; Constants and state file.
; There are comments scattered through this file, so you may like to
; take a look if would like to learn more about the cns.

[Data]
life = 920			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 15		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 58	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
  				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = 1			;Horizontal scaling factor.
yscale = 1			;Vertical scaling factor.
ground.back = 15		;Player width (back, ground)
ground.front = 21		;Player width (front, ground)
air.back = 12		;Player width (back, air)
air.front = 12		;Player width (front, air)
height = 60			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 90	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too   
head.pos = -1, -80	;Approximate position of head
mid.pos = -1, -50		;Approximate position of midsection
shadowoffset = 0		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd  = 2.6		;Walk forward
walk.back = -2.4		;Walk backward
run.fwd  = 4.6, -4.6		;Run forward (x, y)
run.back = -4.5,-4.2	;Hop backward (x, y)
jump.neu = 0,-9.0		;Neutral jumping velocity (x, y)
jump.back = -3.05		;Jump back Speed (x, y)
jump.fwd = 3.35		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 35	;Minimum distance from ground before you can air jump (opt)
yaccel = .5		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .82	;Friction coefficient when crouching

;Default language victory quotes **MUGEN 1.0**
;The default language victory quotes must be implemented in English.
[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "Suffer like I have! Only then will I stop!"
victory2 = "Stop breathing! Stop it! Stop mocking me!"
victory3 = "Blood...must...be...shed! Die! Die!"
victory4 = "I can still hear them laughing! Laugh at me now! I'll cut your throat out! HAHAHAHAHA!"
victory5 = "BLEED BLEED BLEED BLEED BLEED BLEED BLEED BLEED BLEED BLEED BLEED..."

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
[Statedef 180]
type = S

[State 180, 1]
type = ChangeState
triggerall = matchover = 0
trigger1 = Time = 0
value = 181+random%2

[State 180, 2]
type = ChangeState
triggerall = matchover = 1
trigger1 = Time = 0
value = 183

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 180
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = 181
ID = 181
pos = 19,3
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = 181
ID = 181
pos = -22,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.7,0.7
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 60
anim = 181
ID = 181
pos = 64,1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.5,0.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = time = 54
anim = 1181
ID = 1181
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 57
anim = 1182
ID = 1182
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 55
anim = 1183
ID = 1183
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 59
anim = 1184
ID = 1184
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 63
anim = 1185
ID = 1185
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 56
anim = 1186
ID = 1186
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 51
anim = 1184
ID = 1184
pos = -30,1
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 54
anim = 8011
ID = 8011
pos = 54,9
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 57
anim = 8012
ID = 8012
pos = -6,43
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 55
anim = 8013
ID = 8013
pos = 91,40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 59
anim = 8014
ID = 8014
pos = -20,64
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 51
anim = 8014
ID = 8014
pos = -49,66
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 63
anim = 8015
ID = 8015
pos = 101,59
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 56
anim = 8016
ID = 8016
pos = 65,-46
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 53
value = S31,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 1
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 61
value = S31,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 1
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 65
value = S31,6
volume = 0
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 1
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 0.9
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,220]
flag = roundnotover
;flag2 = invisible
;flag3 = roundnotover
;ignorehitpause =
;persistent =
;-----------------------
;flag = nobardisplay
;flag = noBG
;flag = noFG
;flag = nostandguard
;flag = nocrouchguard
;flag = noairguard
;flag = noautoturn
;flag = nojugglecheck
;flag = nokosnd
;flag = nokoslow
;flag = noshadow
;flag = globalnoshadow
;flag = nomusic
;flag = nowalk
;flag = timerfreeze
;flag = unguardable

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S60,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;--------------------------------
;win2
[Statedef 183]
type = S
ctrl = 0
anim = 184
facing = 1
pos = 0,0
postype = p1
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S44,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3039,PlaySnd]
type = PlaySnd
trigger1 = time = 80
trigger2 = time = 95
value = 40, 0
channel = 5
volume = 255

[State 3039,PlaySnd]
type = PlaySnd
trigger1 = time = 110
trigger2 = time = 125
value = 40, 0
channel = 5
volume = 0

[State 3039,PlaySnd]
type = PlaySnd
trigger1 = time = 140
trigger2 = time = 165
value = 40, 0
channel = 5
volume = -155

[State 0, Turn]
type = Turn
trigger1 = animelem = 20
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 20
anim = 185
ID = 185
pos = -7,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 7,0
accel = 0,0
random = 0,0
removetime = -1
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 10,10,10
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;------------------------------
;win2next
[Statedef 182]
type = S
physics =N
ctrl = 0
anim = 185
velset = 0,0

[State 0, VelSet]
type = VelSet
trigger1 = anim = 185
x = const(velocity.run.fwd.x)
[State 0, VelSet]
type = VelSet
trigger1 = anim = 182
x = 0

[State 3039,PlaySnd]
type = PlaySnd
triggerall = anim = 185
trigger1 = animelem = 3
trigger2 = animelem = 6
value = 40, 0
channel = 5
volume = 255

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim !=182
trigger1 = ((enemynear,pos x - pos x) * facing) < 10
value = 182

[State 0, Explod]
type = Explod
triggerall = anim = 182
trigger1 = animelem = 1
anim = 183
ID = 183
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = -9
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 182
trigger1 = animelem = 3
value = S60,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 183];
type = Helper
trigger1 = time = 0
id = 8001
name = "s"
sprpriority = 5
pos = 0,0
postype = p2
stateno = 8001
helpertype = normal
pausemovetime = 0
keyctrl = 0
ownpal = 1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = time = [1,250]
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
[Statedef 8001]
type    = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 9998
sprpriority = -1

[State 0]
type = AssertSpecial
trigger1 = 1
flag = invisible

[State 0]
type = posset
trigger1 = 1
x = enemy,pos x

;---------------------[]
[state a]
type = destroyself
trigger1 = root,anim = 182

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, ChangeState]
type = ChangeState
trigger1 = p2name = "adamas"
value = 193
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 190, 1] ;Freeze animation until PreIntro is over
type = Changestate
trigger1 = RoundState = 0
value = 191+random%2


[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S63,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction2
; CNS difficulty: basic
[Statedef 192]
type = S
ctrl = 0
anim = 191
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S60,13
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 191

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S193,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 190, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 193

[State 190, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 0, PowerAdd]
type = PowerAdd
trigger1 = animtime = 0
value = 200
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S60,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
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  = 4				;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 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 = 8, 8			;Time attacker pauses, time opponent shakes
sparkno = 0				;Spark anim no (Def: set above)
sparkxy = -10, -56		;X-offset for the "hit spark" rel. to p2,
					;Y-offset for the spark rel. to p1
hitsound = s5, 0			;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  = 10		;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 = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
;lp with blade
[StateDef 201]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 201
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8000
ID = 8000
pos = 96,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 35
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------
;lp with blade
[StateDef 202]
type = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 201
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S64,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 5
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8000
ID = 8000
pos = 96,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 35, 5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.2
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = 7
trigger2 = time = 11
pos = 35,0
pos2 = -20, 0
spacing = 1
;ignorehitpause =
;persistent =

[State 201, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 210
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 50
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Medium Punch with Blade
; CNS difficulty: easy
[StateDef 211]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 211
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8000
ID = 8000
pos = 96,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =[State 0, Explod]

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 60
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------------------------------------
; Standing Medium Punch with Blade
; CNS difficulty: easy
[StateDef 212]
type = S
movetype= A
physics = S
juggle  = 5
ctrl = 0
anim = 211
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S64,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
x = 7
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = 9
trigger2 = time = 11
trigger3 = time = 13
pos = 35,0
pos2 = -20, 0
spacing = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8000
ID = 8000
pos = 96,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =[State 0, Explod]

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 60, 9
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -56
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 16
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 16
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[StateDef 220]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 220
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 60
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -71
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Strong Punch with Blade
; CNS difficulty: easy
[StateDef 221]
type = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
anim = 221
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S64,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8000
ID = 8000
pos = 109,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 75, 8
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 11
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 9
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = 11
trigger2 = time = 13
trigger3 = time = 15
pos = 35,0
pos2 = -20, 0
spacing = 1
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------------------------------------
; EX Stab
; CNS difficulty: easy
[StateDef 225]
type = S
movetype= A
physics = S
juggle  = 7
ctrl = 0
anim = 225
poweradd = -500
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(15)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 30

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 13
anim = 8000
ID = 8000
pos = 109,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
trigger2 = animelem = 7
anim = 8000
ID = 8000
pos = 96,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = animelem = 8
attr = S, SA
damage = 45, 5
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 14
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 220, 1]
type = HitDef
trigger1 = AnimElem = 13
attr = S, NA
damage = 85, 13
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 11
ground.hittime  = 14
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -6.4,-3
air.hittime = 14
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3
trigger2 = animelem = 8
trigger3 = animelem = 14
x = 9
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 9
trigger3 = animelem = 15
x = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S50,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [3,5]
trigger2 = time = [13,15]
trigger3 = time = [24,26]
pos = 35,0
pos2 = -20, 0
spacing = 1
;ignorehitpause =
;persistent =



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

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

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 230]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 231
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -51
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = p2bodydist x<= 15
value = 231
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


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

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[StateDef 231]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 230
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 230, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 35, 0
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -56
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[StateDef 240]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 240
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 47
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[StateDef 241]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 241
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,23
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8051
ID = 8051
pos = -3,18
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8000
ID = 8000
pos = 94,33
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 240, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 57
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 8
ground.hittime  = 16
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 16
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[StateDef 250]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 250
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,14
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S32,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 250, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 70
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

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

;---------------------------------
[StateDef 251]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 251
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 251, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 80
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 251, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
[StateDef 252]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 252
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 251, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 85
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s31, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,-3
air.hittime = 19
ground.cornerpush.veloff = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8051
ID = 8052
pos = 32,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8000
ID = 8000
pos = 131,-8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 251, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------
;Overhead
[StateDef 280]
type = C
movetype= I
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 280
poweradd = 0
sprpriority = 2


[State 0, PalFX]
type = PalFX
trigger1 = time = 0
time = 2
add = 250,250,250
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 282, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 281
ctrl = 0

;-----------------------
;OverheadHit
[StateDef 281]
type = A
movetype= A
physics = N
juggle  = 1
velset = 1.7,-6.5
ctrl = 0
anim = 281
poweradd = 50
sprpriority = 2


[State 0, MakeDust]
type = MakeDust
trigger1 = time = [1,6]
pos = 0,-15
;pos2 =
spacing = 2
;ignorehitpause =
;persistent =



[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 280, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 65,6
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 2, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-1
air.hittime = 18

[State 1000, Land]
type= changestate
trigger1= vel y > 0
trigger1= pos y > -vel y
value= 282

;----------------------
;OverheadLand
[StateDef 282]
type = C
movetype= I
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 282
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 5
value = 1
;ignorehitpause =
;persistent =


[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 282, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 400]
type = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
ctrl = 0
anim = 400
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -26
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------
; Crouching Light Punch
; CNS difficulty: easy
; Description: Simple crouching attack. The HitDef's guardflag parameter
;     is set to "L", meaning that the move can only be guarded low
;     (crouching), and not by standing or jumping opponents.
;     Like for all light attacks, it's a good idea to keep the slidetime
;     and hittime parameters at a smaller number, so the opponent isn't
;     stunned for too long. For all crouching attacks you have to
;     remember to set the attr parameter to indicate that it is crouching
;     attack. In this case, "C, NA" stands for "crouching, normal attack".
;     The HitDef's priority is set at 3, instead of the default of 4,
;     so this attack has a lower priority than most others, meaning the
;     player will get hit instead of trading hits with the opponent if
;     their attack collision boxes (Clsn1) intersect each other's Clsn2
;     boxes at the same time.
[Statedef 401]
type = C
movetype= A
physics = C
juggle  = 5
velset = 0,0
ctrl = 0
anim = 401
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8000
ID = 8000
pos = 82,45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 40
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 5
velset = 0,0
ctrl = 0
anim = 410
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,6
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 50
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -41
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 6
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[StateDef 411]
type = C
movetype= A
physics = C
juggle  = 6
velset = 0,0
ctrl = 0
anim = 411
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8000
ID = 8000
pos = 94,26
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -41
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 16
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type = S
movetype= A
physics = S
juggle  = 6
velset = 0,0
ctrl = 0
anim = 420
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 6
sparkno = 2
sparkxy = -10, -86
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-7
air.hittime = 18
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 421]
type = S
movetype= A
physics = S
juggle  = 7
velset = 0,0
ctrl = 0
anim = 421
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8016
ID = 8016
pos = 15,-69
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 420, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 85
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -86
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 19
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-4
air.hittime = 19
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[StateDef 430]
type = C
movetype= A
physics = C
juggle  = 4
velset = 0,0
ctrl = 0
anim = 431
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 430, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 25
animtype = Light
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -1
hitsound = s5, 0
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouching Medium Kick
; CNS difficulty: easy
[StateDef 440]
type = C
movetype= A
physics = C
juggle  = 5
velset = 0,0
ctrl = 0
anim = 440
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 440, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 45
animtype = med
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -6
hitsound = s5, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

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

;---------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
; Description: This move uses "Trip" for the "ground.type" parameter in
;     its HitDef. It's a special type that puts the opponent in a tripped
;     animation as he falls. Also, the hitflag parameter in the HitDef
;     is set to "MAFD". The "D" indicates that a downed opponent can be
;     hit by the attack.
[StateDef 450]
type = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
ctrl = 0
anim = 450
poweradd = 50
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S32,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 450, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 65
animtype = diagup
fall = 1
fall.recovertime = 50
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -2,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-7
air.hittime = 18
ground.cornerpush.veloff = -10

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

;----------------------------------
;dropkick
[StateDef 451]
type = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 451
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S32,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 451, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 65
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = -10
fall = 1
fall.recover = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 12
;ignorehitpause =
;persistent =


[State 451, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;----------------------------------
;dropkick 2
[StateDef 452]
type = S
movetype= A
physics = S
juggle  = 15
velset = 0,0
ctrl = 0
anim = 452
poweradd = 50
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,20
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8000
ID = 8000
pos = 154,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S32,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 451, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage = 75
animtype = heavy
guardflag = LA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -46
hitsound = s31, 1
guardsound = s6, 0
ground.type = trip
ground.slidetime = 5
ground.hittime  = 19
ground.velocity = -5,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 19
ground.cornerpush.veloff = -10
fall = 1
fall.recover = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 12
;ignorehitpause =
;persistent =


[State 451, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 600]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -51
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 601]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 601
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8000
ID = 8000
pos = 100,11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 45
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -51
hitsound = s31, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 610]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 50
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 611]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 611
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8000
ID = 8000
pos = 109,-7
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 60
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -71
hitsound = s31, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 16
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 16
ground.cornerpush.veloff = 0
fall.recovertime = 36

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

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 620]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 76
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,4
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 621]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 621
poweradd = 50
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 8019
ID = 8019
pos = 46,-72
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 86
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -10
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,4
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 30
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-2
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 45
ctrl = 0
anim = 640

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 50
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-2
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 70
ctrl = 0
anim = 650

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S32,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,2
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[StateDef 700]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 600
poweradd = 20
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 600, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 30
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -51
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-3
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

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

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[StateDef 710]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 610
poweradd = 30
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 610, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 50
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -71
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

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


;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[StateDef 720]
type = A
movetype= A
physics = A
juggle  = 1
ctrl = 0
anim = 620
poweradd = 40
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 76
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -36
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,4
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 730]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(3)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 30
animtype = light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 0
sparkxy = -10, -46
hitsound = s5, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,-2
air.hittime = 10
ground.cornerpush.veloff = 0
fall.recovertime = 22

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 740]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 45
ctrl = 0
anim = 640

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,3
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 50
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 1
sparkxy = -10, -46
hitsound = s5, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-2
air.hittime = 14
ground.cornerpush.veloff = 0
fall.recovertime = 34

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[Statedef 750]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 70
ctrl = 0
anim = 650

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S32,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 620, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 75
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -66
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -5.4,2
air.hittime = 18
ground.cornerpush.veloff = 0
fall.recovertime = 60

[State 620, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
[StateDef 222]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 222
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,13
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 6
trigger3 = animelem = 11
trigger4 = animelem = 16
trigger5 = animelem = 21
trigger6 = animelem = 26
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 31
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 13
trigger3 = AnimElem = 23
anim = 8000
ID = 8000
pos = 96,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 8
trigger2 = AnimElem = 18
trigger3 = AnimElem = 28
anim = 8000
ID = 8000
pos = 96,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 33
anim = 8000
ID = 8000
pos = 109,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, MakeDust]
type = MakeDust
trigger1 = 1
pos = 20,0
pos2 = -30,0
spacing = 7
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 11
trigger3 = AnimElem = 21
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 16
trigger3 = AnimElem = 26
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 32
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 75
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20,0
pos = 30,-53
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 6
trigger3 = AnimElem = 11
trigger4 = AnimElem = 16
trigger5 = AnimElem = 21
trigger6 = AnimElem = 26
x = 3
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 32
x = 6
y = 0
;ignorehitpause =
;persistent =

[State 222, 1]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimElem = 13
trigger4 = AnimElem = 18
trigger5 = AnimElem = 23
trigger6 = AnimElem = 28
attr = S, NA
damage = 43, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 1
sparkxy = -10, -51
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(35)>=0
movetype= I

[State 222, 1]
type = HitDef
trigger1 = AnimElem = 34
attr = S, NA
damage = 145, 8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -30, -66
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -6,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 222, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;spinal
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2000
poweradd = 60
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S61,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8000
ID = 8000
pos = 37,13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8002
ID = 8002
pos = -59,11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8003
ID = 8003
pos = 0,-18
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 115,15
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 5
sparkno = 2
sparkxy = -10, -86
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-6
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

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

;------------------------------------
;spinal
[StateDef 1001]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2001
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S61,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8000
ID = 8000
pos = 37,13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8002
ID = 8002
pos = -59,11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8003
ID = 8003
pos = 0,-18
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 100,12
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 5
sparkno = 2
sparkxy = -10, -86
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-6
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

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

;------------------------------------
;spinal
[StateDef 1002]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2002
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S62,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8000
ID = 8000
pos = 37,13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8002
ID = 8002
pos = -59,11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8003
ID = 8003
pos = 0,-18
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1000, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 88,10
fall = 1
fall.recovertime = 30
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 5
sparkno = 2
sparkxy = -10, -86
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -4,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-4
air.hittime = 12
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

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

;------------------------------
;forwardspine
[StateDef 2012]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2012
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,22
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 2
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 3
edge = 0,0
player = 35,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
edge = 0,0
player = 35,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 2012, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 90, 10
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -71
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -6,-2
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -5.4,-4
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8000
ID = 8000
pos = 93,14
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 2012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;EXforwardspine
[StateDef 2015]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2015
poweradd = -500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,22
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 2
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 3
edge = 0,0
player = 35,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
edge = 0,0
player = 35,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 2012, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 30, 2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = 0, -71
hitsound = s31, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(8)>=0
movetype= I

[State 2012, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 30, 2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -71
hitsound = s31, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 2012, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 30, 2
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -20, -71
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -2
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -2.4,-1
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 2012, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, SA
damage = 90, 10
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -30, -71
hitsound = s31, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 14
ground.velocity = -6,-2
airguard.velocity = -4.9,-.8
air.type = High
air.velocity = -5.4,-4
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 25

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8000
ID = 8000
pos = 93,14
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 2012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;Headbutt
[StateDef 2010]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2010
poweradd = 50
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S46,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2010, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 80
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -15, -86
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
ground.cornerpush.veloff = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 20
;ignorehitpause =
;persistent =


[State 2010, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;Eyespike
[StateDef 2011]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2011
poweradd = 50
sprpriority = 2

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,4
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 2011, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 35
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7
sparkno = 2
sparkxy = -40, -56
hitsound = s31, 0
guardsound = s6, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
ground.cornerpush.veloff = 0

[State 2011, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -40, -86
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -4.4,-6
air.hittime = 18
ground.cornerpush.veloff = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 3
y = 0
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 20
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 8000
ID = 8000
pos = 109,-31
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2011, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;forwardspine2
[StateDef 2013]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2013
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,16
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 2
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 3
edge = 0,0
player = 35,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
trigger4 = animelem = 7
trigger5 = animelem = 8
trigger6 = animelem = 9
edge = 0,0
player = 35,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 2012, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 80, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -71
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 18
ground.velocity = -9
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -4.4,-4
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(6)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8000
ID = 8000
pos = 93,14
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;forwardspine3
[StateDef 2014]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2014
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,15
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 2
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 3
edge = 0,0
player = 35,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 6
edge = 0,0
player = 35,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 2012, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 70, 7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -71
hitsound = s31, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 16
ground.velocity = -7
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -3.4,-4
air.hittime = 16
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8000
ID = 8000
pos = 93,14
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 2012, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;Chest Spike
[StateDef 2025]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 2025
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S61,7
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 55
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 150, 50
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 2025, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 55,5
animtype = diagup
guardflag = MA
hitflag = MAF
fall = 1
fall.recover = 0
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -96
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = 1,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 1,-4
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(7)>=0
movetype= I

[State 2025, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 55,5
animtype = diagup
guardflag = MA
hitflag = MAF
fall = 1
fall.recover = 0
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -126
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 19
ground.velocity = 0,-6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-4
air.hittime = 19
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 2025, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 150,10
fall = 1
fall.recover = 0
animtype = diagup
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -146
hitsound = s31, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -3,-9
airguard.velocity = -1.9,-5
air.type = High
air.velocity = -3,-9
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 100
sound = s20,0
pos = 5,-77
move =
darken = 1
p2defmul = 0
poweradd = -1000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8005
ID = 8005
pos = 7,-83
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 2025, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------
[Statedef 1046]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800


[state 1046]
type = varset
trigger1 = var(49)=1
var(50)=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S44,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 800, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, NT
hitflag = M
hitsound = s24,0
priority = 1, Miss
sparkno = -1
sprpriority = 0
p2sprpriority = 2
p2facing = 1
p1stateno = 1056
p2stateno = 1066
fall = 1
fall.recover = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------
;grapple state
[statedef 1076]
physics = S
anim = 1076

[State 0, BindToTarget]
type = BindToTarget
trigger1 = 1
time = 1
;ID = -1
pos = 20,0,foot;"Mid","Head"
;ignorehitpause =
;persistent =


[state 1076]
 type = selfstate
 trigger1 = animtime = 0
 value = 105

;----------------------------------------------------------------------
[Statedef 1056]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 10
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,21
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 812
ID = 812
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 2

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 47, 3

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 2

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 41, -1

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 23, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 0

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 15, 5

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 15, 5

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 27, 3

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 0

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 29, 1

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -78

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 1067

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = f2
ID = 2
pos = 35,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S31,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8007
ID = 8007
pos = -18,-56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8000
ID = 8000
pos = 49,-12
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

;----------------------------------------------------------------------
[Statedef 1066]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

;----------------------------------------------------------------------
[Statedef 1067]
type = A
movetype = H
physics = N
velset = -5,-5
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 821, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 821, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground


;--------------------------------
;badlanding
[Statedef 801]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 801

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 10
;ignorehitpause =
;persistent =


[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 15
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 30
anim = 102
sound = s20,0
pos = 28,-52
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 801, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, HT
hitflag = M
hitsound = s24,0
priority = 1, Miss
sparkno = -1
sprpriority = 1
fall = 1
fall.recover = 0
p2facing = 1
p1stateno = 811
p2stateno = 822
fall = 1
fall.recover = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 801, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 811]
type = S
movetype= A
physics = N
anim = 811
poweradd = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S61,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S61,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 20
value = S61,13
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 145
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 150, 10, 1
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S32,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = f2
ID = 2
pos = 30,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.5,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 12
anim = 8018
ID = 8018
pos = 35,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.8,0.8
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 20
anim = 8000
ID = 8000
pos = 57,13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 20
anim = 8002
ID = 8002
pos = -43,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 20
anim = 8003
ID = 8003
pos = 24,-22
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S51,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 7
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 8
value = S31,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = S31,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8000
ID = 8000
pos = 105,13
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8050
ID = 8050
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = f2
ID = 2
pos = 70,-54
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = f2
ID = 2
pos = 45,-54
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 4
value = -150
ID = -1
kill = 1
absolute = 1
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8008
ID = 8008
pos = 155,-24
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 8008
ID = 8008
pos = 110,-23
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 813
ID = 813
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 20
;ignorehitpause =
;persistent =

[State 1000, 1]
type = HitDef
trigger1 = animelem = 23
attr = S, NA
damage = 170,6
fall = 1
fall.recover = 0
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 1, 5
sparkno = 2
sparkxy = -10, -96
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 9
ground.hittime  = 12
ground.velocity = -4,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,-6
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = -4
envshake.phase = 90
envshake.freq = 75

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 54, -8

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 54, -8

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 3
pos = 54, -8

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 1

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = 54, -8

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 5
pos = 54, -8

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 6
pos = 54, -8

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 1

[State 811, Bind 1]
type = TargetBind
trigger1 = AnimElem = 7
pos = 54, -8

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 1

[State 811, Bind 2]
type = TargetBind
trigger1 = AnimElem = 8
pos = 30, 0

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 1

[State 811, Bind 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 36, 0

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 1

[State 811, Bind 4]
type = TargetBind
trigger1 = AnimElem = 10
pos = 26, -7

[State 811, SprPriority]
type = SprPriority
trigger1 = AnimElem =11
value = 1

[State 811, Bind 5]
type = TargetBind
trigger1 = AnimElem = 11
pos = 20, -16

[State 811, Bind 6]
type = TargetBind
trigger1 = AnimElem = 12
pos = 32, -60

[State 811, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -50

[State 811, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -50

[State 811, Throw]
type = TargetState
trigger1 = AnimElem = 12
value = 823

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
trigger2 = animelem = 8
trigger3 = animelem = 12
time = 15
freq = 75
ampl = -4
phase = 90
;ignorehitpause =
;persistent =



[State 811, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 822]
type = A
movetype = H
physics = N
velset = 0,0

[State 821, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 821

;----------------------------------------------------------------------
[Statedef 823]
type = A
movetype = H
physics = N
velset = 0.5,-10
poweradd = 40

[State 0, ChangeState]
type = SelfState
trigger1 = animelem = 18
value = 5050
ctrl = 0
;anim =
;ignorehitpause =
;persistent =


[State 822, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 822, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 822, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 822, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;--------------------------------------
;start
[Statedef 3049]
type = S
ctrl = 0
anim = 3049
velset = 0,0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S60,12
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S33,0
volume = 0
channel = -1
;lowpriority = -1
freqmul = 1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 40
anim = 102
sound = s60,0
pos = 5,-77
move =
darken = 1
p2defmul = 0
poweradd = -3000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 11    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = VarSet
trigger1 = animtime = 1
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State 0, PalFX]
type = PalFX
trigger1 = animtime = 0
time = -1
add = 0,0,0
mul = 256,256,256
;sinadd = 0,0,0,10
invertall = 0
color = 256
;ignorehitpause =
;persistent =

[State 192, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 3050

;-------------------------------------
;run
[Statedef 3039]
type = S
physics = S
anim = 3048
ctrl = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S60,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3039,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 2
channel = 5
volume = 255

[State 3039,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 40, 0
channel = 5
volume = 255

[State 3039,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7,=1
value = 40, 0
channel = 5
volume = 255

[State 100, 1]
type = VelSet
trigger1 = 1
x = 6.6

[State 100, 2]
type = ChangeState
trigger1 = p2bodydist x <= 30
value = 3040

;-------------------------------------
[Statedef 3040]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3052

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8000
ID = 8000
pos = 117,25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 3040, 1]
type = HitDef
triggerall = p2movetype != H
triggerall = p2stateno != [150,155]
Trigger1 = Time = 0
attr = S, ST
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
fall.recover = 0
p2facing = 1
p1stateno = 3041
p2stateno = 3042
fall = 1
fall.recover = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(2)>=0
movetype= I

[State 3040, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3041]
type = S
movetype= A
physics = N
anim = 3055
poweradd = 60

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
trigger2 = animelem = 7
time = 10
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = f1
ID = 1
pos = 70,-45
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = f2
ID = 2
pos = 30,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.5,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8007
ID = 8007
pos = 25,-12
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 8018
ID = 8018
pos = 35,-65
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.8,0.8
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S31,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S31,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =


[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 1

[State 3050, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 82, 3

[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 1

[State 3050, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 63, 0

[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 1

[State 3050, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 33, 0

[State 3050, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 30, 0

[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 1

[State 3050, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 28, 0

[State 3050, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 1

[State 3050, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 25, -9

[State 3050, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 36, -13

[State 3050, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 1
value = -35

[State 3050, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -80

[State 3050, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 3043

[State 3050, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3042]
type = A
movetype = H
physics = N
velset = 0,0

[State 3060, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3060

;----------------------------------------------------------------------
[Statedef 3043]
type = A
movetype = H
physics = N
velset = -4,-5
poweradd = 40

[State 3061, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 3061, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 3061, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 3061, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground



;-------------------------------------
;run2
[Statedef 3050]
type = S
movetype = A
physics = S
anim = 3050
ctrl = 0

[State 3000, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = M
hitsound = s24,0
priority = 5, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 3010
p2stateno = 3020
fall = 1
fall.recover = 0


[State 3039,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0, 2
channel = 5
volume = 255

[State 3039,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4,=1
value = 40, 0
channel = 5
volume = 255

[State 3039,PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7,=1
value = 40, 0
channel = 5
volume = 255

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 35
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 100, 1]
type = VelSet
trigger1 = 1
x = 6.6

[State 100, 2]
type = ChangeState
trigger1 = p2bodydist x <= 10
value = 3000
ctrl = 0

[State 100, 2]
type = ChangeState
trigger1 = time = 100
value = 0
ctrl = 1

;-----------------------------------
;impaler
[Statedef 3000]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 3051

[State 1024, 2]
type = AfterImage
trigger1 = time = 1
time = 10
;length = 20
;palcolor = 0
;palinvertall = 0
;palbright = 0,0,0
;palcontrast = 120,120,220
;palpostbright = 0,0,0
paladd = 5,5,5
;palmul = .65,.65,.75
;timegap = 1
framegap = 3
;trans = "add" ;"none","add1","sub"
;ignorehitpause = 1
;persistent =

[State 3000, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, HT
hitflag = M
hitsound = s24,0
priority = 5, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 3010
p2stateno = 3020
fall = 1
fall.recover = 0

[State 3000, 2]
type = ChangeState
Trigger1 = animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3010]
type = S
movetype= A
physics = N
velset = 0,0
anim = 3000
poweradd = 0

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time = 0
time = 106
;add = 0,0,0
mul = 0,0,0
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =

[State 0, BGPalFX]
type = BGPalFX
trigger1 = animtime = 0
time = 0
;add = 0,0,0
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256
;ignorehitpause =
;persistent =


[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 8
time = 25
freq = 80
ampl = -6
phase = 90
;ignorehitpause =
;persistent =


[State 0, Pause]
type = Pause
trigger1 = time = 45
trigger2 = time = 46
trigger3 = time = 47
trigger4 = time = 48
trigger5 = time = 49
trigger6 = time = 50
trigger7 = time = 51
trigger8 = time = 52
trigger9 = time = 53
trigger10 = time = 54
trigger11 = time = 55
trigger12 = time = 56
trigger13 = time = 57
trigger14 = time = 58
time = 1
movetime = 1
;ignorehitpause =
;persistent =
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 90
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 110, 110, 110
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 8005
ID = 8005
pos = 39,-86
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 0.9,0.9
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 3010, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 2

[State 3010, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 78, 0

[State 3010, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 2

[State 3010, Bind 1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 59, 0

[State 3010, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 2

[State 3010, Bind 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 54, 0

[State 3010, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 2

[State 3010, Bind 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = 42, -26

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 2

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 5
pos = 72, -34

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 2

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 6
pos = 66, -34

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 2

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 7
pos = 55, -47

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =8
value = 2

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 8
pos = 45, -62

[State 3010, SprPriority]
type = SprPriority
trigger1 = AnimElem =9
value = 2

[State 3010, Bind 8]
type = TargetBind
trigger1 = AnimElem = 9
pos = 45, -62

[State 3010, SprPriority]
type = SprPriority
trigger1 = AnimElem =10
value = 2

[State 3010, Bind 8]
type = TargetBind
trigger1 = AnimElem = 10
pos = 45, -62

[State 3010, Bind 9]
type = TargetBind
trigger1 = AnimElem = 11
pos = 64, -55

[State 3010, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 8
value = -450

[State 3010, Throw]
type = TargetState
trigger1 = AnimElem = 11
value = 3021

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 3001
ID = 3001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3002
ID = 3002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 8017
ID = 8017
pos = 54,-138
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.1,1.1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 8008
ID = 8008
pos = 119,-102
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.1,1.1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S51,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S31,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3010, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 3020]
type = A
movetype = H
physics = N
velset = 0,0

[State 3020, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 3010

;----------------------------------------------------------------------
[Statedef 3021]
type = A
movetype = H
physics = N
velset = -1,0
poweradd = 40

[State 3021, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 3021, 2] ; Recover near ground (use ChangeState)
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5200 ;HITFALL_RECOVER

[State 3021, 3] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > 0
triggerall = alive
triggerall = CanRecover
trigger1 = Command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

[State 3021, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground

;---------------------------------------------------------------------------
; Dark Barrier (short)
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= 60
velset = 0,0
anim = 3100
ctrl = 0
sprpriority = 2

[State 1020, Helper]
type = Helper
trigger1 = animelem = 8
helpertype = normal ;player
name = "Swipe"
ID = 1021
stateno = 1021
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove
size.xscale = 1
size.yscale = 1


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

;---------------------------------------------------------------------------
; Dark Barrier Helper (short)
[StateDef 1021]
type = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 3101
sprpriority = 3

[State 1021, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1021, HitBy]
type = HitBy
trigger1 = 1
value = SCA,NP,SP,HP
time = -1
ignorehitpause = 1

[State 1021, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA,AP
stateno = 1027
time = 1
ignorehitpause = 1

[State 1021, HitDef]
type = HitDef
trigger1 = animelem = 1
attr = A, SA
animtype  = Back
damage    = 80, 5
priority  = 5
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkxy = -31,-21
sparkno = 2
hitsound   = S31,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -7,-2.2
guard.velocity = -7
air.velocity = -3,2
getpower = 40
fall = 1
ignorehitpause = 1

[State 1021, ChangeState]
type = ChangeState
trigger1 = Parent, Time=30
trigger2 = MoveContact
trigger3 = Parent, StateNo != 1020
value = 1026
ignorehitpause = 1

;---------------------------------------------------------------------------
; Dark Barrier Finish
[Statedef 1026]
type = A
physics = N
movetype = I
anim = 3107
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1026, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
ignorehitpause = 1

[State 1026, NotHitBy]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 999

[State 1026, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;---------------------------------------------------------------------------
; Dark Barrier Reflect
[Statedef 1027]
type = A
physics = N
movetype = I
anim = 3103
velset = 0,0
ctrl = 0
sprpriority = 3

[State 1027, PalFX]
type = trans
trigger1  = 1
trans = addalpha
alpha = 255-(time*15),255
[State 1026, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow
[State 1026, NotHitBy]
type = NotHitBy
trigger1 = !Time
value = SCA
time = -1

[State 1027, Projectile]
type = Projectile
trigger1 = animelem = 5
attr = S,SP
hitflag = MAF
guardflag = MA
projanim = 3105
projhitanim = 3106
projscale = 1, 1
projremove = 1
offset = 79,-14
velocity = 7,0
projpriority = 2
getpower = 0,0
givepower = 0,0
animtype = Back
fall.animtype = Back
priority = 6,Hit
damage = 70,10
pausetime = 10,10
sparkxy = 20,-50
sparkno = 2
hitsound = S31,1
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -7.8
air.animtype = Back
air.velocity = -4,-2
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
palfx.time = 55
palfx.mul = 200, 200, 200
palfx.add = 100, 100, 200
palfx.sinadd = -120,-120,-120,10
fall = 1
id = 1034

[State 1027, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0

;------------------------------------
;scissor
[StateDef 3100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3100
poweradd = 20
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S71,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 3101
ID = 3101
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 3102, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 3102
projhitanim = 3102
projpriority = 1
projheightbound = -240, 1
projedgebound = 1000
projscreenbound = 1000
projremove = 1
projremovetime = 9
projshadow = -1
offset = 0,0
velocity = 0
attr = S, SP
damage   = 0
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
ground.cornerpush.veloff = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 4
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S56,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8002
ID = 8002
pos = -67,11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8002
ID = 8002
pos = -65,-6
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,14]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 3100, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 100,12
animtype = heavy
guardflag = LA
hitflag = MAF
fall = 1
fall.recover = 0
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -7,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,6
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(9)>=0
movetype= I

[State 3100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------
;scissorreflect
[StateDef 3103]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3103
poweradd = 20

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 30
anim = 100
sound = s20,0
pos = 36,-25
move =
darken = 1
p2defmul = 0
poweradd = 0
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 3104
ID = 3104
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 3103, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 3105
projhitanim = 3106
projpriority = 2
projheightbound = -240, 1
projedgebound = 100
projscreenbound = 100
projshadow = -1
offset = 78,-16
velocity = 6
attr = S, SP
projhits = 4
damage   = 50, 5
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = s31,1
sparkxy = 20,-50
sparkno = 2
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-3
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
afterimage.time = -1
afterimage.length = 20
afterimage.paladd = 0,0,0
afterimage.framegap = 3
afterimage.palcolor = 256
afterimage.palpostbright = 0,0,0
afterimage.ignorehitpause = 0

[State 3103, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------
;reflected
[StateDef 3105]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
poweradd = 20
sprpriority = 2

[State 3105, 1]
type = HitDef
trigger1 = time = 0
attr = S, SP
damage = 60, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 8
sparkxy = -10, -76
hitsound = s5, 2
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12

[State 0, DestroySelf]
type = DestroySelf
trigger1 = movecontact
;ignorehitpause =
;persistent =


[State 3105, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;scissor
[StateDef 3110]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3110
poweradd = 20
sprpriority = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,12]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S71,2
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 3101
ID = 3101
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 3102, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 3102
projhitanim = 3102
projpriority = 1
projheightbound = -240, 1
projedgebound = 1000
projscreenbound = 1000
projremove = 1
projremovetime = 9
projshadow = -1
offset = 0,0
velocity = 0
attr = S, SP
damage   = 0
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 8
x = 2
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S56,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8002
ID = 8002
pos = -67,11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8002
ID = 8002
pos = -65,-6
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 3100, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 90,11
animtype = heavy
guardflag = LA
hitflag = MAF
fall = 1
fall.recover = 0
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -6,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,6
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(9)>=0
movetype= I

[State 3100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;scissor
[StateDef 3111]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3111
poweradd = 20
sprpriority = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,9]
value = ,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S71,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 3101
ID = 3101
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 3102, 1]
type = Projectile
trigger1 = AnimElem = 8
projanim = 3102
projhitanim = 3102
projpriority = 1
projheightbound = -240, 1
projedgebound = 1000
projscreenbound = 1000
projremove = 1
projremovetime = 9
projshadow = -1
offset = 0,0
velocity = 0
attr = S, SP
damage   = 0
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S56,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8002
ID = 8002
pos = -67,11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8002
ID = 8002
pos = -65,-6
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 3100, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 80,8
animtype = heavy
guardflag = LA
hitflag = MAF
fall = 1
fall.recover = 0
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -5,-2
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.4,6
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(9)>=0
movetype= I

[State 3100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------
;scissorsuper
[StateDef 4500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4500
poweradd = 0
sprpriority = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 4
time = 30
anim = 101
sound = s20,0
pos = -15,-70
move =
darken = 1
p2defmul = 0
poweradd = -2000
unhittable = 1
;endcmdbuftime = (winmugen only)
;pausebg =  (winmugen only)
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S71,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 3101
ID = 3101
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 3102, 1]
type = Projectile
trigger1 = AnimElem = 6
projanim = 3102
projhitanim = 3102
projpriority = 1
projheightbound = -240, 1
projedgebound = 1000
projscreenbound = 1000
projremove = 1
projremovetime = 9
projshadow = -1
offset = 0,0
velocity = 0
attr = S, SP
damage   = 0
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 10,10
hitsound   = 5,2
sparkxy = 500,500
guardsound = S6,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.animtype = Back
air.velocity = -4,-6
air.juggle = 3
air.fall = 1
down.velocity = -4,-6
down.hittime = 30
down.bounce = 0
getpower = 0


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 36
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 10
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1


[State 0, VelSet]
type = VelSet
trigger1 = animelem = 6
x = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S56,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8002
ID = 8002
pos = -67,11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 8002
ID = 8002
pos = -65,-6
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 3100, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 100,15
animtype = heavy
guardflag = LA
hitflag = MAF
fall = 1
fall.recover = 0
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -26
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -0.5,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.0,-6
air.hittime = 12
getpower = 0
envshake.time = 15
envshake.ampl = 4
ground.cornerpush.veloff = -10

[State 800, 1]
type = HitDef
Trigger1 = animelem = 41
attr = S, HT
hitflag = MAF
hitsound = s24,0
priority = 1, hit
sparkno = -1
sprpriority = 0
p2sprpriority = 2
p2facing = 1
p1stateno = 4505
p2stateno = 4510
fall = 1
fall.recover = 0
getpower = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = S61,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 15
trigger2 = animelem = 18
trigger3 = animelem = 21
trigger4 = animelem = 24
trigger5 = animelem = 27
trigger6 = animelem = 30
trigger7 = animelem = 33
trigger8 = animelem = 36
x = 1
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
trigger2 = animelem = 18
trigger3 = animelem = 21
trigger4 = animelem = 24
trigger5 = animelem = 27
trigger6 = animelem = 30
trigger7 = animelem = 33
trigger8 = animelem = 36
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
trigger2 = animelem = 21
trigger3 = animelem = 27
trigger4 = animelem = 33
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18
trigger2 = animelem = 24
trigger3 = animelem = 30
trigger4 = animelem = 36
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 16
trigger2 = animelem = 22
trigger3 = animelem = 28
trigger4 = animelem = 34
attr = S, SA
damage = 30, 7
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 12
sparkno = 2
sparkxy = -10, -59
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-2
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 4

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 19
trigger2 = animelem = 25
trigger3 = animelem = 31
trigger4 = animelem = 37
attr = S, SA
damage = 45, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 12
sparkno = 2
sparkxy = -10, -54
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-2
air.hittime = 12
getpower = 0
ground.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 4

[State 0, Explod]
type = Explod
trigger1 = animelem = 23
anim = 8002
ID = 8002
pos = -27,21
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 15
trigger2 = animelem = 21
trigger3 = animelem = 27
trigger4 = animelem = 33
anim = 8002
ID = 8002
pos = -18,21
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 19
trigger2 = animelem = 25
trigger3 = animelem = 31
trigger4 = animelem = 37
anim = 8000
ID = 8000
pos = 109,17
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, ChangeState]
type = ChangeState
trigger1 = animelem = 7
trigger1 = movehit = 0
value = 4501
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

[State 0, AfterImage]
type = AfterImage
trigger1 = movehit = 1
time = 65
TimeGap  = 2
FrameGap = 3
length = 10
PalBright = 1,1,1
PalContrast = 1, 10, 150
PalAdd = 0,0,0
PalMul = .5,.5,.5
trans = add1

[State 3100, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;Miss
[StateDef 4501]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 4501
poweradd = 0
sprpriority = 2

[State 4501, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 4505]
type = S
movetype= A
physics = N
anim = 4505
poweradd = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 6
time = 15
freq = 70
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8020
ID = 8020
pos = 28,-93
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S61,19
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 812
ID = 812
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 2

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 58, -25

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 2

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 41, -1

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 0

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = 23, 0

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 0

[State 810, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4
pos = 15, 5

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 0

[State 810, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5
pos = 15, 5

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 0

[State 810, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6
pos = 27, 3

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =7
value = 0

[State 810, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7
pos = 29, 1

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -78

[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 7
value = 1067

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = f2
ID = 2
pos = 35,-90
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S31,1
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8007
ID = 8007
pos = -18,-56
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 6
anim = 8000
ID = 8000
pos = 49,-12
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

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

;----------------------------------------------------------------------
[Statedef 4510]
type = A
movetype = H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 4510

;------------------------------
;elbows
[StateDef 3501]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3501
poweradd = 40
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,9
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 40, 7
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 15
sparkno = 2
sparkxy = -10, -59
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(9)>=0
movetype= I

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 55, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -54
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -9
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 10
envshake.ampl = 3

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8002
ID = 8002
pos = -27,21
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 8000
ID = 8000
pos = 108,17
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =


[State 3500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;elbows2
[StateDef 3500]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3500
poweradd = 30
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,5
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 75, 7
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -59
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 10
ground.hittime  = 14
ground.velocity = -7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(5)>=0
movetype= I

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8002
ID = 8002
pos = -27,21
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 3
;ignorehitpause =
;persistent =


[State 3500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;elbows3
[StateDef 3503]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3503
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 40, 7
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 15
sparkno = 2
sparkxy = -10, -54
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 16
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 16
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(12)>=0
movetype= I

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 55, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 15
sparkno = 2
sparkxy = -10, -59
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 16
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 16
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage = 55, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -54
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 16
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 8002
ID = 8002
pos = -27,21
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8000
ID = 8000
pos = 108,17
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 8000
ID = 8000
pos = 108,17
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =


[State 3500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;elbows34
[StateDef 3502]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3502
poweradd = 50
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 40, 7
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -59
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(13)>=0
movetype= I

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
damage = 55, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -54
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 14
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 11
attr = S, SA
damage = 55, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -59
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 14
ground.velocity = -5,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 8002
ID = 8002
pos = -27,21
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 8002
ID = 8002
pos = -18,21
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 8
anim = 8000
ID = 8000
pos = 109,17
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 3
;ignorehitpause =
;persistent =


[State 3500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------
;EXelbows34
[StateDef 3505]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3505
poweradd = -500
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,8
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
trigger5 = animelem = 16
x = 5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
trigger2 = animelem = 8
trigger3 = animelem = 11
trigger4 = animelem = 14
trigger5 = animelem = 17
x = 0
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 7
trigger3 = animelem = 10
trigger4 = animelem = 13
trigger5 = animelem = 16
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 15
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 12
value = S45,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = animelem = 10
attr = S, SA
damage = 30, 7
animtype = med
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -59
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(17)>=0
movetype= I

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = animelem = 13
attr = S, SA
damage = 45, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5, 5
sparkno = 2
sparkxy = -10, -54
hitsound = s31, 1
guardsound = s6, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 3500, 1]
type = HitDef
trigger1 = AnimElem = 16
attr = S, SA
damage = 55, 8
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
fall = 1
fall.recover = 0
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -59
hitsound = s31, 2
guardsound = s6, 0
ground.type = low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -5,-3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 18
getpower = 0
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 11
anim = 8002
ID = 8002
pos = -27,21
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = animelem = 9
trigger3 = animelem = 16
anim = 8002
ID = 8002
pos = -18,21
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
trigger2 = animelem = 13
anim = 8000
ID = 8000
pos = 109,17
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

;Generated by Fighter Factory PalFX Editor
[State 0, PalFXWiz]
type = PalFX
trigger1 = time = 0
time = 2
add = 140,140,40
mul = 256,256,256
sinadd = 100,100,100,3
invertall = 1
color = 0
ignorehitpause = 0
;persistent = 1

[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 40

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S98,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animtime = 0
x = 3
;ignorehitpause =
;persistent =


[State 3500, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------
;elbowstart
[StateDef 3600]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3600
poweradd = 60
sprpriority = 0

[State 0, Width]
type = Width
trigger1 = time = [2,4]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [5,7]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = time = [8,10]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 10
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 20
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [5,10]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =



[State 3600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3601
ctrl = 0

;-------------------------------
;elbowstart2
[StateDef 3610]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3610
poweradd = 50
sprpriority = 0

[State 0, Width]
type = Width
trigger1 = time = [2,7]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 10
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 20
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [3,7]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =



[State 3600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3601
ctrl = 0

;-------------------------------
;elbowstart3
[StateDef 3620]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3620
poweradd = 40
sprpriority = 0

[State 0, Width]
type = Width
trigger1 = time = [2,5]
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S61,11
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 10
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 20
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [2,5]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =



[State 3600, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3601
ctrl = 0

;----------------------------
;elbowjump
[StateDef 3601]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 3601
poweradd = 20
sprpriority = 0

[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = 3600 && time = 0
x = 7
y = -3
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = 3610 && time = 0
x = 5
y = -2.5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = prevstateno = 3620 && time = 0
x = 2
y = -2
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = [1,5]
value = ,NA,SA,HA,NP,SP,HP
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S51,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, Explod]
type = Explod
trigger1 = animelem = 1
anim = 8016
ID = 8016
pos = 59,-102
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =


[State 0, Gravity]
type = Gravity
trigger1 = 1
;ignorehitpause =
;persistent =

[State 0, Width]
type = Width
trigger1 = 1
edge = 0,0
player = 20,0
;value = 0,0
;ignorehitpause =
;persistent =

[State 3601, end]
type = ChangeState
triggerall = prevstateno = 3600 && animtime >=5
trigger1 = pos y >= 0
value = 3602
ctrl = 0

[State 3601, end]
type = ChangeState
triggerall = prevstateno = 3610 && animtime >=5
trigger1 = pos y >= 0
value = 3612
ctrl = 0

[State 3601, end]
type = ChangeState
triggerall = prevstateno = 3620 && animtime >=5
trigger1 = pos y >= 0
value = 3622
ctrl = 0

;-------------------------
;elbowland
[StateDef 3602]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3602
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S56,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 50
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 30
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3605
ID = 3605
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =


[State 3602, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 98,12
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 18
ground.velocity = -7,5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,12
air.hittime = 18
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 3602, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;elbowland2
[StateDef 3612]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3602
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S56,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 50
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 30
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3605
ID = 3605
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =


[State 3602, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 85,8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 17
ground.velocity = -7,5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,12
air.hittime = 17
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 3602, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------
;elbowland3
[StateDef 3622]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3622
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S44,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S40,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S56,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.1
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = 50
;ignorehitpause =
;persistent =

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = 30
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, PosSet]
type = PosAdd
trigger1 = animtime = 0
x = 10
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3605
ID = 3605
pos = -50,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 0
;persistent =


[State 3602, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 75,8
animtype = heavy
fall = 1
fall.recover = 0
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 10
sparkno = 2
sparkxy = -10, -76
hitsound = s31, 1
guardsound = s6, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -7,5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.4,12
air.hittime = 14
envshake.time = 10
envshake.ampl = 3
ground.cornerpush.veloff = 0

[State 200, Idle]
type= statetypeset
trigger1= animelemtime(4)>=0
movetype= I

[State 3602, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------
; WINQUOTE SCREEN HELPER MAIN STATE
[Statedef 1552632]; WINQUOTE HELPER GETS ACTIVE
type = A
movetype = I
physics = N
velset = -8000,-8000

[State 1552632]; PREVENTS THE ROUND FROM FINISHING
type = AssertSpecial
trigger1 = stateno = 1552632 && time = [1,3000] ; --- HERE YOU MUST PUT HOW MUCH TIME THE SCREEN WILL BE DISPLAYED ---
flag = roundnotover
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 1

[State 1552632, PalFXWiz]; INCOMING WHITE EFFECT
type = allPalFX
trigger1 = stateno = 1552632 && time = 270 ; --- TIME TO START USING THE PAL FX ---
time = 40
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0

[State 1552632]; WHITE FLASH
type = EnvColor
trigger1 = stateno = 1552632 && time = 310 ; --- OMG I CAN'T SEE A SHIT!!! ---
value = 255,255,255
time = 40

[State 1552632, PalFXWiz]; OUTCOMING WHITE EFFECT
type = allPalFX
trigger1 = stateno = 1552632 && time = 350 ; --- SCREEN STARTS TO APPEAR AGAIN ---
time = 30
add = 100,100,100
mul = 256,256,256
sinadd = -80,-80,-80,10
invertall = 0
color = 0

;----------------------------
[State 1552632]; MAKES EVERYTHING INVISIBLE
type = AssertSpecial
trigger1 = stateno = 1552632 && time > 310 ; --- TIME TO MAKE EVERYTHING INVISIBLE. DELETE IT IF NOT DESIRED ---
flag = nobardisplay
flag2 = noFG
flag3 = noBG
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999

[State 1552632]; WINQUOTE SCREEN MUSIC
type = PlaySnd
trigger1 = stateno = 1552632 && time = 330 ; --- TIME TO START PLAYING THE WINQUOTE MUSIC OR ANNOUNCER ---
value = s99,0
volume = 255
channel = -1
freqmul = 1.0
loop = 0
pan = 0
;ignorehitpause = 1
;persistent = 1


[State 1552632]; STAGE MUSIC STOPPER
type = AssertSpecial
trigger1 = stateno = 1552632 && time > 320 ; --- YOU CAN ALSO USE THE "stateno = 1552632 && time > X" TO MATCH WITH THE WINQUOTE MUSIC ---
flag = NoMusic
ignorehitpause = 1
supermovetime = 99999
pausemovetime = 99999
persistent = 1

;--------------------------------------------
[State 1552632]; ANY ANIMATION
type = Explod
trigger1 = !numexplod(22007007) && stateno = 1552632 && time = 350 ; --- TIME TO SHOW ANIMATED BACKGROUND ---
anim = 9998+random%2
id =  22007007
postype = right
pos = -320,0
removetime = -1
removeongethit = 0
bindtime = -1
sprpriority = 9950
ownpal = 1
ontop = 1
supermovetime = -1
pausemovetime = -1
scale  = 0.5,0.5
persistent = 1
removetime = -2

;---------------------------------------------------------------------------
; LauncherFollow
[Statedef 40000]
type    = S
physics = S
anim = 40
ctrl = 0
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S41,0
volume = 255
channel = -1
;lowpriority = -1
freqmul = 1.0
loop = 0
pan = 0
;abspan =
;ignorehitpause =
;persistent =


[State 1220, Afterimage]
type = AfterImage
trigger1 = animelem = 1
length = 13
PalBright   =  30, 30, 30
PalContrast =  70, 70, 70
PalAdd      = -10,-10,-10
PalMul      = .55,.55,.55
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 21


[State 40, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 2]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 4]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 5]
type = VelSet
trigger1 = AnimTime = 0
trigger1 = prevstateno = 100 ;RUN_FWD
trigger1 = sysvar(1) = 1
x = const(velocity.runjump.fwd.x)

[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50000
ctrl = 1

;AI jump check
[State 40, 6]
type = ChangeState
trigger1 = var(59) = 1 && var(30) = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;LauncherFollowUp
[Statedef 50000]
type    = A
physics = A

[State 0, MakeDust]
type = MakeDust
trigger1 = time = 1
trigger2 = time = 4
trigger3 = time = 7
pos = 0,5
;pos2 =
spacing = 1
;ignorehitpause =
;persistent =

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]
;-----------------------------------
;AI jump check
 [State 0, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = (p2bodydist x < 40) || (p2bodydist x >90)
trigger2= enemynear,hitdefattr = SCA,NA,SA,HA
v=30
value = 0

[State 0, VarSet]
type = VarSet
triggerall = statetype = A
trigger1 = p2bodydist x = [40,90]
trigger2 = enemy,hitdefattr=S,AT
v = 30   ;fv = 10
value = 1
;--------------------------------------------

[State 0, AppendToClipboard]
type = displayToClipboard
trigger1 = 1
text = "fvar(2) = %f  vel x = %f"
params = fvar(2),p2bodydist x
ignorehitpause = 1
persistent =  1

[state -2]
type = varset
trigger1 = p2stateno = 1046
var(49)=1

[state -2]
type = varset
trigger1 = p2stateno != 1046
var(49)=0

[state -2]
type = varset
trigger1 = stateno = 0
var(50)=0

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 =  1
text = "frontedge = %d fvar1= %f  pos x = %f "
params = var(31), fvar(2) , p2bodydist x
[State -2, VarSet]
type = VarSet
trigger1 = life <= 250
v = 40    ;fv = 10
value = 1
;ignorehitpause =
;persistent =

[State -2, VarSet]
type = VarSet
trigger1 = alive = 0
v = 40    ;fv = 10
value = 0
;ignorehitpause =
;persistent =

[State -2, Blink Yellow]
type = PalFX
triggerall = var(40) = 1 && var(11) = 0
trigger1 = Timemod = 12,10
time = 45
add = 10,0,0
mul = 256,256,256
sinadd = 30,30,30,15
invertall = 0
color = 256

[State -2, PalFXWiz]
type = PalFX
trigger1 = var(40) = 0
triggerall = stateno !=[5000,5400]
trigger2 = roundstate !=2
time = 3
add = 0,0,0
sinadd = 0,0,0,0 = 0
;persistent = 1

[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= ifelse(enemynear,gethitvar(hitcount)=0, 1, ifelse(enemynear,gethitvar(hitcount)=1, .9, .8**enemynear,gethitvar(hitcount)))

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -2, Dampener itself]
type=attackmulset
trigger1= 1
value=fvar(12)
ignorehitpause=1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 241
id = 8051
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 252
id = 8052
;ignorehitpause =
;persistent =

[State -2, P2 Facing]
type= targetfacing
trigger1= movecontact=1 && numtarget=1
trigger1= !(target,hitshakeover) && !(target,hitfall) && (target,time<=1)
value= ifelse(p2dist x>=0, -1, 1)
ignorehitpause= 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

[State -3, Corner Push]; Reset
type= varset
trigger1= fvar(5)
trigger1= numtarget
trigger1= (target, hitover) || (target, gethitvar(hitshaketime) > 0 && target, time <= 0)
fvar(5)= 0

[State -3, Corner Push]; Get  initial velocity
type= varset
trigger1= movecontact=1 && numtarget
fvar(5)= (target, gethitvar(xvel))
ignorehitpause= 1

[State -3, Corner Push]; Apply corner push
type= posadd
triggerall= fvar(5)
triggerall= (statetype = S || statetype = C) && numtarget
triggerall= !hitpausetime && (target, gethitvar(hitshaketime) <= 0)
triggerall= (target, statetype = S || target, statetype = C) && !(target, gethitvar(yvel)) && !(target, hitfall); See note below
trigger1= target, frontedgebodydist <= abs(target, vel x)
trigger1= (target, gethitvar(xvel) * target, facing) > 0
trigger2= target, backedgebodydist <= abs(target, vel x)
trigger2= (target, gethitvar(xvel) * target, facing) < 0
x= ifelse(target, frontedgebodydist <= 0, -1, 1) * (target, facing) * fvar(5)

[State -3, Corner Push]; Apply friction to the velocity
type= varset
trigger1= numtarget
trigger1= target, gethitvar(hitshaketime) <= 0
fvar(5)= fvar(5) * 0.85

[State -3, GetHit Snd]
type=playsnd
triggerall= alive && time=1
triggerall= stateno=5000 || stateno=5010
trigger1= gethitvar(animtype)>=2 && random<500
value=s70,(random%5)
channel=0
ignorehitpause=1

[State -3, GetHit Snd]
type=playsnd
triggerall= alive && time=1
triggerall= stateno=5000 || stateno=5010
trigger1= gethitvar(animtype)=1 && random<375
trigger2= gethitvar(animtype)=0 && random<250
value=s70,(random%5)
channel=0
ignorehitpause=1

[State -3, GetHit Snd]
type=playsnd
triggerall= alive && time=1
trigger1= (stateno=5000 || stateno=5010) && numenemy
trigger1= gethitvar(fall) || (enemynear,hitdefattr=SCA,SA,HA)
trigger2= (stateno=5020 || stateno=5070 || stateno=5080)
trigger3= (stateno=5050 || stateno=5100) && (prevstateno!=[5000,5199])
value=s70,(random%5)
channel=0
ignorehitpause=1

;This controller plays a sound everytime the player lands from a jump, or
;from a back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 40, 0
