;==========================================================
; Duplicated States for Kikyo's Combos (New as of 08/07/07)
;
; With these states, Kikyo can only perform up to 7 hits in a combo before
; ending it with her Purification attack. This is to prevent Kikyo from
; performing infinite combos on the opponent.
;==========================================================

; Kikyo's Bow Smack 4 of 7 (Duplicate of State 202)
[Statedef 203]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 202                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 203, Hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 21, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10
hitcountpersist = 1

[State 203, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 203, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
; Kikyo's Bow Smack 5 of 7 (Duplicate of State 202)
[Statedef 204]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 202                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 204, Hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 20, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10
hitcountpersist = 1

[State 204, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 204, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
; Kikyo's Bow Smack 6 of 7 (Duplicate of State 202)
[Statedef 205]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 202                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 205, Hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 20, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10
hitcountpersist = 1

[State 205, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 205, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------
; Kikyo's Bow Smack 7 of 7 (Duplicate of State 202)
[Statedef 206]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 202                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 206, Hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 19, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10
hitcountpersist = 1

[State 206, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 206, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;====================================
; Strong Attacks
;====================================

;---------------------------------------------------------------------------
; Kikyo's Shikigami Smack 4 of 7 (For Yasha Combos)
[Statedef 213]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 212                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 213, Hitdef]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 38, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10
hitcountpersist = 1

[State 213, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 213, Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 210, 2

[State 213, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kikyo's Shikigami Smack 5 of 7 (For Yasha Combos)
[Statedef 214]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 212                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 214, Hitdef]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 37, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10
hitcountpersist = 1

[State 214, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 214, Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 210, 2

[State 214, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kikyo's Shikigami Smack 6 of 7 (For Yasha Combos)
[Statedef 215]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 212                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 215, Hitdef]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 36, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10
hitcountpersist = 1

[State 215, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 215, Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 210, 2

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

;---------------------------------------------------------------------------
; Kikyo's Shikigami Smack 7 of 7 (For Yasha Combos)
[Statedef 216]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 212                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 216, Hitdef]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 35, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -76               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10
hitcountpersist = 1

[State 216, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 216, Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 210, 2

[State 216, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;==========================
; Crocuhing Light Attacks
;==========================

;---------------------------------------------------------------------------
; Kikyo's Crouching Bow Smack 4 of 7 (Duplicate for Combos)
[Statedef 403]
type    = C                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = C                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 402                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 403, Hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA                     ;Attribute: Crouch, Normal Attack
damage = 21, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -38               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10

[State 403, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 403, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Kikyo's Crouching Bow Smack 5 of 7 (Duplicate for Combos)
[Statedef 404]
type    = C                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = C                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 402                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 404, Hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA                     ;Attribute: Crouch, Normal Attack
damage = 20, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -38               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10

[State 404, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 404, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Kikyo's Crouching Bow Smack 6 of 7 (Duplicate for Combos)
[Statedef 405]
type    = C                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = C                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 402                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 405, Hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA                     ;Attribute: Crouch, Normal Attack
damage = 20, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -38               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10

[State 405, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 405, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Kikyo's Crouching Bow Smack 7 of 7 (Duplicate for Combos)
[Statedef 406]
type    = C                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = C                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 402                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 406, Hitdef]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA                     ;Attribute: Crouch, Normal Attack
damage = 19, 0                   ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 10, 8                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -38               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10

[State 406, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 406, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;==========================
; Crouching Strong Attacks
;==========================

;---------------------------------------------------------------------------
; Kikyo's Crouching Shikigami Smack 4 of 7 (Duplicate for Combos)
[Statedef 413]
type    = C                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = C                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 412                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 413, Hitdef]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = C, NA                     ;Attribute: Standing, Normal Attack
damage = 38, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -38               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10

[State 413, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 413, Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 210, 2

[State 413, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Kikyo's Crouching Shikigami Smack 5 of 7 (Duplicate for Combos)
[Statedef 414]
type    = C                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = C                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 412                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 414, Hitdef]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = C, NA                     ;Attribute: Standing, Normal Attack
damage = 37, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -38               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10

[State 414, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 414, Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 210, 2

[State 414, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Kikyo's Crouching Shikigami Smack 6 of 7 (Duplicate for Combos)
[Statedef 415]
type    = C                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = C                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 412                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 415, Hitdef]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = C, NA                     ;Attribute: Standing, Normal Attack
damage = 36, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -38               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10

[State 415, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 415, Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 210, 2

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

;---------------------------------------------------------------------------
; Kikyo's Crouching Shikigami Smack 7 of 7 (Duplicate for Combos)
[Statedef 416]
type    = C                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = C                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 4,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 412                       ;Change animation (Def: no change)
poweradd = 0                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 416, Hitdef]
type = HitDef
triggerall = MoveContact = 0
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
attr = C, NA                     ;Attribute: Standing, Normal Attack
damage = 35, 0                   ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 3, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
;Hit/Miss/Dodge type (Def: Hit)
pausetime = 12, 12                 ;Time attacker pauses, time opponent shakes
sparkno = 0                      ;Spark anim no (Def: set above)
sparkxy = -10, -38               ;X-offset for the "hit spark" rel. to p2,
;Y-offset for the spark rel. to p1
hitsound = S1500, 1                  ;Sound to play on hit
guardsound = S6, 0                ;Sound to play on guard
ground.type = Low               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5             ;Time that the opponent slides back
ground.hittime  = 20             ;Time opponent is in hit state
ground.velocity = -4             ;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3           ;X-velocity at which opponent is pushed,
;Y-velocity at which opponent is pushed
air.hittime = 20                 ;Time before opponent regains control in air
getpower = 20,10

[State 416, Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200, 1

[State 416, Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 210, 2

[State 416, Changestate]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
