1

[State 11025, Shield Return]
type = ChangeState
triggerall = parent,var(16) = 0
triggerall = time > 30
trigger1 = parent, command = "SpecialX"
trigger2 = parent, command = "SpecialY"
trigger3 = parent, command = "SpecialZ"
value = 20001

[State 11025, Travel Full Distance]
type = ChangeState
triggerall = parent,var(16) = 1
trigger1 = time = 20
value = 20002

[State 11025, Bounce Off Screen]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = FrontEdgeBodyDist <= -20
value = 21000

[State 11025, Bounce Off Opponent]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = MoveContact = 1
value = 21005

;---------------------------------------------------------------------------
; Air Shield Throw X (flying shield)
[Statedef 11105]
type    = A
movetype = A
physics = N
sprpriority = 3
anim = 11005
juggle = 0; = 5
velset = 0,0
ctrl = 0

[State 11105, BindToParent]
type = BindToParent
trigger1 = 1
facing = 1
pos = 0,0
time = 0

[State 11105, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 40
value = 0

[State 11105, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 11105, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  30
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 2
trans = addalpha
alpha = 100, 255

[State 11105, VelSet]
type = VelSet
trigger1 = 1
x = 14
y = 3.6

[State 1110500, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 98
y = -68

[State 11105, HitDef]
type = HitDef
triggerall = parent,stateno != 3000
triggerall = parent,stateno != 3100
triggerall = parent,stateno != 3200
triggerall = parent,var(39)<4
trigger1 = AnimElem = 1
attr = S, SP
damage = 35,7
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,9
sparkno = 2
;guard.sparkno = 8430
sparkxy = 15,-5
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -5
air.type = Low
air.velocity = 0,-1.5
down.bounce = 1
down.velocity = 0,-4

[State 11105, HitOverRide]
type = HitOverRide
trigger1 = Time = 0
attr = SCA, AA, AP, AT, SA, SP, ST, NA, NP, ST, HA, HP, HT
slot = 0
stateno = 21000
time = -1

[State 11105, Shield Return]
type = ChangeState
triggerall = parent,var(16) = 0
triggerall = time > 30
trigger1 = parent, command = "SpecialX"
trigger2 = parent, command = "SpecialY"
trigger3 = parent, command = "SpecialZ"
value = 20001

[State 11105, Travel Full Distance]
type = ChangeState
triggerall = parent,var(16) = 1
trigger1 = time = 20
value = 20002

[State 11105, Bounce Off Screen]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = FrontEdgeBodyDist <= -20
value = 21000

[State 11105, Bounce Off Opponent]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = MoveContact = 1
trigger2 = (Pos Y >= 0) && (Time >= 2);hit ground
value = 21005

;---------------------------------------------------------------------------
; Air Shield Throw Y (flying shield)
[Statedef 11115]
type    = A
movetype = A
physics = N
sprpriority = 3
anim = 11015
juggle = 0; = 5
velset = 0,0
ctrl = 0

[State 11115, BindToParent]
type = BindToParent
trigger1 = 1
facing = 1
pos = 0,0
time = 0

[State 11115, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 40
value = 0

[State 11115, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 11115, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  30
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 2
trans = addalpha
alpha = 100, 255

[State 11115, VelSet]
type = VelSet
trigger1 = 1
x = 14

[State 1111500, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 91
y = -87

[State 11115, HitDef]
type = HitDef
triggerall = parent,stateno != 3000
triggerall = parent,stateno != 3100
triggerall = parent,stateno != 3200
triggerall = parent,var(39)<4
trigger1 = AnimElem = 1
attr = S, SP
damage = 35,7
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,9
sparkno = 2
;guard.sparkno = 8430
sparkxy = 15,-5
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -5
air.type = Low
air.velocity = 0,-1.5
down.bounce = 1
down.velocity = 0,-4

[State 11115, HitOverRide]
type = HitOverRide
trigger1 = Time = 0
attr = SCA, AA, AP, AT, SA, SP, ST, NA, NP, ST, HA, HP, HT
slot = 0
stateno = 21000
time = -1

[State 11115, Shield Return]
type = ChangeState
triggerall = parent,var(16) = 0
triggerall = time > 30
trigger1 = parent, command = "SpecialX"
trigger2 = parent, command = "SpecialY"
trigger3 = parent, command = "SpecialZ"
value = 20001

[State 11115, Travel Full Distance]
type = ChangeState
triggerall = parent,var(16) = 1
trigger1 = time = 20
value = 20002

[State 11115, Bounce Off Screen]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = FrontEdgeBodyDist <= -20
value = 21000

[State 11115, Bounce Off Opponent]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = MoveContact = 1
value = 21005

;---------------------------------------------------------------------------
; Air Shield Throw Z (flying shield)
[Statedef 11125]
type    = A
movetype = A
physics = N
sprpriority = 3
anim = 11025
juggle = 0; = 5
velset = 0,0
ctrl = 0

[State 11125, BindToParent]
type = BindToParent
trigger1 = 1
facing = 1
pos = 0,0
time = 0

[State 11125, ParentVarSet]
type = ParentVarSet
trigger1 = 1
v = 40
value = 0

[State 11125, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 11125, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  30
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 2
trans = addalpha
alpha = 100, 255

[State 11125, VelSet]
type = VelSet
trigger1 = 1
x = 14
y = -3.5

[State 11125, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 107
y = -120

[State 11125, HitDef]
type = HitDef
triggerall = parent,stateno != 3000
triggerall = parent,stateno != 3100
triggerall = parent,stateno != 3200
triggerall = parent,var(39)<4
trigger1 = AnimElem = 1
attr = S, SP
damage = 35,7
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,9
sparkno = 2
;guard.sparkno = 8430
sparkxy = 15,-5
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = 0,-1.5
down.bounce = 1
down.velocity = 0,-4

[State 11125, HitOverRide]
type = HitOverRide
trigger1 = Time = 0
attr = SCA, AA, AP, AT, SA, SP, ST, NA, NP, ST, HA, HP, HT
slot = 0
stateno = 21000
time = -1

[State 11125, Shield Return]
type = ChangeState
triggerall = parent,var(16) = 0
triggerall = time > 30
trigger1 = parent, command = "SpecialX"
trigger2 = parent, command = "SpecialY"
trigger3 = parent, command = "SpecialZ"
value = 20001

[State 11125, Travel Full Distance]
type = ChangeState
triggerall = parent,var(16) = 1
trigger1 = time = 20
value = 20002

[State 11125, Bounce Off Screen]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = FrontEdgeBodyDist <= -20
value = 21000

[State 11125, Bounce Off Opponent]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = MoveContact = 1
value = 21005

;---------------------------------------------------------------------------
; Shield On Ground (until picked up again)
[Statedef 20000]
type    = S
movetype = I
physics = N
sprpriority = 3
anim = 20000
velset = 0,0
ctrl = 0

[State 20000, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 20000, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
trigger2 = FrontEdgeBodyDist > -45
trigger2 = BackEdgeBodyDist > -45
v = 14
value = 0
ignorehitpause = 1

[State 20000, ParentVarAdd]
type = ParentVarAdd
trigger1 = FrontEdgeBodyDist <= -45
trigger2 = BackEdgeBodyDist <= -45
v = 14
value = 1
ignorehitpause = 1

[State 20000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 20000, VarSet] ;*Reset The custom state var(43) if needed
type = ParentVarSet
trigger1 = (parent, var(43) = 9696)
v = 43
value = 0

[State 20000, ChangeState]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = parent, command = "SpecialX"
trigger2 = parent, command = "SpecialY"
trigger3 = parent, command = "SpecialZ"
value = 20001

[State 20000, ChangeState]
type = ChangeState
triggerall = parent,var(16) = 1
triggerall = parent, life
trigger1 = parent, ctrl
trigger1 = parent, movetype != H
triggerall = stateno != 2140 ;Scarlet Witch Animal Attack
;trigger2 = parent, stateno = 5120
value = 20001

[State 20000, ChangeState]
type = ChangeState
trigger1 = parent, Var(40) = 1
triggerall = parent,stateno != 2140 ;Scarlet Witch Animal Attack
value = 10000

;---------------------------------------------------------------------------
; Shield On Ground (called back to Cap)
[Statedef 20001]
type    = S
movetype = I
physics = N
sprpriority = 3
anim = 21000
velset = 0,0
ctrl = 0

[State 20001, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 20001, ChangeAnim] ;Cap is dead
type = ChangeAnim
trigger1 = parent, stateno = 5150
trigger1 = anim != 20000
value = 20000

[State 20001, ChangeAnim]
type = ChangeAnim
trigger1 = parentdist x > 0
triggerall = backedgedist <-10
trigger1 = anim != 11015
value = 11015
ignorehitpause = 1
persistent = 1

[State 20001, ChangeAnim]
type = ChangeAnim
trigger1 = parentdist x < 0
triggerall = frontedgedist <-10
trigger1 = anim != 11016
value = 11016
ignorehitpause = 1
persistent = 1

[State 20001, PosSet]
type = PosSet
triggerall = var(16) = 0
trigger1 = prevstateno != 20000
trigger1 = (anim = [11015,11016]) && animelem = 1
y = -70

[State 20001, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
trigger2 = FrontEdgeBodyDist > -45
trigger2 = BackEdgeBodyDist > -45
v = 14
value = 0
ignorehitpause = 1
persistent = 1

[State 20001, ParentVarAdd]
type = ParentVarAdd
trigger1 = FrontEdgeBodyDist <= -45
trigger2 = BackEdgeBodyDist <= -45
v = 14
value = 1
ignorehitpause = 1
persistent = 1

[State 20001, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 20001, VelSet]
type = VelSet
trigger1 = (parentdist x != [-1,1])
x = (RootDist X)*0.15
ignorehitpause = 1
persistent = 1

[State 20001, VelSet]
type = VelSet
;triggerall = prevstateno != 20000  - removed testing Ground Bounce
trigger1 = (parentdist y != [-1,1])
y = (RootDist y)*0.15
ignorehitpause = 1
persistent = 1

[State 20001, PosAdd];return to Cap
type = PosAdd
trigger1 = parentdist y <= 70
y = -4
ignorehitpause = 1
persistent = 1

[State 20001, PosAdd];return to Cap
type = PosAdd
trigger1 = parentdist y > 70
ignorehitpause = 1
persistent = 1

[State 20001, VarSet] ;*Reset The custom state var(43) if needed
type = ParentVarSet
trigger1 = (parent, var(43) = 9696)
v = 43
value = 0

[State 20001, ChangeState]
type = ChangeState
trigger1 = parent, Var(40) = 1
value = 10000

[State 20001, ChangeState] ;Created during ground bounce testing
type = ChangeState
triggerall = parent,movetype = H
triggerall = parentdist x = [-10,10]
trigger1 = parent, Var(40) = 0
value = 20000

;---------------------------------------------------------------------------
; Shield (return for 2nd hit)
[Statedef 20002]
type    = A
movetype = A
physics = N
sprpriority = 2
anim = 21000
ctrl = 0

[State 20002, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 20002, HitOverRide]
type = HitOverRide
trigger1 = Time = 0
attr = SCA, AA, AP, AT, SA, SP, ST, NA, NP, ST, HA, HP, HT
slot = 0
stateno = 21000
time = -1

[State 20002, Diagonal Down]
type = AngleDraw
trigger1 = vel y > 5
value = 20
ignorehitpause = 1

[State 20002, Diagonal Up]
type = AngleDraw
trigger1 = vel y < -5
value = -20
ignorehitpause = 1

[State 20002, Changestate] ;Cap is dead
type = Changestate
triggerall = anim != 20000
trigger1 = parent, stateno = 5150
trigger2 = parent, stateno = [5100,5110]
value = 20000

[State 20002, ChangeAnim]
type = ChangeAnim
trigger1 = parentdist x > 0
triggerall = backedgedist <-10
trigger1 = anim != 11015
value = 11015
ignorehitpause = 1
persistent = 1

[State 20002, ChangeAnim]
type = ChangeAnim
trigger1 = parentdist x < 0
triggerall = frontedgedist <-10
trigger1 = anim != 11016
value = 11016
ignorehitpause = 1
persistent = 1

[State 20002, HitDef]
type = HitDef
triggerall = parent,stateno != 3000
triggerall = parent,stateno != 3100
triggerall = parent,stateno != 3200
triggerall = parent,var(39)<4
triggerall = fvar(29) < 1
triggerall = parent, movetype != H
trigger1 = hitcount < 1
attr = S, SP
damage = 35,7
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,9
sparkno = 2
sparkxy = 15,-5
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -11
air.type = Low
air.velocity = 0,-1.5
down.bounce = 1
down.velocity = 0,-4

[State 11005, Varset]
type = Parentvaradd
triggerall = fvar(29) = 1
trigger1 = movehit
fv = 29
value = 2

[State 20002, ParentVarSet]
type = ParentVarSet
trigger1 = Time = 0
trigger2 = FrontEdgeBodyDist > -45
trigger2 = BackEdgeBodyDist > -45
v = 14
value = 0
ignorehitpause = 1
persistent = 1

[State 20002, ParentVarAdd]
type = ParentVarAdd
trigger1 = FrontEdgeBodyDist <= -45
trigger2 = BackEdgeBodyDist <= -45
v = 14
value = 1
ignorehitpause = 1
persistent = 1

[State 20002, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
ignorehitpause = 1
persistent = 1

[State 20002, VelSet]
type = VelSet
trigger1 = (parentdist x != [-1,1])
x = (RootDist X)*0.13
ignorehitpause = 1
persistent = 1

[State 20002, VelSet]
type = VelSet
triggerall = prevstateno != 20000
trigger1 = (parentdist y != [-1,1])
y = (RootDist y -40)*0.13
ignorehitpause = 1
persistent = 1

[State 20002, VarSet] ;*Reset The custom state var(43) if needed
type = ParentVarSet
trigger1 = (parent, var(43) = 9696)
v = 43
value = 0

[State 20002, ChangeState]
type = ChangeState
trigger1 = parent, Var(40) = 1
value = 10000

;---------------------------------------------------------------------------
; Shield (bouncing off screen)
[Statedef 21000]
type    = A
movetype = I
physics = N
sprpriority = 2
anim = 21000
ctrl = 0

[State 21000, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 21000, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.30

[State 21000, VelSet]
type = VelSet
trigger1 = Time = 1
x = (ParentDist X)/75
y = -9

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0

[State 21000, Shield Return]
type = ChangeState
triggerall = parent,var(16) = 0
trigger1 = parent, command = "SpecialX"
trigger2 = parent, command = "SpecialY"
trigger3 = parent, command = "SpecialZ"
value = 20001

[State 21000, ChangeState 1]
type = ChangeState
trigger1 = parent, Var(40) = 1
value = 10000

[State 21000, ChangeState 2]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Time >= 5)
value = 20000

;---------------------------------------------------------------------------
; Shield (bouncing off opponent)
[Statedef 21005]
type    = A
movetype = I
physics = N
sprpriority = 2
anim = 21000
ctrl = 0

[State 21005, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 21005, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.25

[State 21005, VelSet]
type = VelSet
trigger1 = Time = 1
x = (ParentDist X)/65
y = -6

[State 2100005, ChangeState 1]
type = ChangeState
trigger1 = parent, Var(40) = 1
value = 10000

[State 21005, ChangeState 2]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Time >= 5)
value = 20000

;---------------------------------------------------------------------------
; Shield (falling down after being off screen)
[Statedef 21010]
type    = A
movetype = I
physics = N
sprpriority = 2
anim = 21000
ctrl = 0

[State 21010, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 21010, PosSet]
type = PosSet
trigger1 = Time = 0
x = parent, Pos X
y = -300

[State 21010, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.21

[State 20010, ChangeState 1]
type = ChangeState
trigger1 = parent, Var(40) = 1
value = 10000

[State 21010, ChangeState 2]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Time >= 5)
value = 20000

;---------------------------------------------------------------------------
; Shield fall when forced into a custom state.
[Statedef 22000]
type    = A
movetype = I
physics = N
sprpriority = 2
anim = 21010
ctrl = 0

[State 22000, SuperPause]
type = SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 22000, VelSet]
type = VelSet
trigger1 = parent, statetype = A
trigger2 = Pos Y < 0
x = 7
y = 5

[State 22000, VelSet]
type = VelSet
trigger1 = Pos Y >= 0
x = 0
y = 0

[State 22000, VarSet] ;*Reset The custom state var(43) if needed
type = ParentVarSet
trigger1 = (parent, var(43) = 9696)
v = 43
value = 0

[State 22000, PosSet]
type = PosSet
triggerall = prevstateno != 10000 ;Added in Ground bounce trouble shooting
trigger1 = Time = 0
x = parent, Pos X
y = parent, Pos Y

;[State 22000, ChangeState 1]
;type = ChangeState
;triggerall = parent, stateno = [0,4999]
;trigger1 = parent, Var(40) = 1
;value = 10000

[State 22000, HitOverRide]
type = HitOverRide
trigger1 = Time = 0
attr = SCA, AA, AP, AT, SA, SP, ST, NA, NP, ST, HA, HP, HT
slot = 0
stateno = 21000
time = -1

[State 22000, ChangeState 2]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Time >= 5)
trigger1 = animtime = 0
value = 20000

;---------------------------------------------------------------------------
; Hyper Shield Throw Helper
[Statedef 23300]
type    = A
movetype = A
physics = N
sprpriority = 3
anim = 11015
juggle = 0; = 5
velset = 0,0
ctrl = 0
poweradd = 0

[State -2, Assert Hyper]
type = assertspecial
trigger1 = 1
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State 23300, SuperPause]
type = null;SuperPause
trigger1 = (root,numhelper(40001))
trigger1 = (helper(40001),Time<=0)
time = 40
anim = 9999
sound = S99,99
pos = 0,0
movetime = 40
darken = 0
unhittable = 1
persistent = 1

[State 20002, VarSet] ;*Reset The custom state var(43) if needed
type = ParentVarSet
trigger1 = (parent, var(40) = 1)
v = 40
value = 0

[State 23300, Diagonal Down]
type = AngleDraw
trigger1 = vel y < -5
trigger1 = vel x > 1
trigger2 = vel y > 5
trigger2 = vel x < -1
value = 20
ignorehitpause = 1

[State 23300, Diagonal Up]
type = AngleDraw
trigger1 = vel y > 5
trigger1 = vel x > 1
trigger2 = vel y < -5
trigger2 = vel x < -1
value = -20
ignorehitpause = 1

[State 23300, ChangeAnim]
type = ChangeAnim
trigger1 = parentdist x > 0
triggerall = backedgedist <-10
trigger1 = anim != 11015
value = 11015
ignorehitpause = 1
persistent = 1

[State 23300, ChangeAnim]
type = ChangeAnim
trigger1 = parentdist x < 0
triggerall = frontedgedist <-10
trigger1 = anim != 11016
value = 11016
ignorehitpause = 1
persistent = 1

[State 23300, Afterimage]
type = Afterimage
trigger1 = time = 0
time    =  30
length  = 20
paladd = 64,250,250
palbright = 130,130,130
framegap = 2
trans = addalpha
alpha = 100, 255

[State 23300, VelSet]
type = VelSet
triggerall = time < 200
trigger1 = Time = 1
x = 14
y = -5.5

[State 23300, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 36
y = -72

[State 23300, HitDef]
type = HitDef
triggerall = hitcount < 8
trigger1 = timemod = 5,0
attr = S, SP
damage = 25,5
animtype = Heavy
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 0,9
sparkno = 2
;guard.sparkno = 8430
sparkxy = 15,-5
hitsound = S20,0
guardsound = S20,4
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-4
guard.velocity = -5
air.type = Low
air.velocity = 0,-4
down.bounce = 1
down.velocity = 0,-4
getpower = 0

[State 23300, HitOverRide]
type = HitOverRide
trigger1 = Time = 0
attr = SCA, AA, AP, AT, SA, SP, ST, NA, NP, ST, HA, HP, HT
slot = 0
stateno = 21000
time = -1

[State 23300, VelSet]
type = VelSet
triggerall = time < 200
trigger1 = FrontEdgeBodyDist <= -20
x = -14

[State 23300, VelSet]
type = VelSet
triggerall = time < 200
trigger1 = BackEdgeBodyDist <= -20
x = 14

[State 23300, VelSet]
type = VelSet
triggerall = time < 200
trigger1 = pos y > 0
y = -5.5

[State 23300, VelSet]
type = VelSet
triggerall = time < 200
trigger1 = pos y < -200
y = 5.5

[State 20002, VelSet]
type = VelSet
triggerall = time >= 200
trigger1 = (parentdist x != [-1,1])
x = (RootDist X)*0.13
ignorehitpause = 1
persistent = 1

[State 20002, VelSet]
type = VelSet
triggerall = time >= 200
triggerall = prevstateno != 20000
trigger1 = (parentdist y != [-1,1])
y = (RootDist y -40)*0.13
ignorehitpause = 1
persistent = 1

[State 23300, End]
type = ChangeState
triggerall = rootdist x = [-30,30]
trigger1 = time >= 200
value = 10000

[State 23300, End]
type = ChangeState
trigger1 = parent, movetype = H
value = 20002

;======================================================
;Avengers Hyper Helpers================================
;======================================================
[Statedef 40001]
anim = 9999

[State 40001, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noBG
flag2 = noFG

[State 40001, Background]
type = Explod
trigger1 = !time
trigger2 = numexplod(15601) = 0
anim = 15600
ID = 15601
pos = 0,0
postype = left  ;p2,front,back,left,right
removetime = -1
pausemovetime = -1
supermovetime = -1
scale = 1,1
sprpriority = -9999
ownpal = 1
ignorehitpause = 1
bindtime = -1

[State 40001, Glass Break]
type = ChangeState
triggerall = helper(1000),stateno != 23300
trigger1 = root, stateno !=[3000,4999]
value = stateno+1

[Statedef 40002]
anim = 9999

[State 40002, RemoveExplod]
type = RemoveExplod
trigger1 = !time
id = 15601

[State 40002, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S15600,0
;volume = 200

[State 40002, Glass Break]
type = Explod
triggerall = !numexplod(15640)
trigger1 = !time
anim = 15604
ID = 15640
pos = 0,0
postype = left
pausemovetime = -1
supermovetime = -1
removetime = -2
scale = 1,1
sprpriority = -20
ownpal = 1
bindtime = -1
ignorehitpause = 1

[State 40002, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;--AvX Portrait-----
[Statedef 40003]
anim = 9999

[State 40003, P1 BG]
type = Explod
triggerall = !numexplod(15650)
triggerall = teamside = 1
trigger1 = !time
anim = 15605
ID = 15650
pos = 0,abs((240*var(0))-61)
postype = left
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
removeongethit = 1

[State 40003, P2 BG]
type = Explod
triggerall = !numexplod(15651)
triggerall = teamside = 2
trigger1 = !time
anim = 15606
ID = 15651
pos = 0,abs((240*var(0))-61)
postype = right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -20
ownpal = 1
ignorehitpause = 1
removeongethit = 1

[State 40003, P1 PORTRAIT]
type = Explod
triggerall = !numexplod(15660)
triggerall = teamside = 1
trigger1 = !time
anim = 15607
ID = 15660
pos = 0,abs((240*var(0))-61)
postype = left
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
sprpriority = -19
ownpal = 1
ignorehitpause = 1
removeongethit = 1

[State 40003, P2 PORTRAIT]
type = Explod
triggerall = !numexplod(15661)
triggerall = teamside = 2
trigger1 = !time
anim = 15607
ID = 15661
pos = 0,abs((240*var(0))-61)
postype = right
pausemovetime = -1
supermovetime = -1
removetime = -2
bindtime = -1
scale = 1,1
facing = -1
sprpriority = -19
ownpal = 1
ignorehitpause = 1
removeongethit = 1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15650
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15650
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15650
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15650
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15650
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15651
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15651
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15651
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15651
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15651
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15660
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15660
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15660
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15660
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15660
scale = 1,1

[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 2
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 4
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 6
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 8
ID = 15661
scale = 1,1
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 56
ID = 15661
scale = 1,0.77
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 57
ID = 15661
scale = 1,0.54
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 58
ID = 15661
scale = 1,0.3
[State 40003, ModifyExplod]
type = ModifyExplod
trigger1 = time = 59
ID = 15661
scale = 1,1

[State 40003, DestroySelf]
type = DestroySelf
trigger1 = time = 60

[Statedef 40004]
anim = 9999

[State 40001, DestroySelf]
type = DestroySelf
trigger1 = time = 1

;-------------------------------------------------------------------------------
; Pause Menu

[StateDef 40500]
Type = S
Ctrl = 0
Anim = 9999

[State 40500, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(0) = %d"
params = var(0)

[State 40500, VarSet]
type = VarSet
trigger1 = time = 0
v = 0
value = 1

[State 40500, ChangeAnim]
type = ChangeAnim
trigger1 = anim != 9999
value = 9999

[State 40500, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 40500, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 9999

[State 40500]
type = ChangeState
triggerall = Parent,command != "Taunt"
triggerall = ailevel = 0
trigger1 = Parent,Alive
trigger1 = RoundState = 2
trigger1 = Command = "Pause"
trigger1 = Parent,Command = "Pause"
value = 40501

;-------------------------------------------------------------------------------
[StateDef 40501]
type = S
ctrl = 0

[State 40501, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Pause Detector"
ID = 40505
stateno = 40505

[State 40501, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40500,2

[State 40501, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "var(0) = %d"
params = var(0)

[State 40501, NoFG]
Type = AssertSpecial
Trigger1 = 1
flag = nofg
flag2 = nobardisplay
flag3 = nomusic

[State 40502, PlaySnd]
type = PlaySnd
trigger1 = command = "Down"
trigger2 = command = "Up"
value = S40500,0

[State 40501, VarSet]
type = Varadd
trigger1 = command = "Down"
v = 0
value = 1

[State 40501, VarSet]
type = Varadd
trigger1 = command = "Up"
v = 0
value = -1

[State 40501, VarSet]
type = Varset
triggerall = var(0) > 3
trigger1 = command = "Down"
v = 0
value = 1

[State 40501, VarSet]
type = Varset
triggerall = var(0) < 1
trigger1 = command = "Up"
v = 0
value = 3

[State 40501, Explod]
type = Explod
trigger1 = numexplod(40500) = 0
anim = 40500
ID = 40500
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 9999
ontop = 0
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 40501, Explod]
type = Explod
triggerall = var(0) = 1
trigger1 = numexplod(40501) = 0
anim = 40501
ID = 40501
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 9999
ontop = 1
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 40501, Explod]
type = Explod
triggerall = var(0) = 2
trigger1 = numexplod(40502) = 0
anim = 40502
ID = 40502
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 9999
ontop = 1
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 40501, Explod]
type = Explod
triggerall = var(0) = 3
trigger1 = numexplod(40503) = 0
anim = 40503
ID = 40503
pos = 0,0
postype = left
facing = 1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 9999
ontop = 1
shadow = 0,0,0
ownpal = 1
ignorehitpause = 1

[State 40502, RemoveExplod]
type = RemoveExplod
trigger1 = var(0)!= 1
id = 40501
ignorehitpause = 1

[State 40502, RemoveExplod]
type = RemoveExplod
trigger1 = var(0)!= 2
id = 40502
ignorehitpause = 1

[State 40502, RemoveExplod]
type = RemoveExplod
trigger1 = var(0)!= 3
id = 40503
ignorehitpause = 1

[State 40501, Pause]
type = Pause
trigger1 = 1
time = 10
moveTime = 10

[State 40501]
type = ChangeState
trigger1 = Time >= 6 && Command = "Pause"
trigger2 = ailevel != 0
value = 40502

;-------------------------------------------------------------------------------
[StateDef 40502]
type = S
ctrl = 0

[State 40502, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40500,1

[State 40502, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 40500
ignorehitpause = 1

[State 40502, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 40501
ignorehitpause = 1

[State 40502, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 40502
ignorehitpause = 1

[State 40502, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 40503
ignorehitpause = 1

[State 40502]
type = Pause
trigger1 = Time = 0
time = 0

[State 40502]
type = BGPalFX
trigger1 = Time = 0
time = 1

[State 40502]
type = ChangeState
trigger1 = Time = 1
value = 40500

;-------------------------------------------------------------------------------
[StateDef 40505]
Type = S
Ctrl = 0
Anim = 9999

[State 40505, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 40501
ignorehitpause = 1


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



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

[Statedef -2]

;=========AvX Menu Pause===========

[State -2, Pause Menu]
Type = null;Helper
trigger1 = AILevel = 0
trigger1 = NumHelper(40500) = 0
Name = "Pause"
ID = 40500
Pos = 0, 0
PosType = left
StateNo = 40500
KeyCtrl = 1
OwnPal = 1

;=========AvX Public Release Damage Dampiner===========
;The AvX project contains a Damage Multiplier. Such a system would create
;an unfair advantage outside of the closed game proejct. A damage dampiner
;has been added to the character in order to balance the large combo system
;found in the AvX game.

[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= enemynear,gethitvar(hitcount)
ignorehitpause=1

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=0

[State -2, Dampener]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)<9,ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, .9, .86**fvar(12))),.25)
ignorehitpause=1

[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value= fvar(10)
ignorehitpause=1

;=========AvX Special Get Hit State Recognition===========
;Fvar(30)
;0 = Not Hit
;1 = Ground Bounce - stateno 5130
;2 = Wall Bounce - stateno 5045
;3 = Both

[State -2, VarSet]
type = VarSet
trigger1 = fvar(30) = 0
trigger1 = enemynear,stateno = 5132 ;Ground Bounce
fv = 30
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = fvar(30) = 0
trigger1 = enemynear,stateno = 5048 ;Wall Bounce
fv = 30
value = 2

[State -2, VarSet]
type = VarSet
trigger1 = fvar(30) = 2
trigger1 = enemynear,stateno = 5132 ;Ground Bounce
trigger2 = fvar(30) = 1
trigger2 = enemynear,stateno = 5048 ;Wall Bounce
fv = 30
value = 3

[State -2, VarSet]
type = VarSet
trigger1 = fvar(30) > 0
trigger1 = enemynear,movetype!=H
fv = 30
value = 0

[State -2, VarSet];OTG Recognition
type = VarSet
trigger1 = fvar(29) > 0
trigger1 = enemynear,movetype!=H
trigger1 = enemynear,stateno != 5110
fv = 29
value = 0

[State -2, VarSet]
type = ParentVarSet
trigger1 = hitdefattr = SCA, NA, NP, NT
trigger1 = enemynear, movetype =H
fv = 25
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = hitdefattr = SCA, NA, NP, NT
trigger1 = enemynear, movetype =H
fv = 25
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = movetype !=A
trigger1 = enemynear, movetype !=H
fv = 25
value = 0

[State -2, VarSet]
type = ParentVarSet
trigger1 = hitdefattr = SCA, SA, SP, ST
trigger1 = enemynear, movetype =H
fv = 26
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = hitdefattr = SCA, SA, SP, ST
trigger1 = enemynear, movetype =H
fv = 26
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = movetype !=A
trigger1 = enemynear, movetype !=H
fv = 26
value = 0

[State -2, VarSet]
type = ParentVarSet
trigger1 = hitdefattr = SCA, HA, HP, HT
trigger1 = enemynear, movetype =H
fv = 27
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = hitdefattr = SCA, HA, HP, HT
trigger1 = enemynear, movetype =H
fv = 27
value = 1

[State -2, VarSet]
type = VarSet
trigger1 = movetype !=A
trigger1 = enemynear, movetype !=H
fv = 27
value = 0

[State -2, Varadd];hitcount
type = Varadd
trigger1 = movehit
trigger1 = enemynear, time = 0
trigger1 = p2stateno = [5000,5899]
fv = 28
value = 1
ignorehitpause = 1

[State -2, VarSet];hitcount
type = VarSet
trigger1 = movetype !=A
trigger1 = enemynear, movetype !=H
trigger1 = p2stateno != [5000,5899]
fv = 28
value = 0



[State -2, PowerAdd]
type = PowerAdd
triggerall = StageVar(info.name) =  "B"
triggerall = roundno = 1
trigger1 = p2name = "Cable Training"
trigger1 = enemynear,var(40)>= 4
value = 3000

[State -2, PowerAdd]
type = PowerAdd
triggerall = StageVar(info.name) =  "B"
triggerall = roundno = 2
trigger1 = roundstate < 2
trigger1 = p2name = "Cable Training"
value = -3000

[State -2, StopSnd]
type = StopSnd
trigger1 = p2stateno = 5149
channel = 0

[State -2, StopSnd]
type = StopSnd
trigger1 = p2stateno = 5149
channel = 1

[State -2, StopSnd]
type = StopSnd
trigger1 = p2stateno = 5149
channel = 2

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(15601)=0
id = 15650

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(15601)=0
id = 15651

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(15601)=0
id = 15660

[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numexplod(15601)=0
id = 15661

;==============================

[State -2, Stop Intro Sound]
type = StopSnd
trigger1 = roundstate = 2
channel = 20

[State -2, ClipBoard]
type = null;DisplayToClipboard
trigger1 = 1
;text = "Pal %d, N = %d, S = %d, H = %d, count = %d, OTG = %d"
;params = var(16), fvar(25), fvar(26), fvar(27), fvar(28), fvar(29)
text = "Shield Throw = %d Shield = %d Custom State = %d Falling = %d, Shiled Type = %d, Shiledstate = %d"
params = Var(39),Var(40),Var(42),Var(43), Var(16),Var(44)
;text = "posY %d, var(8) %d, var(9) %d, var(10) %d, var(11) %d"
;params = pos Y,Var(8),Var(9),Var(10),Var(11)

;======================================================
;=======Captain America raises his mighting shield!====
;======================================================
[State -2, VarSet];MvC2 Shield Type
type = VarSet
triggerall = palno >6
trigger1 = var(16)!=0
v = 16
value = 0
ignorehitpause = 1

[State -2, VarSet];UMvC3 Shield Type
type = VarSet
triggerall = palno <=6
trigger1 = var(16)!=1
v = 16
value = 1
ignorehitpause = 1

[State -2, VarSet];Shield State Number
type = VarSet
trigger1 = numhelper(1000)>=1
v = 44
value =helper(1000),stateno

[State -2, VarSet];Shield Throw Counter Reset
type = VarSet
triggerall = var(40) = 1
triggerall = var(39)!=0
trigger1 = enemynear,movetype!=H
v = 39
value = 0

[State -2, Call Shield Helper]
type = Helper
trigger1 = NumHelper(1000) = 0
helpertype = Normal
name = "Shield"
ID = 1000
pos = 0,0
postype = P1
stateno = 10000
;ignorehitpause = 0
;;supermovetime = 9999
;pausemovetime = 9999
ownpal = 0
size.ground.back = 20
size.ground.front = 20

[State -2, Shield VarSet]
type = VarSet
triggerall = helper(1000),stateno != 23300
triggerall = (helper(1000), StateNo != [1000000,1000100]) && (Var(40) != 1)
triggerall = (helper(1000), StateNo != 11005) && (helper(1000), StateNo != 11015) && (helper(1000), StateNo != 11025)
triggerall = (helper(1000), StateNo != 11105) && (helper(1000), StateNo != 11115) && (helper(1000), StateNo != 11125)
triggerall = (StateNo != 1201) && (StateNo != 1211) && (StateNo != 1221) && (stateNo != [5030,5039]) && (stateNo != [5045,5120]) && (stateNo != [5300,5499])
trigger1 = (StateType != C) && ((helper(1000), Pos X) - (Pos X) = [-40,40]) && ((helper(1000), Pos Y) - (Pos Y)= [-100,0])
trigger2 = (StateType = C) && ((helper(1000), Pos X) - (Pos X) = [-40,40]) && ((helper(1000), Pos Y) - (Pos Y)= [-60,0])
trigger3 = (RoundState = 0) || (RoundState = 1)
v = 40
value = 1

[State -2, Shield VarSet]
type = VarSet
trigger1= helper(1000),stateno = 22000
v = 40
value = 0

[state -2, Shield GetHit VarSet]
type = VarSet
trigger1 = var(40) = 1
v = 41
value = 10000

[state -2, Shield GetHit VarSet]
type = VarSet
trigger1 = var(40) = 0
v = 41
value = 0

[State -2, Capture Gethit Freeze Time VarSet]
type = VarSet
trigger1 = NumHelper(1000) >=1
v = 29
value = gethitvar(hitshaketime)

[State -2, No GetHit Shield VarSet];Correct if shield being put into parent's gethit state
type = ChangeState
trigger1 = ishelper(1000)
trigger1 = anim < 8000
value = 10000
ctrl = 0

[State -2, Shield Grab VarSet]
type = VarSet
trigger1 = (Var(40) = 1) && (Var(32) <= 1)
v = 31 ; play snd
value = 1

[State -2, Shield Grab VarSet]
type = VarSet
trigger1 = (Var(40) = 1) && (Var(32) > 1)
v = 31  ; !play snd
value = 0

[State -2, Shield Grab VarAdd]
type = VarAdd
trigger1 = Var(40) = 1
v = 32
value = 1

[State -2, Shield Grab VarSet]
type = VarSet
trigger1 = Var(40) = 0
v = 32
value = 0

[State -2, Shield Grab VarSet High]
type = VarSet
trigger1 = (helper(1000), Pos Y) - (Pos Y)= [-100,-40]
v = 33
value = 1

[State -2, Shield Grab VarSet Low]
type = VarSet
trigger1 = (helper(1000), Pos Y) - (Pos Y)= [-39,0]
v = 33
value = 2

[State -2, Shield Grab VarSet Reset]
type = VarSet
trigger1 = (Var(32) > 4)
v = 33
value = 0

[State -2, Self State Var Recongnizer]
type = VarSet
trigger1 = var(42) = 1
v = 43
value = 9696

[State -2, Self State Var Set]
type = VarSet
trigger1 = var(42) = 0
v = 42
value = 1

[State -2, Stars n' Stripes Counter]
type = VarSet
trigger1 = enemynear, movetype !=H
v = 17
value = 0

;======================================================
;==============Hyper FX================================
;======================================================
[State -2, Assert Hyper]
type = null;assertspecial
triggerall = movetype != H
trigger1 = stateno = [3000,3999]
flag = noBG
flag2 = noFG
flag3 = nobardisplay
ignorehitpause = 1

[State -2, EoH Remove Hyper]
type = RemoveExplod
triggerall = helper(1000),stateno != 23300
trigger1 = stateno != [3000,3999]
ID = 32710
ignorehitpause = 1

[State -2, AfterImageTime]
type = AfterImageTime
trigger1 = StateNo = 0
time = 1

;======================================================
;=======Combo Messages and Score control===============
;======================================================
;>3 Yes
;>4 Good
;>5 Great
;>7 Very Good
;>9 Wonderful
;>11 Fantastic
;>14 Monster
;>20 Marvelous

[State -2, VS_Combo]
type = null;VarSet
trigger1 = var(8) >= 3
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(9) = 1+(var(8)>3)+(var(8)>4)+(var(8)>6)+(var(8)>8)+(var(8)>10)+(var(8)>13)+(var(8)>19)-(var(8)=-1)
ignorehitpause = 1

[State -2, Danger]
type = null;VarSet
trigger1 = var(10) !=1 && roundstate=2 && life = [1,250]
var(9) = 9
ignorehitpause = 1

; sound First attack
[State -2, First Attack]
type = null;PlaySnd
triggerall = var(8)=-1
triggerall = NumExplod(8701) = 0
trigger1 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
persistent = 0
value = 230,0
volume=255
ignorehitpause = 1

; Telop sound
[State -2, Combo Sound]
type = null;PlaySnd
trigger1 = NumExplod(8701) = 0
trigger1 = var(8)=0 && var(9)!=0
persistent = 0;1
value = 230,var(9)
volume=255
ignorehitpause = 1

[State -2, Left]
type = null;explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (8000 + var(9))
ID = 8701
postype = left
pos = 0,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State -2, Right]
type = null;explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = (8100+ var(9));8011;8720;
ID = 8701
postype = right
pos = 0,80;130;82
ontop = 1
bindtime = -1
removetime = 60;90
supermovetime = 60;90
pausemovetime = 60;90
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1

[State -2, VS_Combo]
type = null;VarAdd
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(8) = 1 + (var(8)=-1)
ignorehitpause = 1

[State -2, VS_Combo]
type = null;VarSet
trigger1 = var(8)!=-1 && p2movetype!=H && enemynear, ctrl
trigger2 = var(8)=-1 && stateno = [5000,5899]
var(8) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(8)=0
var(9) = 0
ignorehitpause = 1

[State -2, Score]
type = null;Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(11) = ceil(stateno/50)*var(8) + (life)*(roundstate=4) + (moveguarded)
ignorehitpause = 1

[State -2, Normalize Score]
type = null;Varset
triggerall = numpartner=1
trigger1 = var(11)< partner, var(11)
var(11) = partner, var(11)

[State -2, Is Danger]
type = null;VarSet
trigger2 = var(10) = 0 && life <= 250
trigger1 = var(10) = 1 && roundstate!=2
var(10) = (roundstate>1)
ignorehitpause = 1

[State -2, Is First Attack p3]
type = null;VarSet
triggerall = numpartner=1
trigger1 = partner, movehit
trigger1 = partner, var(8) != -1
var(8) = 0
ignorehitpause = 1


[State -2, Remove Charging Star]
type = RemoveExplod
trigger1 = stateno != [1400,1430]
id = 1430


[State -2, Stand Z Hit Ground Sound]
type = PlaySnd
trigger1 = (enemy, StateNo = 254) && (enemy, Anim = 5100) && (enemy, Time = 1)
value = 22,1

[State -2, Recovery Roll Reset]
type = VarSet
trigger1 = (StateNo != 5050) && (StateNo != 5071)
v = 30
value = 0

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]


[State -3, Cable Stage]
type = null;Explod
triggerall = numexplod(200)=0
triggerall = p2name = "Cable Training"
trigger1 = Teamside = 1
anim = F200
ID =  200
pos = 50,200;-40,-22
postype = left  ;p1
removetime = -2
scale = 1,1
sprpriority = -10000
ownpal = 1


[State -3, EoH Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
trigger2 = stateno = 106
value = 10,1

[State -3, EoH Landing Dust]
type = null;Explod
anim = 8030
triggerall = Time = 1
trigger1 = stateno = 52
postype = P1
pos = 0,2
ownpal = 1

[State -3, AvX Landing Dust]
type = Explod
triggerall =  NumExplod(60) < 1
trigger1 = StateNo = 52 ;Jump land
trigger2 = StateNo = 105 && animelem = 14 ;Run-back land
trigger3 = PrevStateNo = 52 && StateNo = 11 ;Jump land/crouch
persistent = 0
ID = 60
anim = 8510
postype = p1
pos = 0,0
removetime = -2
sprpriority = -2
ownpal = 1

[State -3, VarSet]
type = VarSet
trigger1 = 1
v = 42
value = 0
