; Standing Animation
[Begin Action 0]
13,0, 0,0, 1, 

; Turning
[Begin Action 5]
13,0, 0,0, 1, 

; Crouch Turning
[Begin Action 6]
13,0, 0,0, 1, 

; Stand to crouch
[Begin Action 10]
13,0, 0,0, 4, 

; Crouching animation
[Begin Action 11]
13,0, 0,0, 4, 

; Walking Forward
[Begin Action 20]
13,0, 0,0, 8, 

; Walking Back
[Begin Action 21]
13,0, 0,0, 10, 

; Jump start frame
[Begin Action 40]
13,0, 0,0, 10, 

; Starting Jumping up
[Begin Action 41]
13,0, 0,0, 10, 

; Starting Jumping forwards
[Begin Action 42]
13,0, 0,0, 10, 

; Starting Jumping backwards
[Begin Action 43]
13,0, 0,0, 10, 

; Peak and coming down from Jumping up
[Begin Action 44]
13,0, 0,0, 10, 

; Peak and coming down from Jumping forwards
[Begin Action 45]
13,0, 0,0, 10, 

; Peak and coming down from Jumping backwards
[Begin Action 46]
13,0, 0,0, 10, 

; Jump land frame
[Begin Action 47]
13,0, 0,0, 5, 

; Run forwards
[Begin Action 100]
13,0, 0,0, 6, 

; Hop backwards
[Begin Action 105]
13,0, 0,0, 10, 

; GUARDSTART (stand)
[Begin Action 120]
13,0, 0,0, 1, 

; GUARDSTART (crouch)
[Begin Action 121]
13,0, 0,0, 1, 

; GUARDSTART (air)
[Begin Action 122]
13,0, 0,0, 1, 

; GUARD (stand)
[Begin Action 130]
13,0, 0,0, 10, 

; GUARD (crouch)
[Begin Action 131]
13,0, 0,0, 10, 

; GUARD (air)
[Begin Action 132]
13,0, 0,0, 10, 

; GUARDEND (stand)
[Begin Action 140]
13,0, 0,0, 1, 

; GUARDEND (crouch)
[Begin Action 141]
13,0, 0,0, 1, 

; GUARDEND (air)
[Begin Action 142]
13,0, 0,0, 1, 

; Hit back while guarding (stand)
[Begin Action 150]
13,0, 0,0, 10, 

; Hit back while guarding (crouch)
[Begin Action 151]
13,0, 0,0, 10, 

; Hit back while guarding (air)
[Begin Action 152]
13,0, 0,0, 10, 

; Lose
[Begin Action 170]
13,0, 0,0, 10, 

; Win
[Begin Action 180]
13,0, 0,0, 10, 

; INTRO
[Begin Action 190]
13,0, 0,0, 90, 
Loopstart
13,0, 0,0, 30, 
13,0, 0,0, 30, H, 

; Taunt
[Begin Action 195]
Clsn1: 1
  Clsn1[0] = -436, -489, 666, 233
13,0, 0,0, 1, 

; Stand Light Punch
[Begin Action 200]
Clsn1: 1
  Clsn1[0] = -433, -422, 730, 284
13,0, 0,0, 7, 
Clsn1: 1
  Clsn1[0] = -434, -424, 729, 275
13,0, 0,0, 7, 
Clsn1: 1
  Clsn1[0] = -433, -419, 727, 256
13,0, 0,0, 7, 
Clsn1: 1
  Clsn1[0] = -435, -426, 725, 261
13,0, 0,0, 7, 

; Stand Medium Punch
[Begin Action 210]
13,0, 0,0, 1, 

; Stand Strong Punch
[Begin Action 220]
13,0, 0,0, 1, 

; Standing Light Kick
[Begin Action 230]
13,0, 0,0, 1, 

; Standing Medium Kick
[Begin Action 240]
13,0, 0,0, 1, 

; Standing Strong Kick
[Begin Action 250]
13,0, 0,0, 1, 

; Crouching Light Punch
[Begin Action 400]
13,0, 0,0, 1, 

; Crouching Medium Punch
[Begin Action 410]
13,0, 0,0, 1, 

; Crouching Strong Punch
[Begin Action 420]
13,0, 0,0, 1, 

; Crouching Light Kick
[Begin Action 430]
13,0, 0,0, 1, 

; Crouching Medium Kick
[Begin Action 440]
13,0, 0,0, 1, 

; Crouching Strong Kick
[Begin Action 450]
13,0, 0,0, 1, 

; Jump Light Punch
[Begin Action 600]
13,0, 0,0, 1, 

; Jump Medium Punch
[Begin Action 610]
13,0, 0,0, 1, 

; Jump Strong Punch
[Begin Action 620]
13,0, 0,0, 1, 

; Jump Light Kick
[Begin Action 630]
13,0, 0,0, 1, 

; Jump Medium Kick
[Begin Action 640]
13,0, 0,0, 1, 

; Jump Strong Kick
[Begin Action 650]
13,0, 0,0, 1, 

; Throw Attempt
[Begin Action 800]
13,0, 0,0, 1, 

; Throw
[Begin Action 810]
13,0, 0,0, 1, 

; the throw animation will look correct for any given character.
[Begin Action 820]
13,0, 0,0, 1, 

; Stand/Air Hit high (light)
[Begin Action 5000]
0,32, 0,0, 10, 

; Stand/Air Hit high (medium)
[Begin Action 5001]
0,32, 0,0, 10, 

; Stand/Air Hit high (hard)
[Begin Action 5002]
0,32, 0,0, 10, 

; Stand Recover high (light)
[Begin Action 5005]
13,0, 0,0, 1, 

; Stand Recover high (medium)
[Begin Action 5006]
13,0, 0,0, 1, 

; Stand Recover high (hard)
[Begin Action 5007]
13,0, 0,0, 1, 

; Stand/Air Hit low (light)
[Begin Action 5010]
0,32, 0,0, 10, 

; Stand/Air Hit low (medium)
[Begin Action 5011]
0,32, 0,0, 10, 

; Stand/Air Hit low (hard)
[Begin Action 5012]
0,32, 0,0, 10, 

; Stand Recover low (light)
[Begin Action 5015]
13,0, 0,0, 1, 

; Stand Recover low (medium)
[Begin Action 5016]
13,0, 0,0, 1, 

; Stand Recover low (hard)
[Begin Action 5017]
13,0, 0,0, 1, 

; Crouch Hit (light)
[Begin Action 5020]
0,32, 0,0, 10, 

; Crouch Hit (medium)
[Begin Action 5021]
0,32, 0,0, 10, 

; Crouch Hit (hard)
[Begin Action 5022]
0,32, 0,0, 10, 

; Crouch Recover (light)
[Begin Action 5025]
13,0, 0,0, 1, 

; Crouch Recover (medium)
[Begin Action 5026]
13,0, 0,0, 1, 

; Crouch Recover (hard)
[Begin Action 5027]
13,0, 0,0, 1, 

; Stand/Air Hit back
[Begin Action 5030]
0,33, 0,0, 10, 

; Stand/Air Hit transition
[Begin Action 5035]
13,0, 0,0, 1, 

; Air Recover
[Begin Action 5040]
13,0, 0,0, 1, 

; Air Fall (going up)
[Begin Action 5050]
0,33, 0,0, 10, 

; Air Fall (up-type, going up)
[Begin Action 5051]
0,33, 0,0, 10, 

; Air Fall (diagup-type, going up)
[Begin Action 5052]
0,33, 0,0, 10, 

; Air Fall (coming down)
[Begin Action 5060]
0,33, 0,0, 10, 

; Air Fall (up-type, coming down)
[Begin Action 5061]
0,33, 0,0, 10, 

; Air Fall (diagup-type, coming down)
[Begin Action 5062]
0,33, 0,0, 10, 

; Tripped
[Begin Action 5070]
0,33, 0,0, 10, 
0,34, 0,0, 50, 

; LieDown Hit (stay down)
[Begin Action 5080]
0,34, 0,0, 10, 

; LieDown Hit (hit up into air)
[Begin Action 5090]
0,33, 0,0, 10, 

; Hit ground from fall
[Begin Action 5100]
0,34, 0,0, 10, 

; Bounce into air
[Begin Action 5160]
0,34, 0,0, 10, 

; Hit ground from bounce
[Begin Action 5170]
0,34, 0,0, 10, 

; LieDown
[Begin Action 5110]
0,34, 0,0, 10, 

; Get up from LieDown
[Begin Action 5120]
0,30, 0,0, 20, 
0,35, 0,0, 10, 
0,36, 0,0, 10, 

; LieDead animation
[Begin Action 5150]
13,0, 0,0, 10, 

; Fall-recovery near ground
[Begin Action 5200]
13,0, 0,0, 1, 

; Fall-recovery in mid-air
[Begin Action 5210]
13,0, 0,0, 1, 

; Dizzy
[Begin Action 5300]
13,0, 0,0, 10, 

; 0
[Begin Action 8002]
9,2, 0,0, 4, 
9,3, 0,0, 4, 
9,4, 0,0, 4, 
9,5, 0,0, 4, 

; 
[Begin Action 69421]
13,0, 0,0, 1, 

; 
[Begin Action 1337]
Clsn1Default: 1
  Clsn1[0] = -120, -129, 126, 119
-3771,6, 0,0, -1, 

; 
[Begin Action 1338]
Clsn1Default: 1
  Clsn1[0] = -130, -111, 125, 129
-3771,7, 0,0, -1, 

; 
[Begin Action 1339]
Clsn1Default: 1
  Clsn1[0] = -103, -158, 103, 108
-3771,1, 0,0, -1, 

; 
[Begin Action 1340]
Clsn1Default: 1
  Clsn1[0] = -399, -478, 428, 433
-3771,2, 0,0, -1, 

; 
[Begin Action 1341]
Clsn1Default: 1
  Clsn1[0] = -249, -246, 256, 237
-3771,3, 0,0, -1, 

; 
[Begin Action 1342]
Clsn1Default: 1
  Clsn1[0] = -186, -238, 194, 189
-3771,4, 0,0, -1, 

; 
[Begin Action 1344]
Clsn1Default: 3
  Clsn1[0] = -93, -3, 88, 108
  Clsn1[1] = -115, -111, -40, -36
  Clsn1[2] = 35, -112, 110, -37
-3771,5, 0,0, -1, 

; 
[Begin Action 1345]
Clsn1: 7
  Clsn1[0] = -381, -414, -306, 146
  Clsn1[1] = -517, -314, -171, -239
  Clsn1[2] = -267, -193, -192, 137
  Clsn1[3] = -250, -180, -89, -105
  Clsn1[4] = -87, -87, 110, 162
  Clsn1[5] = 187, -72, 337, 153
  Clsn1[6] = 371, -145, 446, 175
-3771,0, 0,0, -1, 

; seizure warning
[Begin Action 66665]
6666,2, 0,0, 15, 
6666,3, 0,0, 15, 

; seizure warning
[Begin Action 66666]
6666,0, 0,0, 15, 
6666,1, 0,0, 15, 

; 
[Begin Action 131314]
Clsn1Default: 1
  Clsn1[0] = -175, -380, 301, 237
7777,0, 0,0, 1, 

; 
[Begin Action 131315]
Clsn1Default: 1
  Clsn1[0] = -231, -325, 330, 292
7777,1, 0,0, 1, 

; 
[Begin Action 5678]
Clsn1Default: 1
  Clsn1[0] = -45, -133, 30, -58
-1072,1, 0,0, 10, 
-1072,2, 0,0, 10, 
-1072,3, 0,0, 10, 
-1072,4, 0,0, 10, 
-1072,5, 0,0, 10, 
Clsn1: 1
  Clsn1[0] = -41, -108, 34, -74
-1072,6, 0,0, 5, 

; 
[Begin Action 33000]
Clsn1: 1
  Clsn1[0] = -9999, -9999, 9999, 9999
-1,0, 0,0, -1, 

; 
[Begin Action 33001]
Clsn2: 1
  Clsn2[0] = -9999, -9999, 9999, 9999
-1,0, 0,0, -1, 

; 
[Begin Action 33002]
Clsn1: 1
  Clsn1[0] = 0, 0, 0, 0
-1,0, 0,0, -1, 

; 
[Begin Action 33003]
Clsn2: 1
  Clsn2[0] = -1, -1, 1, 1
-1,0, 0,0, -1, 

; 
[Begin Action 33004]
-1,0, 0,0, -1, 

