[Data]
life = 1200 
power = 3000
attack = 100
defence = 120
fall.defence_up = 10
liedown.time = 51
airjuggle = 15
sparkno = 0
guard.sparkno = 40
KO.echo = 0
volume = 200

[Size]
xscale = 1
yscale = 1
ground.back = 20
ground.front = 20
air.back = 18
air.front = 18
z.width = 3
height = 50
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = 7,-78
mid.pos = -1,-47

[Velocity]
walk.fwd  = 3.00
walk.back = -2.00
run.fwd  = 5.50, 0
run.back = -4.80, 0
jump.neu = 0,-9.2
jump.fwd = 3.00
jump.back = -3.50

[Movement]
airjump.num = 0
yaccel = .43
stand.friction = .85
crouch.friction = .82

;---------------------------------------------------------------------------
; Win States Selection
;---------------------------------------------------------------------------
[Statedef 180]
type = S

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

[State 180, StompFit]
type = ChangeState
trigger1 = Var(1) = 0
value = 181
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Stomp Fit Win pose
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, 2]
type = PlaySnd
trigger1 = Time = 9
trigger2 = Time = 29
trigger3 = Time = 49
value = 0, 0

[State 191, 2 Explod]
type = Explod
trigger1 = Time = 53
anim = 9005
postype = p1
pos = -18, 0
sprpriority = 0
ownpal = 1

[State 181, 4]
type = EnvShake
Trigger1 = Time = 9
persistent = 0
time = 20
ampl = -9
freq = 150
phase = 11

[State 191,2]
type = ChangeAnim
trigger1 = Time = 20
value = 181

[State 181, 4]
type = EnvShake
Trigger1 = Time = 29
persistent = 0
time = 20
ampl = -9
freq = 150
phase = 11

[State 191,2]
type = ChangeAnim
trigger1 = Time = 40
value = 181

[State 181, 4]
type = EnvShake
Trigger1 = Time = 49
persistent = 0
time = 20
ampl = -9
freq = 150
phase = 11

[State 181, 2]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


;-----------------------------------------------------------------------------
; Intro Selection 
;-----------------------------------------------------------------------------

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

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

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

[State 190, Transformation]
type = ChangeState
trigger1 = var(1) = 1
value = 193

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

[State 191,1]
type = ChangeAnim
trigger1 = Time = 0
value = 9002

[State 191, 2 Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 9005
postype = p1
pos = -18, 0
sprpriority = 0
ownpal = 1

[State 191,AssertSpecial]
type = AssertSpecial
trigger1 = AnimElemTime(2) < 110
flag = Intro

[State 191, 1] ;Intro not yet over
type = VarSet
trigger1 = Time = 100
v = 1
value = 1

[State 191, 2] ;Intro over, set v9 to 0
type = VarSet
trigger1 = Time = 156
v = 1
value = 0

[State 191,2]
type = ChangeAnim
trigger1 = Time = 90
value = 195

[State 191, 4]
type = PlaySnd
trigger1 = Time = 105
value = 0, 0

[State 191, 4]
type = EnvShake
Trigger1 = Time = 105
persistent = 0
time = 20
ampl = -9
freq = 150
phase = 11

[State 191, 5]
type = ChangeState
trigger1 = time = 155
value = 0

;-------------------------------------------------------------------------------
[Statedef 193] ; Transform
type = S
ctrl = 0
anim = 0
velset = 0,0,0

[State 193, 1] ;Intro not yet over
type = AssertSpecial
trigger1 = AnimElemTime(2) < 110
flag = Intro

[State 193, 1] ;Intro not yet over
type = VarSet
trigger1 = Time = 100
v = 1
value = 1

[State 193, 2] ;Intro over, set v9 to 0
type = VarSet
trigger1 = Time = 100
v = 1
value = 0

[State 193,1]
type = ChangeAnim
trigger1 = Time = 0
value = 9004

[State 193, 2]
type = PlaySnd
trigger1 = Time = 10
trigger2 = time = 80
trigger3 = time = 140
trigger4 = time = 210
trigger5 = time = 285
value = 0, 1

[State 193, 2]
type = PlaySnd
trigger1 = Time = 290
value = 0, 2

[State 193, 4]
type = EnvShake
Trigger1 = Time = 12
persistent = 0
time = 10
ampl = -9
freq = 190
phase = 14

[State 193, 4]
type = EnvShake
Trigger1 = Time = 82
persistent = 0
time = 10
ampl = -9
freq = 190
phase = 14

[State 193, 4]
type = EnvShake
Trigger1 = Time = 142
persistent = 0
time = 10
ampl = -9
freq = 190
phase = 14

[State 193, 4]
type = EnvShake
Trigger1 = Time = 212
persistent = 0
time = 10
ampl = -9
freq = 180
phase = 14

[State 193, 4]
type = EnvShake
Trigger1 = Time = 290
persistent = 0
time = 30
ampl = -12
freq = 40
phase = 17

[State 193, 3 Explod]
type = Explod
trigger1 = time = 12
trigger2 = time = 80
trigger3 = time = 140
trigger4 = time = 210
trigger5 = time = 285
anim = 9005
postype = p1
pos = 0, 0
sprpriority = 0
ownpal = 1

[State 193, 3 Explod]
type = Explod
trigger1 = time = 12
trigger2 = time = 80
trigger3 = time = 140
trigger4 = time = 210
trigger5 = time = 285
anim = 9006
postype = p1
pos = 0, 0
sprpriority = 2
ownpal = 1

[State 193, 3 Explod]
type = Explod
trigger1 = time = 0
anim = 9007
postype = p1
pos = 0, 0
sprpriority = 1
ownpal = 1
removetime = 290

[State 193, 3 Explod]
type = Explod
trigger1 = time = 290
anim = 9001
postype = p1
pos = 0, 0
sprpriority = 1
ownpal = 1

[State 193, 3]
type = PlaySnd
trigger1 = Time = 290
value = 0, 0

[State 193, 5]
type = ChangeState
trigger1 = time = 300
value = 0
;---------------------------------------------------------------------------
; Dashing
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;Dash
[Statedef 100]
type    = A   ;Running is on the ground
physics = N   ;We'll define our own physics
anim = 40               
ctrl = 0      ;No control for duration of dash

[State 100, 2]
type = Changestate
trigger1 = Time = 0
value = 101
;---------------------------------------------------------------------------
[Statedef 101]
type = A
physics = N
anim = 100
velset = 7.5,-2
ctrl = 0

[State 101, Up we go]
type = PosAdd
trigger1 = animelem = 2
y = -5

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[state 101, SprPriority]
type = sprpriority
trigger1 = 1
value = 1

[State 101, Down we go more!]
type = veladd
trigger1 = 1
y = 0.3

[State 101, 9]
type = ChangeState
trigger1 = (vel y > 0) && (pos y >= -5)
value = 102

;----------------------------------------------------------------------------
;Dash Landing
[Statedef 102]
type = S
physics = N
anim = 101
ctrl = 0

[State 731, Screen Bound OFF]
type = Screenbound
triggerall = Prevstateno = 810
trigger1 = 1
value = 0

[State 102, 1]
type = Velset
trigger1 = Time = 0
x = 0.5
y = 0

[State 102, 1]
type = VelAdd
trigger1 = 1
x = .2
y = 0

[State 102, 1]
type = Posset
trigger1 = Time = 0
y = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 102, 1]
type = Velset
trigger1 = Time = 0
y = 0

[State 102, 1]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
;Dash Back
[Statedef 105]
type    = A   ;Running is on the ground
physics = N   ;We'll define our own physics
anim = 40   ;Anim action 100
ctrl = 0      ;No control for duration of dash

[State 100, 2]
type = Changestate
trigger1 = Time = 0
value = 106
;---------------------------------------------------------------------------
[Statedef 106]
type = A
physics = N
anim = 105
velset = -7.5,-2
ctrl = 0

[State 106, Up we go]
type = PosAdd
trigger1 = animelem = 2
y = -5

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[state 106, SprPriority]
type = sprpriority
trigger1 = 1
value = 1

[State 106, Down we go more!]
type = veladd
trigger1 = 1
y = 0.3

[State 106, 9]
type = ChangeState
trigger1 = (vel y > 0) && (pos y >= -5)
value = 107
;----------------------------------------------------------------------------
;Dash Back Landing
[Statedef 107]
type = S
physics = N
anim = 106
ctrl = 0

[State 731, Screen Bound OFF]
type = Screenbound
triggerall = Prevstateno = 810
trigger1 = 1
value = 0

[State 107, 1]
type = Velset
trigger1 = Time = 0
x = -0.5
y = 0

[State 107, 1]
type = VelAdd
trigger1 = 1
x = -0.2
y = 0

[State 107, 1]
type = Posset
trigger1 = Time = 0
y = 0

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 107, 1]
type = Velset
trigger1 = Time = 0
y = 0

[State 107, 1]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
;Begin normal attacks
;---------------------------------------------------------------------------
; STAND_A
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 8
ctrl = 0
anim = 200
velset = 0

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

[State 200, 3]
type = HitDef
trigger1 = Time = 0              ;Time to activate controller
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage    = 23                   ;Damage that move inflicts
guardflag = MA                   ;Flags on how move is to be guarded against
priority = 3                     ;Attack priority: 0 (least) to 7 (most),
pausetime = 1,9                ;Time attacker pauses, time opponent shakes
sparkxy = 0,-50                  
hitsound = 5,0                   ;Sound to play on hit
guardsound = 6,0                 ;Sound to play on guard
ground.type = Low                ;Type (refer to testp.h)
ground.slidetime = 2             ;Time that the victim slides back
ground.hittime  = 15             ;Time victim is in hit state
ground.velocity = -4             ;Velocity at which victim is pushed
air.type = High                 
air.velocity = -1.3,-1           ;X-velocity at which victim is pushed,
                                 ;Y-velocity at which victim is pushed
; attack.width = 3, 3              ;Override default attack width
fall = 0                         ;1 to cause opponent to fall. If omitted, assumed 0.

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 200, 5]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;STAND_B
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
anim = 210
velset = 0,0

[State 210, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 210

[State 210, 4]
type = VelMul
trigger1 = AnimElem = 8, >= 0
trigger2 = Vel X < -2
x = .85

[State 210, 5] ;ARRR1 tweaked
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 23
animtype = Med
guardflag = MA
pausetime = 0,10
sparkxy =  -10,-50
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 17
ground.velocity = -6
air.type = Low
air.velocity = -3.3,-4
airguard.velocity = -3.5,-3

[State 210, 6] 
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 30
animtype = Med
guardflag = MA
pausetime = 1,10
sparkxy =  -17,-84
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 17
ground.velocity = -6
air.type = Low
air.velocity = -3.1,-3.3
airguard.velocity = -3.5,-2.5

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

[State 210, 6]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;STAND_C
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
anim = 220
velset = 0,0

[State 220, 0]
type = PlaySnd
trigger1 = time = 0
value = 0, 220

[State 220, 1]
type = PosAdd
trigger1 = AnimElem = 3
x = 7

[State 220, 1]
type = PosAdd
trigger1 = AnimElem = 9
x = -5

[State 220, 1]
type = PosAdd
trigger1 = AnimElem = 3, =2
;trigger2 = AnimElem = 4, =1
x = 5

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 200, 1 ; hiyah!
channel = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 82
animtype = HARD
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy =  -15,-90
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 23
ground.velocity = -7.5
air.velocity = -3,-5
airguard.velocity = -3.5,-3

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 220, 4]
type = SprPriority
trigger1 = AnimElem = 3
value = -1

[State 220, 5]
type = SprPriority
trigger1 = AnimElem = 5
value = 1

[State 220, 6]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;STAND_X
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 8
ctrl = 0
anim = 230
velset = 0

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,200

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 19
priority = 3, Hit
guardflag = MA
pausetime = 7,8
sparkxy =  -5,-70
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 11
ground.velocity = -4
air.velocity = -1.3,-3 
air.hittime = 15
airguard.velocity = -3,-2.5

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

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

[State 230, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;STAND_Y
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
anim = 240
velset = 0,0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,210

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 47
guardflag = MA
pausetime = 1,10
sparkxy =  -5,-54
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-3.2
airguard.velocity = -3,-2.8
priority = 5

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 240, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;STAND_Z
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
ctrl = 0
anim = 250

[State 250, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 220

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200, 2  ; hah!
channel = 0

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 66
animtype  = Hard
hitflag = AF
guardflag = A
pausetime = 12,12
sparkxy =  -15,-99
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4,-2.5

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger1 = movecontact = 0
attr = S, NA
damage    = 66
animtype  = Hard
hitflag = AF
guardflag = A
pausetime = 12,12
sparkxy =  -12,-64
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4,-2.5

[State 250, 3]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = movecontact = 0
attr = S, NA
damage    = 66
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy =  -12,-64
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -3.4,-3.5
airguard.velocity = -4,-2.5

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 250, 6]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
; CROUCH_A
[Statedef 400]
type    = S
movetype= A
physics = C
juggle  = 3
poweradd= 8 
ctrl = 0
anim = 400
velset = 0,0

[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,200

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 23
guardflag = LA
pausetime = 1,11
sparkxy = -10,-24
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4.1
air.type = High
air.velocity = -1.4,-3

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 400, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
; CROUCH_B
[Statedef 410]
type    = S
movetype= A
physics = C
juggle  = 4
poweradd= 18
ctrl = 0
anim = 410
velset = 0,0

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,210

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 43
guardflag = LA
pausetime = 1,11
sparkxy = -10,-21
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
air.type = High
air.velocity = -1.8,-3.1

[State 410, 3]
type = SprPriority
trigger1 = AnimElem = 4
value = -2

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

[State 410, 5]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;CROUCH_C
[Statedef 420]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 50
ctrl = 0
anim = 420
velset = 0,0

[State 420, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,220

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 82
guardflag = LA
pausetime = 11,12
sparkxy =  -7,-20
hitsound   = 5,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 420, 4]
type = SprPriority
trigger1 = AnimElem = 3
value = -2

[State 420, 5]
type = SprPriority
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 1

[State 420, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 420, 7]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
; CROUCH_X
[Statedef 430]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd= 12
ctrl = 0
anim = 430

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,200

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 16
guardflag = MA
pausetime = 1,9
sparkxy = -5,-50
hitsound   = 5,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.type = High
air.velocity = -1.2,-3
guard.velocity = -5

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

[State 430, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
; CROUCH_Y
[Statedef 440]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 28
ctrl = 0
anim = 440

[State 440, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,210

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 43
guardflag = MA
pausetime = 1,11
sparkxy = -7,-45
hitsound   = 5,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.7
air.type = High
air.velocity = -1.5,-3.2

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

[State 440, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
; CROUCH_Z
[Statedef 450]
type    = S
movetype= A
physics = C
juggle  = 4
poweradd= 49
ctrl = 0
anim = 450

[State 450, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,220

[State 450, 2]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3 
trigger2 = !movecontact
attr = S, NA
damage   = 66
animtype = Med
guardflag = MA
pausetime = 12,12
sparkxy = ifelse((AnimElem=2),-12,-10),ifelse((AnimElem=2),-60,-109)
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 0,-9
air.velocity = 0,-6
airguard.velocity = -2.5, -3.3
fall = 1

[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[State 450, 5]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;JUMP_A
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 15
ctrl = 0
anim = 600

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,200

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage   = 23
guardflag = HA
priority = 3
pausetime = 1,9
sparkxy =  -5,-41
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3,-2.5

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 600, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;JUMP_B
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 610

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,210

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 35
guardflag = HA
priority = 3
pausetime = 1,11
sparkxy =  -7,-52
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 610, 2]
type = Width
trigger1 = AnimElemNo(0) = 3
value = 20,-5

[State 610, 2]
type = Width
trigger1 = !(AnimElemNo(0) & 1)
value = 10,-2

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 610, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------

;JUMP_C
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 30
ctrl = 0
anim = 620

[State 620, 1]
type = PlaySnd
trigger1 = Time = 3
value = 0,220

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = Med
damage    = 55
guardflag = HA
pausetime = 12,11
sparkxy = -15,-50;-65
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -3.5,-4.8
guard.velocity = -8

[State 620, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

[State 620, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;JUMP_X
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 10
ctrl = 0
anim = 630

[State 630, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,200

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 19
guardflag = HA
priority = 3
pausetime = 1,9
sparkxy =  -5,-60
hitsound   = 5,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 630, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;JUMP_Y
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 17
ctrl = 0
anim = 640

[State 640, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,210

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 35
guardflag = HA
priority = 3
pausetime = 1,11
sparkxy =  -5,-60
hitsound   = 5,1
guardsound = 6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 640, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;---------------------------------------------------------------------------
;JUMP_Z
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 5
poweradd= 40
ctrl = 0
anim = 650

[State 650, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,220

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 62
guardflag = HA
pausetime = 12,12
sparkxy =  -5,-60
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 650, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;-----------
; Taunt here.

[Statedef 195]
type = S
ctrl = 0
velset = 0,0
anim = 195
poweradd= 50

[State 195, 4]
type = EnvShake
Trigger1 = AnimElem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 20

[State 193, 3 Explod]
type = Explod
trigger1 = AnimElem = 4
anim = 9005
postype = p1
pos = -18, 0
sprpriority = 0
ownpal = 1

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 0

[State 195, 1]
type = ChangeState
trigger1 = Time = 45
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Specialz
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; Tenma Kuujin Kyaku A (Diving Kick)

[Statedef 750]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(10) = 1, 0, 100)
ctrl = 0
anim = 750
sprpriority = 2

[State 750, PosFreeze]
type = PosFreeze
trigger1 = Time = [0,8]

[State 750]
type = PlaySnd
trigger1 = Time = 1
value = 1,1

[State 750, VelSet]
type = VelSet
trigger1 = Time = 8
x = 9
y = 10

[State 750, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 750, HitDef]
type = HitDef
triggerall = Var(10) != 1
trigger1 = (Time%2) = 0
attr = A, SA
animtype  = Medium
damage    = 16, 3
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 9,10
sparkxy = -5,-15
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,0
air.type = Low
air.velocity = -3,-2
air.juggle = 1

[State 750, CC HitDef]
type = HitDef
triggerall = Var(10) = 1
trigger1 = (Time%2) = 0
attr = A, SA
animtype  = Medium
damage    = 8, 3
getpower = 0
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 9,10
sparkxy = -5,-15
hitsound   = 5,3
guardsound = 6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -3,0
air.type = Low
air.velocity = -3,-2
air.juggle = 1

[State 750, Explod]
type = Explod
trigger1 = Time = 0
anim = 9003
ID = 750
postype = p1
pos = 0, 0
ownpal = 1
bindtime = 50
sprpriority = 3
removeongethit = 1

[State 750, RemoveExplod]
type = RemoveExplod
trigger1 = Pos Y >= 0
ID = 750

[State 750, AfterImage]
type = AfterImage
trigger1 = AnimElem = 3
trigger1 = Var(10) != 1
length = 15
time = 20
trans = add1
palcolor = 256
palinvertall = 0
palbright = 40,40,40
palcontrast = 200,200,200
palpostbright = 0,0,0

[State 750, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 751

;---------------------------------------------------------------------------
; Tenma Kuujin Kyaku Landing

[Statedef 751]
type = S
ctrl = 0
anim = 12
;sprpriority = 1

[State 751, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 751, 2]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 751, AfterImageTime]
type = AfterImageTime
trigger1 = Time = 0
trigger1 = Var(10) != 1
time = 0

[State 751, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;============================================================================
; light Gadouken

[Statedef 1030]
type = S
physics = S
movetype = A
velset = 0,0
poweradd = 40
juggle = 1
ctrl = 0
anim = 1030

[State 1030, 1]
type = projectile
trigger1 = AnimElem = 4
projanim = 1035  
projhitanim = 1036
projremanim = 1036
offset = 100, -55 
velocity = 3, 0       ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0     ;Speed fireball moves when being removed (x,y) (opt)
accel = 0, 0            ;Acceleration (opt)
; hitdef
attr = S, SP
damage = 20,2
guardflag = MA
pausetime = 0, 9
sparkno = 1
sparkxy = 10, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5, -4
air.juggle = 1


[State 1030, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1030, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,0  ; Swoosh

[State 1030, 5]
type = width
trigger1 = AnimElem = 4, > 0
value = 20   ; wider in front

[State 1030, 6]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

;medium Gadouken
[Statedef 1040]
type = S
movetype = A
physics = S
velset = 0.0
poweradd = 50
juggle = 1
ctrl = 0
anim = 1040

[State 1040, 1]
type = projectile
trigger1 = AnimElem = 4
projanim = 1035   
projhitanim = 1036
projremanim = 1036
projhits = 2
projmisstime = 0
offset = 100, -55 
velocity = 2, 0       ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0     ;Speed fireball moves when being removed (x,y) (opt)
;accel = -.04, 0            ;Acceleration (opt)
projremovetime = 30
; hitdef
attr = S, SP
damage = 30,2
guardflag = MA
pausetime = 5, 10
sparkno = 1
sparkxy = 10, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5, -4
air.juggle = 1
fall=1

[State 1040, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1040, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,0  ; Swoosh

[State 1040, 5]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[State 1040, 5]
type = width
trigger1 = AnimElem = 4, > 0
value = 20   ; wider in front

; strong Gadouken
[Statedef 1050]
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 60
juggle = 1
ctrl = 0
anim = 1050

[State 1050, 1]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1035  
projhitanim = 1036
projremanim = 1036
projhits = 3
projmisstime = 0
offset = 100, -55 
velocity = 3, 0       ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0     ;Speed fireball moves when being removed (x,y) (opt)
;accel = -0.1, 0            ;Acceleration (opt)
projremovetime = 35
; hitdef
attr = S, SP
damage = 50,5
guardflag = MA
pausetime = 5, 10
sparkxy = 10, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4
air.velocity = -2.5, -4
air.juggle = 3
fall=1

[State 1050, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1050, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,0  ; Swoosh

[State 1050, 5]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[State 1050, 5]
type = width
trigger1 = AnimElem = 4, > 0
value = 20   ; wider in front

;-----------------------------------------------------
; light kouryuuken (start)
[Statedef 1060]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 30
velset = 0,0 
anim = 1060
juggle = 4

[State 1060, 0]  ; this first
type = VarSet
trigger1 = time = 0
v = 1
value = (var(4)=14)

[State 1060, 0]  ; this second
type = VarSet
trigger1 = time = 0
var(4) = (var(4)+1)%15

[State 1060, 1]
type = NotHitBy
trigger1 = anim = 1060
trigger1 = AnimElem = 2, >= 0
trigger1 = var(1) = 1
value = SCA    ; invincible
ignorehitpause = 1

[State 1060, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 2, >= 0
trigger1 = palno != 11
add = 256, 256, 256   ; blink white
time = 2
ignorehitpause = 1

[State 1060, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 2, >= 0
trigger1 = palno = 11
add = 256, -256, 256   ; blink purple
time = 2
ignorehitpause = 1

[State 1060, 1]
type = ChangeState
trigger1 = AnimElem = 3
value = 1061

[State 1060, 3]
type = PlaySnd
trigger1 = AnimElem = 2, =-1
value = 2,0
channel = 0

[State 1060, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype = back 
damage = 55,3
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -10, -60
hitsound = 5, 4
guardsound = 6,0
ground.velocity = -2, -7
ground.hittime = 20
air.velocity = -2, -6.5
fall = 1
fall.recovertime = 46

; light kouryuuken (going up)
[Statedef 1061]
type = A
movetype = A
physics = A
velset = 0, -5
movehitpersist = 1

[State 1061, 1]
type = NotHitBy
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 1, <= 3
value = SCA
ignorehitpause = 1

[State 1061, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 1, <= 3
trigger1 = palno != 11
add = 256, 256, 256
time = 2
ignorehitpause = 1

[State 1061, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 1, <= 3
trigger1 = palno = 11
add = 256, -256, 256
time = 2
ignorehitpause = 1

[State 1061, 2]
type = ChangeState
trigger1 = Vel Y > 0
value = 1062

[State 1061, 2]
type = HitDef
trigger1 = time = 0
trigger1 = MoveContact = 0
attr = S, SA
animtype = back 
damage = 55,3
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -4,-55;-10, -80
hitsound = 5, 4
guardsound = 6,0
ground.velocity = -2, -7
ground.hittime = 20
air.velocity = -2, -6.5
fall = 1
fall.recovertime = 46

; all kouryuukens (coming down)
[Statedef 1062]
type = A
velset = 0
anim = 1061

[State 1062, 1]
type = ChangeState
trigger1 = Pos Y >= -5
value = 1063

[State 1062, 3] ; gravity
type = Gravity
trigger1 = Pos Y < -5

[State 1062, 4]
type = VelSet
trigger1 = Pos Y >= -5
y = 0
x = 0

[State 1062, 5]
type = PosSet
trigger1 = Pos Y >= -5
y = 0

; kouryuuken land
[Statedef 1063]
type = S
physics = S
ctrl = 0
anim = 1062

[State 1063, 1]
type = VelSet
trigger1 = time = 0
y = 0

[State 1063, 3]
type = PosSet
trigger1 = time = 0
y = 0

[State 1063, 2]
type = PlaySnd
trigger1 = time = 0
value = 0,52

[State 1063, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; med kouryuuken (start)
[Statedef 1070]
type = S
physics = S
movetype = A
ctrl = 0
poweradd = 45
velset = 0,0 
anim = 1060
juggle = 4

[State 1070, 0]  ; this first
type = VarSet
trigger1 = time = 0
v = 1
value = (var(4)=14)

[State 1070, 0]  ; this second
type = VarSet
trigger1 = time = 0
var(4) = (var(4)+1)%15

[State 1070, 1]
type = NotHitBy
trigger1 = anim = 1060
trigger1 = AnimElem = 2, >= 0
trigger1 = var(1) = 1
value = SCA    ; invincible
ignorehitpause = 1

[State 1070, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 2, >= 0
trigger1 = palno != 11
add = 256, 256, 256   ; blink white
time = 2
ignorehitpause = 1

[State 1070, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 2, >= 0
trigger1 = palno = 11
add = 256, -256, 256   ; blink purple
time = 2
ignorehitpause = 1

[State 1070, 1]
type = ChangeState
trigger1 = AnimElem = 3
value = 1071

[State 1070, 3]
type = PlaySnd
trigger1 = AnimElem = 2, =-1
value = 2,0
channel = 0

[State 1070, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype = back 
damage = 65,1
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -10, -60
hitsound = 5, 4
guardsound = 6,0
ground.velocity = -2, -7
ground.hittime = 20
air.velocity = -2, -6.5
fall = 1
fall.recovertime = 46

; med kouryuuken (going up)
[Statedef 1071]
type = A
movetype = A
movehitpersist = 1
velset = 2, -6

[State 1071, 1]
type = NotHitBy
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 1, <= 3
value = SCA
ignorehitpause = 1

[State 1071, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 1, <= 3
trigger1 = palno != 11
add = 256, 256, 256
time = 2
ignorehitpause = 1

[State 1071, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 1, <= 3
trigger1 = palno = 11
add = 256, -256, 256
time = 2
ignorehitpause = 1

[State 1071, 3]
type = Gravity
trigger1 = Pos Y < -5

[State 1071, 4]
type = VelMul
trigger1 = time >= 0
x = .93

[State 1071, 2]
type = ChangeState
trigger1 = Vel Y > 0
value = 1062

[State 1071, 2]
type = HitDef
trigger1 = time = 0
trigger1 = MoveHit = 0
attr = S, SA
animtype = back 
damage = 65,1
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -4,-55;-10, -80
hitsound = 5, 4
guardsound = 6,0
ground.velocity = -2, -7
ground.hittime = 20
air.velocity = -2, -6.5
fall = 1
fall.recovertime = 46

; heavy kouryuuken (start)
[Statedef 1080]
type = S
movetype = A
physics = S
ctrl = 0
poweradd = 60
velset = 0,0 
anim = 1060
juggle = 4

[State 1080, 0]  ; this first
type = VarSet
trigger1 = time = 0
v = 1
value = (var(4)=14)

[State 1080, 0]  ; this second
type = VarSet
trigger1 = time = 0
var(4) = (var(4)+1)%15

[State 1080, 1]
type = NotHitBy
trigger1 = AnimElem = 2, >= 0
trigger1 = anim = 1060
trigger1 = var(1) = 1
value = SCA    ; invincible
ignorehitpause = 1

[State 1080, 2]
type = PalFX
trigger1 = var(1) = 1
trigger1 = anim = 1060
trigger1 = AnimElem = 2, >= 0
trigger1 = palno != 11
add = 256, 256, 256   ; blink white
time = 2
ignorehitpause = 1

[State 1080, 2]
type = PalFX
trigger1 = var(1) = 1
trigger1 = anim = 1060
trigger1 = AnimElem = 2, >= 0
trigger1 = palno = 11
add = 256, -256, 256   ; blink purple
time = 2
ignorehitpause = 1

[State 1080, 1]
type = ChangeState
trigger1 = AnimElem = 3
value = 1081

[State 1080, 3]
type = PlaySnd
trigger1 = AnimElem = 2, =-1
value = 1,0  ; Doryaa!
channel = 1

[State 1080, 3]
type = PlaySnd
trigger1 = AnimElem = 2, =-1
value = 2,0
channel = 0

[State 1080, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
animtype = back 
damage = 65,1
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -10, -60
hitsound = 5, 4
guardsound = 6,0
ground.velocity = -3, -7
ground.hittime = 20
air.velocity = -3, -6.5
fall = 1
fall.recovertime = 46


; heavy kouryuuken (going up)
[Statedef 1081]
type = A
movetype = A
velset = 4, -8

[State 1081, 1]
type = NotHitBy
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 1, <= 3
value = SCA
ignorehitpause = 1

[State 1081, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 1, <= 3
trigger1 = palno != 11
add = 256, 256, 256
time = 2
ignorehitpause = 1

[State 1081, 2]
type = PalFX
trigger1 = anim = 1060
trigger1 = var(1) = 1
trigger1 = AnimElem = 1, <= 3
trigger1 = palno = 11
add = 256, -256, 256
time = 2
ignorehitpause = 1

[State 1081, 3]
type = Gravity
trigger1 = Pos Y < -5

[State 1081, 4]
type = VelMul
trigger1 = time >= 0
x = .93

[State 1081, 2]
type = ChangeState
trigger1 = Vel Y > 0
value = 1062

[State 1081, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
animtype = back 
damage = 65,1
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkxy = -4,-55;-5, -96
hitsound = 5, 4
guardsound = 6,0
ground.velocity = -2, -7
ground.hittime = 20
air.velocity = -2, -6.5
fall = 1
fall.recovertime = 56

; light Dan Kuu Kyaku (start)
[Statedef 1000]
type = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1000
juggle = 3

[State 1000, 0]
type = ChangeState
trigger1 = AnimElem = 2, =3
value = 1001

[State 1000, 1]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; light Dan Kuu Kyaku (in air)
[Statedef 1001]
type = A
movetype = A
velset = 3, -9.5
poweradd = 50

[State 1001, 1]
type = VelAdd
trigger1 = Time >= 0
y = 0.75

[State 1001, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -7
type = ChangeState
value = 1002

[State 1001, 0]
type = PlaySnd
trigger1 = AnimElem = 3, =1
value = 200, 0; dah!
channel = 0

[State 1001, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 220; whoosh

[State 1001, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage   = 35 
guardflag = HA
animtype = DiagUp
pausetime = 12,12
sparkxy =  -5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5,-5
air.velocity = -2.5,-5
airguard.velocity = -3.4,-2.6
fall = 1

; Dan Kuu Kyaku (land)
[Statedef 1002]
type = S
movetype = I
velset = 0, 0 
anim = 10

[State 1002, 0]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 11

[State 1002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1002, 2]
type = PlaySnd
trigger1 = time = 0
value = 0,52

; air Dan Kuu Kyaku (going forward/backward)
[Statedef 1005]
type = A
movetype = A
physics = N
anim = 1005
poweradd = 40
ctrl = 0
juggle = 2   ; this is evil

[State 1005, 0]
type = VelSet
trigger1 = time = 0
trigger1 = Vel X < 0
x = -3.1

[State 1005, 1]
type = VelSet
trigger1 = time = 0
trigger1 = Vel X > 0
x = 3.1

[State 1005, 0]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 220

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 2, =1
value = 200, 0; dah!
channel = 0

[State 1005, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage   =  35
guardflag = HA
animtype = DiagUp
pausetime = 12,12
sparkxy =  -7,-70;-5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

[State 1005, 3]
type = VelSet
trigger1 = time = 0
y = -4

[State 1005, 4]
type = VelAdd
trigger1 = Time > 0
y = 0.75

[State 1005, 5]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[State 1006, 6]
type = Width
trigger1 = animelemno(0) = 3
value = 20,-10

; air Dan Kuu Kyaku (neutral)
[Statedef 1006]
type = A
movetype = A
physics = N
anim = 1005
velset = 1,-4
poweradd = 40
ctrl = 0
juggle = 2

[State 1006, 0]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1006, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0, 220

[State 1006, 1]
type = PlaySnd
trigger1 = AnimElem = 2, =1
value = 200, 0; dah!
channel = 0

[State 1006, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage   =  35
guardflag = HA
animtype = DiagUp
pausetime = 12,12
sparkxy =  -7,-70;-5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

[State 1006, 4]
type = VelAdd
trigger1 = Time > 0
y = 0.75

[State 1006, 5]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[State 1006, 6]
type = Width
trigger1 = animelemno(0) = 3
value = 20,-10

; "Command buffer" light Dan Kuu Kyaku
[Statedef 1007]
type = S
movetype = A
physics = N
velset = 0, 0
poweradd = 40
anim = 1000
juggle = 3

[State 1007, 0]
type = PosSet
trigger1 = time = 0
y = 0

[State 1007, 1]
type = ChangeState
trigger1 = AnimElem = 2, =3
value = 1008

[State 1007, 2]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[Statedef 1008]
type = A
movetype = A
velset = -3, -6.5

[State 1008, 1]
type = VelAdd
trigger1 = Time >= 0
y = 0.75

[State 1008, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -7
type = ChangeState
value = 1002

[State 1008, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 220; whoosh

[State 1008, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage   =  35
guardflag = HA
animtype = DiagUp
pausetime = 12,12
sparkxy =  -7,-70;-5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -2.5,-5
air.velocity = -2.5,-5
airguard.velocity = -3.4,-2.6
fall = 1

; medium Dan Kuu Kyaku (start)
[Statedef 1010]
type = S
ctrl = 0
velset = 0,0,0
anim = 1010
juggle = 4

[State 1010, 0]
type = ChangeState
trigger1 = AnimElem = 2, = 3
value = 1011

[State 1010, 1]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[Statedef 1011]
type = A
movetype = A
velset = 4, -7.2
poweradd = 55

[State 1011, 1]
type = VelAdd
trigger1 = Time >= 0
trigger1 = AnimElem = 7, < 0
y = 0.5

[State 1011, 1]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = 0.57

[State 1011, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1011, 0]
type = PlaySnd
trigger1 = time = 0
trigger2 = AnimElem = 6
value = 0, 220

[State 1011, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage   = 35 
guardflag = HA
animtype = Hard
air.animtype = DiagUp
pausetime = 12,12
sparkxy =  -5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1011, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage   = 50 
animtype = DiagUp
guardflag = HA
pausetime = 12,12
sparkxy =  -10,-43
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

; air medium Dan Kuu Kyaku (forward/backward)
[Statedef 1015]
type = A
movetype = A
physics = N
anim = 1015
juggle = 4
poweradd = 45
ctrl = 0

[State 1015, 0]
type = VelSet
trigger1 = time = 0
y = -3

[State 1015, 0]
type = VelSet
trigger1 = time = 0
trigger1 = Vel X < 0
x = -3.1

[State 1015, 0]
type = VelSet
trigger1 = time = 0
trigger1 = Vel X > 0
x = 3.1

[State 1015, 0]
type = VelAdd
trigger1 = Time > 0
trigger1 = AnimElem = 7, < 0
y = 0.25

[State 1015, 1]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = .5

[State 1015, 1]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1015, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
value = 0, 220

[State 1015, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage   =  35
guardflag = HA
animtype = Hard
air.animtype = DiagUp
pausetime = 12,12
sparkxy =  -7,-70;-5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1015, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage   = 50 
animtype = DiagUp
guardflag = HA
pausetime = 12,12
sparkxy =  -12,-63;-10,-43
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

[State 1015, 6] 
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; air medium Dan Kuu Kyaku (neutral)
[Statedef 1016]
type = A
movetype = A
physics = N
anim = 1015
velset = 1.5, -3
juggle = 4
poweradd = 45
ctrl = 0

[State 1016, 0]
type = VelAdd
trigger1 = AnimElem = 6, < 0
y = 0.25

[State 1016, 1]
type = VelAdd
trigger1 = AnimElem = 6, >= 0
y = .5

[State 1016, 1]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1016, 2]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
value = 0, 220

[State 1016, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage   =  35
guardflag = HA
animtype = Hard
air.animtype = DiagUp
pausetime = 12,12
sparkxy =  -7,-70;-5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall =1

[State 1016, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage   = 50 
animtype = DiagUp
guardflag = HA
pausetime = 12,12
sparkxy =  -12,-63;-10,-43
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

[State 1016, 6]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; "command buffer" medium Dan Kuu Kyaku (start)
[Statedef 1017]
type = S
ctrl = 0
velset = 0,0
poweradd = 45
anim = 1010
juggle = 4

[State 1017, 0]
type = ChangeState
trigger1 = AnimElem = 2, = 3
value = 1018

[State 1017, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 1017, 2]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[Statedef 1018]
type = A
movetype = A
velset = -4, -5.6

[State 1018, 1]
type = VelAdd
trigger1 = Time >= 0
trigger1 = AnimElem = 7, < 0
y = 0.5

[State 1018, 1]
type = VelAdd
trigger1 = AnimElem = 7, >= 0
y = 0.57

[State 1018, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1018, 0]
type = PlaySnd
trigger1 = time = 0
trigger2 = AnimElem = 6
value = 0, 220

[State 1018, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage   =  35
guardflag = HA
animtype = Hard
air.animtype = DiagUp
pausetime = 12,12
sparkxy =  -7,-70;-5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1018, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage   = 50 
animtype = DiagUp
guardflag = HA
pausetime = 12,12
sparkxy =  -12,-63;-10,-43
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

; hard Dan Kuu Kyaku (start)
[Statedef 1020]
movetype = A
type = S
physics = S
ctrl = 0
velset = 0,0
anim = 1020
juggle = 5

[State 1020, 0]
type = ChangeState
trigger1 = AnimElem = 2, =4
value = 1021

[State 1020, 1]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[Statedef 1021]
type = A
movetype = A
poweradd = 60
velset = 4, -4

[State 1021, 1]
type = VelAdd
trigger1 = Time >= 0
y = 0.17

[State 1021, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1021, 0]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
value = 0, 220

[State 1021, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage   = 35 
guardflag = HA
animtype = Hard
air.animtype = DiagUp
pausetime = 12,12
sparkxy =  -5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1021, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage   = 45 
animtype = Hard
air.animtype = DiagUp
guardflag = HA
pausetime = 12,12
sparkxy =  -10,-43
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1021, 6]
type = HitDef
trigger1 = AnimElem = 11
animtype = DiagUp
attr = A, SA
damage   = 60 
guardflag = HA
pausetime = 12,12
sparkxy =  -12,-50
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

; air Dan Kuu Kyaku (hard) (forward/backward)
[Statedef 1025]
type = A
movetype = A
physics = N
anim = 1025
juggle = 5
poweradd = 50
ctrl = 0

[State 1025, 0]
type = VelSet
trigger1 = time = 0
y = -4 

[State 1025, 0]
type = VelSet
trigger1 = time = 0
trigger1 = Vel X < 0
x = -4 

[State 1025, 0]
type = VelSet
trigger1 = time = 0
trigger1 = Vel X > 0
x = 4 

[State 1025, 1]
type = VelAdd
trigger1 = Time > 0
trigger1 = AnimElem = 11, < 0
y = 0.17

[State 1025, 1]
type = VelAdd
trigger1 = AnimElem = 11, >= 0
y = 0.25

[State 1025, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1025, 0]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
value = 0, 220

[State 1025, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage   =  35
guardflag = HA
animtype = Hard
air.animtype = DiagUp
pausetime = 12,12
sparkxy =  -7,-70;-5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1025, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage   = 45 
animtype = Hard
air.animtype = DiagUp
guardflag = HA
pausetime = 12,12
sparkxy =  -12,-63;-10,-43
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1025, 6]
type = HitDef
trigger1 = AnimElem = 10
animtype = DiagUp
attr = A, SA
damage   = 60 
guardflag = HA
pausetime = 12,12
sparkxy =  -15,-70;-12,-50
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

[State 1025, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; air Dan Kuu Kyaku (hard) (neutral)
[Statedef 1026]
type = A
movetype = A
physics = N
anim = 1025
velset = 2, -4
juggle = 5
poweradd = 50
ctrl = 0

[State 1026, 1]
type = VelAdd
trigger1 = Time > 0
trigger1 = AnimElem = 11, < 0
y = 0.17

[State 1026, 1]
type = VelAdd
trigger1 = AnimElem = 11, >= 0
y = 0.25

[State 1026, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1026, 0]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9 
value = 0, 220

[State 1026, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage   = 35 
guardflag = HA
animtype = Hard
air.animtype = DiagUp
pausetime = 12,12
sparkxy =  -7,-70;-5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1026, 5]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage   = 45 
animtype = Hard
air.animtype = DiagUp
guardflag = HA
pausetime = 12,12
sparkxy =  -12,-63;-10,-43
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1026, 6]
type = HitDef
trigger1 = AnimElem = 10
animtype = DiagUp
attr = A, SA
damage   = 60 
guardflag = HA
pausetime = 12,12
sparkxy =  -15,-70;-12,-50
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

[State 1026, 7]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; "command buffer" hard Dan Kuu Kyaku (start)
[Statedef 1027]
movetype = A
type = S
;physics = S
ctrl = 0
velset = 0,0
anim = 1020
poweradd = 50
juggle = 5


[State 1027, 0]
type = ChangeState
trigger1 = AnimElem = 2, =4
value = 1028

[State 1027, 1]
type = PosSet
trigger1 = time = 0
y = 0

[State 1027, 2]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[Statedef 1028]
type = A
movetype = A
velset = -4, -4

[State 1028, 1]
type = VelAdd
trigger1 = Time >= 0
y = 0.25

[State 1028, 2]
trigger1 = Vel Y > 0
trigger1 = Pos Y > -2
type = ChangeState
value = 1002

[State 1028, 0]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 6
trigger3 = AnimElem = 10
value = 0, 220

[State 1028, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage   =  35
guardflag = HA
animtype = Hard
air.animtype = DiagUp
pausetime = 12,12
sparkxy =  -7,-70;-5,-60
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1028, 5]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage   =  45
animtype = Hard
air.animtype = DiagUp
guardflag = HA
pausetime = 12,12
sparkxy =  -12,-63;-10,-43
hitsound   = 5,2
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -2.7,-3.5
airguard.velocity = -3.4,-2.6
air.fall = 1

[State 1028, 6]
type = HitDef
trigger1 = AnimElem = 11
animtype = DiagUp
attr = A, SA
damage   = 60 
guardflag = HA
pausetime = 12,12
sparkxy =  -15,-70;-12,-50
hitsound   = 5,3
guardsound = 6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3, -5.5
air.velocity = -3, -5
airguard.velocity = -3.4,-3
fall = 1

;-------------------------------------
;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD XYZ (START)
[Statedef 960]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 961

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD XYZ (MOVE)
[Statedef 961]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = 9,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X > 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD ABC (START)
[Statedef 970]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 971

;---------------------------------------------------------------------------
; ASURA SENKUU FORWARD ABC (MOVE)
[Statedef 971]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = 6.5,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X > 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 963

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD XYZ (START)
[Statedef 980]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 981

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD XYZ (MOVE)
[Statedef 981]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = -9,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X < 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD ABC (START)
[Statedef 990]
type    = S
movetype= I
physics = S
juggle  = 0
poweradd= 10
ctrl = 0
anim = 960
velset = 0,0,0

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 991

;---------------------------------------------------------------------------
; ASURA SENKUU BACKWARD ABC (MOVE)
[Statedef 991]
type    = S
movetype= I
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 961
velset = -6.5,0,0

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0

[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6

[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 962

[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1

[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X < 0
x = .92

[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0

[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 962

[State 210, 1]
type = AfterImageTime
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0

[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0

[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 0
ctrl = 1

[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 962

[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 0
ctrl = 1

;----------
;throws
; Seoi nage attempt
[Statedef 900]
type = S
physics = S
movetype = A
velset = 0,0
poweradd = 10
ctrl = 0
anim = 900
juggle = 0

[State 900, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 900, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 900, 0   ; throw miss
channel = 0

[State 900, 3]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X < 25
trigger1 = Vel X < 4
attr = S, NT
id = 900
getpower  = 40
givepower = 30
hitflag = H-
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
sparkxy = -25, -70
sparkno = -1
p2facing = 0
p1stateno = 905
p2stateno = 910
hitsound = 6,0
fall = 1
fall.damage = 26

[State 900, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Back Seoi nage attempt
[Statedef 901]
type = S
physics = S
movetype = A
velset = 0.0
poweradd = 10
id = 900
ctrl = 0
anim = 900
juggle = 0

[State 901, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 901, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 900, 0   ; throw miss
channel = 0

[State 901, 3]
type = HitDef
Trigger1 = AnimElem = 2
Trigger1 = P2BodyDist X < 25
Trigger1 = Vel X < 4
attr = S, NT
getpower  = 40
givepower = 30
id = 900
hitflag = M-
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
sparkxy = -25, -70
sparkno = -1
p1facing = -1
p2facing = 0
p1stateno = 905
p2stateno = 910
hitsound = 6,0
fall = 1
fall.damage = 26

[State 901, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Air Seoi nage attempt
[Statedef 902]
type = A
physics = A 
movetype = A
poweradd = 8
ctrl = 0
anim = 902
juggle = 0

[State 902, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 900, 0   ; throw miss
channel = 0

[State 902, 3]
type = HitDef
Trigger1 = AnimElem = 2
trigger1 = P2BodyDist X < 25
trigger1 = Vel X < 4
attr = A, NT
getpower  = 40
givepower = 30
id = 900
hitflag = A-
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
;snap = 20, 0, 0
sparkxy = -25, -70
sparkno = -1
p2facing = 0
p1stateno = 906
p2stateno = 910
hitsound = 6,0
fall = 1
fall.damage = 26

[State 902, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Air Seoi nage back attempt
[Statedef 903]
type = A
physics = A 
movetype = A
poweradd = 8
ctrl = 0
anim = 902
juggle = 0

[State 903, 2]
type = PlaySnd
trigger1 = animelem = 4
value = 900, 0   ; throw miss
channel = 0

[State 903, 0]
type = CtrlSet
trigger1 = time = 0
value = 0

[State 903, 3]
type = HitDef
trigger1 = AnimElem = 2
trigger1 = P2BodyDist X < 25
trigger1 = Vel X < 4
attr = A, NT
getpower  = 40
givepower = 30
hitflag = A-
id = 900
priority = 2, Miss    ;Throw has low priority, should be miss or dodge type.
;snap = 20, 0, 0
sparkxy = -25, -70
sparkno = -1
p1facing = -1
p2facing = 0
p1stateno = 906
p2stateno = 910
hitsound = 6,0
fall.damage = 26
fall = 1

[State 903, 4]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Seoi Nage success
[Statedef 905]
type    = S
movetype= A
physics = S
poweradd = 70
anim = 905

[State 905, 0]
type = TargetDrop
trigger1 = !time
excludeID = 900
keepone = 1

[State 905, 0]
type = PosAdd
trigger1 = AnimElem = 3
x = 15   ; 17

[State 905, 0]
type = PosAdd
trigger1 = AnimElem = 4
x = 16   ; 18

[State 905, 0]
type = PosAdd
trigger1 = AnimElem = 5
x = 4   ; 4

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 2, < 0 
pos = -20, -1

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 
trigger1 = AnimElem = 3, < 0
pos = -27, -90

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 
trigger1 = AnimElem = 4, < 0
pos = -7, -91

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 
trigger1 = AnimElem = 5, < 0 
pos = 24, -76

[State 905, 0]
type = TargetBind
trigger1 = AnimElem = 5
pos = 20,-45

[State 905, 0]
type = PlaySnd
trigger1 = time = 4
value = 905, 0   ; got you!
channel = 0

[State 905, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 1   ; hiyah!
channel = 0

;[State 905, 2]
;type = HitBy
;Trigger1 = Time >= 0
;value = SCA
;time = 1

[State 905, 1]
type = VelSet
Trigger1 = Time = 0
x = 0

[State 905, 8]
type = PosAdd
trigger1 = animtime = 0
x = -21

[State 905, 9]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Air Seoi Nage success
[Statedef 906]
type    = A
movetype= A
physics = N
poweradd = 70
anim = 906

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 2, < 0 
pos = -20, -1

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 2, >= 0 
trigger1 = AnimElem = 3, < 0
pos = -27, -90

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 3, >= 0 
trigger1 = AnimElem = 4, < 0
pos = -7, -91

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 4, >= 0 
trigger1 = AnimElem = 5, < 0 
pos = 24, -76

[State 906, 0]
type = TargetBind
trigger1 = AnimElem = 5
pos = 20,-45

[State 906, 0]
type = PlaySnd
trigger1 = time = 4
value = 905, 0   ; got you!
channel = 0

[State 906, 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200, 1   ; hiyah!
channel = 0

[State 906, 2]
type = HitBy
Trigger1 = Time >= 0
value = SCA
time = 1

[State 906, 2]
type = PosFreeze
trigger1 = AnimElem = 5, < 0
time = 1

[State 906, 3]
type = ChangeState
trigger1 = AnimElem = 5
value = 907

[Statedef 907]
type = A
movetype = A
physics = A

[State 907, 0]
type = null
trigger1 = time = 0

; Thrown by Seoi Nage
[Statedef 910]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0
facep2 = 1
velset = 0,0

[State 910, 0]
type = ScreenBound
trigger1 = 1
value = 0

[State 910, 1]
type = HitBy
Trigger1 = 1
value = SCA
time = 1

[State 910, 2]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 910, 2]
type = LifeAdd
trigger1 = AnimElem = 4
value = -60

[State 910, 3]
type = ChangeAnim2
Trigger1 = Time = 0
value = 910

[State 910, 0]
type = ChangeState
trigger1 = time < 3
trigger1 = command = "recovery"
value = 912

[State 910, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 910, 10]
type = ChangeState
Trigger1 = AnimElem = 5
value = 911

[Statedef 911]
type    = A
movetype= H ;Get hit
physics = N
velset = 3.8,-4.8 

[State 911, 4] ;Acceleration
type = Gravity;VelAdd
trigger1 = 1;Time >= 0
;y = .45

[State 911, 5] ;If yvelocity > 0
type = SelfState
trigger1 = Vel Y >= 4.8
trigger1 = Pos Y > 0
value = 5100

[State 911, 7] ; Recover in mid air (use SelfState)
type = SelfState
triggerall = Vel Y > -1
triggerall = Vel Y < 40 ;4
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = command = "recovery"
value = 5210 ;HITFALL_AIRRECOVER

; Tech hit in Seoi Nage
[Statedef 912]
type    = A
movetype= H ;Get hit
physics = N
ctrl = 0

[State 912, 0]
type = PalFX
trigger1 = time < 3
time = 2
add = -32,64,-32

[State 912, 0]
type = ScreenBound
trigger1 = 1
value = 0

[State 912, 1]
type = HitBy
Trigger1 = 1
value = SCA
time = 1

[State 912, 2]
type = HitFallSet
Trigger1 = Time = 0
value = 1

[State 912, 2]
type = LifeAdd
trigger1 = AnimElem = 4
value = -30

[State 912, 8]
type = PowerAdd
Trigger1 = AnimElem = 4
value = 60

[State 912, 10]
type = ChangeState
Trigger1 = AnimElem = 5
value = 913

[Statedef 913]
type    = A
movetype= H ;Get hit
physics = N
velset = 3.8,-4.8 

[State 913, 4] ;Acceleration
type = Gravity
trigger1 = 1

[State 913, 5] ;If yvelocity > 0
type = SelfState
trigger1 = Vel Y >= 0
value = 5210 ; recover

;--------
;-Super
;--------
; Kouryuu Rekka (light) (ground portion)
[Statedef 3010]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3030
poweradd = -1000
juggle = 4

[State 3010, 0]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 3010, 0]
type = NotHitBy
trigger1 = AnimElem = 1
value = C, AT, NA, SA, NP
time = 10

[State 3010, 0]
type = SuperPause
trigger1 = AnimElem = 2
time = 30
pos = 12, -47
anim = S102

[State 3800, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
length = 10
time = 20
trans = add1
palbright   =   0,  0,  0
palcontrast = 128,128,128
paladd      =   0,  0,  0
palmul      =  1,1,1
FrameGap = 3

[State 3010, b]
type = AfterImageTime
trigger1 = AnimElem = 2, >= 0
time = 2
trans = add1
palcolor = 256
FrameGap = 1

[State 3010, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = F20, 0
;value = 0, 3200   ; super charge

[State 3010, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 196, 5 ; Ikuzora!
channel = 0

[State 3010, 6]
type = PlaySnd
trigger1 = AnimElem = 2, =1
value = 3010, 0   ; Kouryuu rekka!
channel = 0

[State 3010, 4]
type = ChangeState
trigger1 = AnimElem = 10
value = 3011

[State 3010, 6]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype = hard
damage = 40,1
hitflag = MAF
guardflag = MA
pausetime = 2,2
sparkxy = 0, -55
hitsound = 5, 3
guardsound = 6,0
ground.type = low
ground.velocity = 0 
ground.hittime = 20
air.velocity = -1.5, -4.5
air.fall = 1
air.fall.recover = 0
sparkno = 3
getpower = 0

[State 3010, 9]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype = hard
damage = 40,1
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkxy = -10, -70
hitsound = 5, 3
guardsound = 6,0
ground.type = high
ground.velocity = 0 
ground.hittime = 25
air.velocity = -1.5, -4.5
air.fall = 1
air.fall.recover = 0
sparkno = 3
getpower = 0

[State 3010, 10]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype = back
damage = 40,1
hitflag = MAF
guardflag = MA
pausetime = 2,2
sparkxy = 0, -55
hitsound = 5, 3
guardsound = 6,0
ground.type = low
ground.velocity = 0, -4.5 
ground.hittime = 20
air.velocity = -1.5, -4.5
air.fall = 1
air.fall.recover = 0
sparkno = 3
getpower = 0

[State 3010, 11]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Kouryuu Rekka (light) (in air)
[Statedef 3011]
type = A
movetype = A
velset = 0, -8

[State 3800, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
length = 10
time = 20
trans = add1
palbright   =   0,  0,  0
palcontrast = 128,128,128
paladd      =   0,  0,  0
palmul      =  1,1,1
FrameGap = 3

[State 3011, 1]
type = ChangeState
trigger1 = Vel Y > 0
value = 1062

[State 3011, 2]
type = Gravity
trigger1 = Pos Y < -5

[State 3011, 4]
type = HitDef
trigger1 = AnimElem = 10, = 2
attr = S, SA
animtype = back
damage = 40,1
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkxy = 0, -55
hitsound = 5, 4
guardsound = 6,0
ground.type = high
ground.velocity = -1.5, -4.5
ground.hittime = 20
air.velocity = -1.5, -4.5
fall = 1
fall.recover = 0
sparkno = 3
getpower = 0

; Kouryuu Rekka (medium) (ground portion)
[Statedef 3020]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3030
juggle = 4
poweradd = -2000

[State 3020, 0]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 3020, 0] ;ARRR1 added
type = NotHitBy
trigger1 = AnimElem = 1
value = C, AT, NA, SA, NP
time = 10

[State 3020, 0]
type = SuperPause
trigger1 = AnimElem = 2
time = 30
pos = 12, -47
anim = S102

[State 3800, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
length = 10
time = 20
trans = add1
palbright   =   0,  0,  0
palcontrast = 128,128,128
paladd      =   0,  0,  0
palmul      =  1,1,1
FrameGap = 3

[State 3020, b]
type = AfterImageTime
trigger1 = AnimElem = 2, >= 0
time = 2

[State 3020, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = F20, 0
;value = 0, 3200 ; super charge

[State 3020, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 196, 5 ; Ikuzora!
channel = 0

[State 3020, 6]
type = PlaySnd
trigger1 = AnimElem = 2, =1
value = 3010, 0   ; kouryuu rekka!
channel = 0

[State 3020, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 4

[State 3020, 3]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 3020, 7]
type = VelMul
trigger1 = Vel X > 0
x = .93

[State 3020, 4]
type = ChangeState
trigger1 = AnimElem = 10
value = 3031

[State 3020, 6]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype = hard
damage = 40,1
hitflag = MAF
guardflag = MA
pausetime = 3,3
sparkxy = 0, -55
hitsound = 5, 3
guardsound = 6,0
ground.type = low
ground.velocity = 0 
ground.hittime = 20
air.velocity = -1.5, -4.5
air.fall = 1
air.fall.recover = 0
sparkno = 3
getpower = 0

[State 3020, 9]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype = hard
damage = 40,1
hitflag = MAF
guardflag = MA
sparkxy = 0, -55
pausetime = 6,6
hitsound = 5, 3
guardsound = 6,0
ground.type = high
ground.velocity = 0 
ground.hittime = 24
air.velocity = -1.5, -4.5
air.fall = 1
air.fall.recover = 0
sparkno = 3
getpower = 0

[State 3020, 10]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype = hard
damage = 40,1
hitflag = MAF
guardflag = MA
pausetime = 3,3
sparkxy = 0, -55
hitsound = 5, 3
guardsound = 6,0
ground.type = low
ground.velocity = 0,-4.5
ground.hittime = 20
air.velocity = -.5,-7
fall = 1
fall.recover = 0
sparkno = 3
getpower = 0

[State 3020, 11]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Kouryuu Rekka (strong) (ground portion)
[Statedef 3030]
type = S
movetype = A
physics = N
ctrl = 0
anim = 3030
juggle = 4
poweradd = -3000

[State 3030, 0]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 3030, 0] ;ARRR1 added
type = NotHitBy
trigger1 = AnimElem = 1
value = C, AT, NA, SA, NP
time = 10

[State 3030, 0]
type = SuperPause
trigger1 = AnimElem = 2
time = 38
pos = 12, -47
anim = S102

[State 3800, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
length = 10
time = 20
trans = add1
palbright   =   0,  0,  0
palcontrast = 128,128,128
paladd      =   0,  0,  0
palmul      =  1,1,1
FrameGap = 3

[State 3030, b]
type = AfterImageTime
trigger1 = AnimElem = 2, >= 0
time = 2

[State 3030, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = F20, 0
;value = 0, 3200  ; super charge

[State 3030, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 9

[State 3030, 2]
type = VelSet
trigger1 = AnimElem = 4, = -1
trigger1 = movecontact = 1
x = 4.5

[State 3030, 3]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 3030, 7]
type = VelMul
trigger1 = Vel X > 0
x = .93

[State 3030, 4]
type = ChangeState
trigger1 = AnimElem = 10
value = 3031

[State 3030, 6]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype = hard
damage = 40,1
hitflag = MAF
guardflag = MA
pausetime = 6,0
sparkxy = 0, -55
hitsound = 5, 3
guardsound = 6,0
ground.type = low
ground.velocity = 0 
ground.hittime = 12
air.velocity = -.5, -2.4
air.fall = 1
air.fall.recover = 0
sparkno = 3
getpower = 0

[State 3030, 8]
type = HitDef
trigger1 = AnimElem = 3, = 3
attr = S, HA
animtype = hard
damage = 60,1
hitflag = MAF
guardflag = MA
pausetime = 4,0
sparkxy = 0, -55
hitsound = 5, 3
guardsound = 6,0
ground.type = low
ground.velocity = 0 
ground.hittime = 12
air.velocity = -.5, -2.4
air.fall = 1
air.fall.recover = 0
sparkno = 3
getpower = 0

[State 3030, 9]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
animtype = hard
damage = 60,1
hitflag = MAF
guardflag = MA
pausetime = 6,0
sparkxy = 0, -55
hitsound = 5, 3
guardsound = 6,0
ground.type = high
ground.velocity = 0 
ground.hittime = 24
air.velocity = 0, -4.4
air.fall = 1
air.fall.recover = 0
sparkno = 3
getpower = 0

[State 3030, 10]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
animtype = hard
damage = 60,1
hitflag = MAF
guardflag = MA
pausetime = 4,0
sparkxy = 0, -55
hitsound = 5, 3
guardsound = 6,0
ground.type = low
ground.velocity = 0, -4.5 
ground.hittime = 12
air.velocity = -.4, -4.5
air.fall = 1
air.fall.recover = 0
getpower = 0

[State 3030, 11]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

; Kouryuu Rekka (hard) (in air)
[Statedef 3031]
type = A
movetype = A
velset = 0, -8

[State 3800, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
length = 10
time = 20
trans = add1
palbright   =   0,  0,  0
palcontrast = 128,128,128
paladd      =   0,  0,  0
palmul      =  1,1,1
FrameGap = 3

[State 3031, 1]
type = ChangeState
trigger1 = Vel Y > 0
value = 1062

[State 3031, 2]
type = Gravity
trigger1 = Pos Y < -5

[State 3031, 3]
type = HitDef
trigger1 = AnimElem = 10
attr = S, HA
animtype = hard
damage = 60,1
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkxy = 0, -55
hitsound = 5, 3
guardsound = 6,0
ground.type = high
ground.velocity = -0.5, -5.5
ground.hittime = 12
air.velocity = -0.7, -5.5
sparkno = 3
fall = 1
fall.recover = 0
getpower = 0

[State 3031, 4]
type = HitDef
trigger1 = AnimElem = 10, =7
persistent = 0
attr = S, SA
animtype = back
damage = 60,1
hitflag = MAF
guardflag = HA
pausetime = 6,6
sparkxy = 0, -55
hitsound = 5, 4
guardsound = 6,0
ground.type = high
ground.velocity = -2, -6.5
ground.hittime = 20
air.velocity = -2, -6.5
fall = 1
fall.recover = 0
sparkno = 3
getpower = 0

;-----------------------------------------------------------------------------------------
; Shinkuu Gadouken (light)
[Statedef 3070]
type = S
movetype = A
physics = S
anim = 1030
juggle = 2
poweradd = -1000

[State 3070, 0]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 3070, 0]
type = SuperPause
trigger1 = AnimElem = 2
anim = s102
time = 40
pos = -30,-90

[State 3070, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,3200 		; super charge
channel = 1

[State 3070, 3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1035   
projhitanim = 1036
projremanim = 1036
offset = 100, -55  
velocity = 2.5, 0       ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0     ;Speed fireball moves when being removed (x,y) (opt)
;accel = -0.1, 0            ;Acceleration (opt)
projhits = 3
projmisstime = 2
; hitdef
attr = S, HP
damage = 55,3
getpower = 0
guardflag = MA
pausetime = 0, 5
sparkxy = 10, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -3, -6.5
air.velocity = -3, -6.5
air.juggle = 4
fall = 1
fall.animtype = High

[State 3070, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,0    ; swoosh

[State 3070, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3070, 7]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[State 3070, 8]
type = width
trigger1 = AnimElem = 4, > 0
value = 20   ; wider in front

; Shinkuu Gadouken (medium)
[Statedef 3080]
type = S
movetype = A
physics = S
anim = 1040
juggle = 2
poweradd = -2000

[State 3080, 0]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 3080, 0]
type = SuperPause
trigger1 = AnimElem = 2
anim = s102
time = 40
pos = -30,-90

[State 3080, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,3200 		; super charge

[State 3080, 3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1035   
projhitanim = 1036
projremanim = 1036
offset = 100, -55  
velocity = 2.5, 0       ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0     ;Speed fireball moves when being removed (x,y) (opt)
;accel = -0.1, 0            ;Acceleration (opt)
projhits = 4
projmisstime = 2
; hitdef
attr = S, HP
damage = 55,3
getpower = 0
guardflag = MA
pausetime = 0, 5
sparkxy = 10, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -3, -6.5
air.velocity = -3, -6.5
air.juggle = 4
fall = 1
fall.animtype = High

[State 3080, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,0    ; swoosh

[State 3080, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3080, 7]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[State 3080, 8]
type = width
trigger1 = AnimElem = 4, > 0
value = 20   ; wider in front

; Shinkuu Gadouken (hard)
[Statedef 3090]
type = S
movetype = A
physics = S
anim = 1050
juggle = 2
poweradd = -3000

[State 3090, 0]
type = VelSet
trigger1 = time = 0
x = 0
y = 0

[State 3090, 0]
type = SuperPause
trigger1 = AnimElem = 2
anim = s102
time = 40
pos = -30,-90

[State 3090, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = F20,0

[State 3090, 3]
type = Projectile
trigger1 = AnimElem = 4
projanim = 1035   
projhitanim = 1036
projremanim = 1036
offset = 100, -55 
velocity = 2.5, 0       ;Speed fireball moves (x,y) (optional)
remvelocity = 0, 0     ;Speed fireball moves when being removed (x,y) (opt)
;accel = -0.1, 0            ;Acceleration (opt)
projhits = 5
projmisstime = 2
; hitdef
attr = S, HP
damage = 60,4
getpower = 0
guardflag = MA
pausetime = 0, 5
sparkxy = 10, 0
hitsound = 5, 3
guardsound = 6, 0
ground.type = High
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -3, -6.5
air.velocity = -3, -6.5
air.juggle = 4
fall = 1
fall.animtype = High

[State 3090, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3,0    ; swoosh

[State 3090, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 3090, 7]
type = VarAdd
trigger1 = time = 0
v = 4
value = 1

[State 3090, 8]
type = width
trigger1 = AnimElem = 4, > 0
value = 20   ; wider in front


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

[Statedef 1400]
type    = A
physics = A
ctrl = 1
anim = 41
velset = 0, -9

[State 50, 4]
type = AfterImage
trigger1 = Time = 0
time = 10
trans = add1
timegap = 1
framegap = 2
length = 8
palbright   =   0,  0,  0
palcontrast = 128,128,128
paladd      =   0,  0,  0
palmul      =  1,1,1

[State 1400, 2]
type = VelSet
trigger1 = command = "holdback"
trigger1 = command != "holdfwd"
trigger1 = Vel X = 0
x = -5

[State 1400, 3]
type = VelSet
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
trigger1 = Vel X = 0
x = 5

;=================== [-2 states] ======================================
[Statedef -2]

[State -2, Stand guard]
type = ChangeState
triggerall = var(21) > 5 ;This variable is to check if it is indeed
;the CPU that's controlling the character
;at the moment. To set this variable above
;0, the CPU will just perform an impossible
;motion defined in the CMD file. Look into
;Kenshin's Strider Hien for that.
triggerall = StateType != A ;Standing or crouching, but not in the air
triggerall = P2statetype != C ;The opponent is in the air or standing
triggerall = P2Movetype = A ;The opponent is attacking
trigger1 = ctrl = 1 ;The character has control. It's not fair if
;the CPU blocked in the middle of a super.
value = 130 ;Go to standing block state

[State -2, S-to-C guard]
type = ChangeState
triggerall = var(21) > 0
triggerall = StateType != A
triggerall = P2statetype = C ;The opponent is crouching
triggerall = P2Movetype = A
trigger1 = stateno = 150 ;Currently in standing block state
value = 152 ;Go to crouching block state
;This trigger is for when the opponent suddenly switches from a standing
;attack to a crouching attack. The CPU will change block states and
;block both attacks.

[State -2, Crouch guard]
type = ChangeState
triggerall = var(21) > 0
triggerall = StateType != A
triggerall = P2statetype = C
triggerall = P2Movetype = A
trigger1 = ctrl = 1
value = 131 ;Go to crouching block state

[State -2, C-to-S guard]
type = ChangeState
triggerall = var(21) > 0
triggerall = StateType != A
triggerall = P2statetype != C
triggerall = P2Movetype = A
trigger1 = stateno = 152
value = 150
;Same deal as with the S-to-C guard, except the CPU will switch from
;crouching block to standing block this time.

[State -2, Air guard]
type = ChangeState
triggerall = var(21) > 0
triggerall = StateType = A ;In the air
triggerall = P2Movetype = A
trigger1 = ctrl = 1
value = 132 ;Go to air block state


