;-------------------------------------------------------------------
;shinkuu Hadouken
[StateDef 3000]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3000
poweradd =0
sprpriority = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3000,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -20,-65
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = anim = 3001
;trigger1 = animtime = 0
v = 45   ;fv = 10
value = 0

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 16
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = anim = 3000
trigger1 = animelem = 2
anim = 3097
ID = 3097
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 47
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 3
id = 3097
ignorehitpause =  1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = anim = 3000
trigger1 = animelem = 7
anim = 3098
ID = 3098
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelemtime(5)>=1
trigger1 = numhelper(3090)=0
id = 3098
ignorehitpause =  1
;persistent =

[State 0, Explod]
type = Explod
trigger1=anim = 3000
trigger1 = animelem = 3
anim = 3096
ID = 3096
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 4
anim = 7502
ID = 7502
pos = 5,2
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1.2,1.2
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "shinkuuhadouken"
ID = 3090
stateno = 3090
pos = 18,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelemtime(5)>=1
trigger1 = numhelper(3090)=0
value = 3001
;elem = 1
;ignorehitpause =
;persistent =

[State 1000, end]
type = ChangeState
trigger1 = anim=3001
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
; Shinkuu hadouken
[StateDef 3005]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3005
poweradd = 20
sprpriority = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3000,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -20,-80
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = anim = 3006
;trigger1 = animtime = 0
v = 45   ;fv = 10
value = 0

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 2
length = 25
framegap = 8
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 4
x = -2
y = -2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = anim = 3005
trigger1 = animelem = 2
anim = 3097
ID = 3097
pos = 0,-19
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 47
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 3
id = 3097
ignorehitpause =  1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = anim = 3005
trigger1 = animelem = 7
anim = 3099
ID = 3099
pos = -24,12
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelemtime(5)>=1
trigger1 = numhelper(3090)=0
id = 3099
ignorehitpause =  1
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "shinkuuhadouken"
ID = 3090
stateno = 3090
pos = 55,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelemtime(5)>=1
trigger1 = numhelper(3090)=0
value = 3006

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim= 3006
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 3100]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3100

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 45
anim = -1
sound = s800,0
pos = 9999999999999999,9999999999
movetime = 45
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3100
trigger1 = animelem = 2
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
trigger1= anim = 3100
trigger1 = animelem =1
anim = 1190
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 45
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3100
trigger1 = animelem =2
anim = 1191
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3100
trigger1 = animelem =3
anim = 1192
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3100
trigger1 = animelem =4
anim = 1193
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3100
trigger1 = animelem = 5
anim = 1194
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
triggerall = movehit
trigger1 = animelemtime(2) = 1
trigger2 = animelemtime(3) = 1
trigger3 = animelemtime(4) = 1
anim = 1195
ID = 1195
pos = -23,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 24,-30
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S3000,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,5
volume = 0
channel = -1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 25
framegap = 8
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = 12
y = 0

[State 210, hit]
type=hitdef
trigger1=animelem=2
attr=S,NA
damage=10,2
animtype=medium
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-40
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-2
air.type=Low
air.hittime=12
air.velocity=-4,-4
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
;fall=1
air.fall=1
fall.recover=0
envshake.time = 9
envshake.ampl = 3

[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,NA
damage=10,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-60
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-2
air.type=Low
air.hittime=12
air.velocity=-4,-4
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,NA
damage=10,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-70
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
ground.velocity=-2,0
air.type=Low
air.hittime=12
air.velocity=-4,-4
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101
ctrl = 0
;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 3101]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3101

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3101
trigger1 = animelem = 2
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
trigger1= anim = 3101
trigger1 = animelem =1
anim = 1190
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3101
trigger1 = animelem =2
anim = 1191
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3101
trigger1 = animelem =3
anim = 1192
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3101
trigger1 = animelem =4
anim = 1193
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3101
trigger1 = animelem = 5
anim = 1194
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
triggerall = movehit
trigger1 = animelemtime(2) = 1
trigger2 = animelemtime(3) = 1
trigger3 = animelemtime(4) = 1
anim = 1195
ID = 1195
pos = -23,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem =3
x = 15
y = 0

[State 210, hit]
type=hitdef
trigger1=animelem=2
attr=S,NA
damage=10,2
animtype=medium
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-40
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-2
air.type=Low
air.hittime=12
air.velocity=-4,-4
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,NA
damage=10,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-60
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-2
air.type=Low
air.hittime=12
air.velocity=-4,-4
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,NA
damage=10,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-70
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=30
ground.velocity=-2,0
air.type=Low
air.hittime=12
air.velocity=-4,-4
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3102
ctrl = 0
;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 3102]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3102

[State 0, VelSet]
type = VelSet
trigger1 = animelem= 4
x = 5
y = -13

[State 0, VelSet]
type = VelSet
trigger1 = animelem =1
x = 12;ifelse((enemynear,movetype=H),12,5)
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3102
trigger1 = animelem = 2
value = S1100,9
channel = -1

[State 3000, carga]
type=helper
trigger1=AnimElem=4
helpertype=normal
stateno=3190
ID=3190
name="Fire1"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
trigger1=AnimElem=2
helpertype=normal
stateno=3191
ID=3191
name="Fire2"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999

[State 0, Explod]
type = Explod
trigger1= anim = 3102
trigger1 = animelem =1
anim = 1190
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3102
trigger1 = animelem =2
anim = 1191
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3102
trigger1 = animelem =3
anim = 1192
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 5
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3102
trigger1 = animelem =4
anim = 1193
ID = 3190
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Anim != 3102
id = 3190

[State 0, Explod]
type = Explod
trigger1= anim = 1105
anim = 1194
ID = 3191
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
persistent = 0

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
triggerall = movehit
trigger1 = animelemtime(2) = 1
trigger2 = animelemtime(3) = 1
trigger3 = animelemtime(4) = 1
trigger4 = animelemtime(6) = 1
trigger5 = animelemtime(8) = 1
trigger6 = animelemtime(10) = 1
anim = 1195
ID = 1195
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 210, hit]
type=hitdef
trigger1=animelem=2
attr=S,NA
damage=15,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-40
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-2
air.type=Low
air.hittime=12
air.velocity=-3,-6
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,NA
damage=15,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-60
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-2
air.type=Low
air.hittime=12
air.velocity=-3,-6
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,NA
damage=15,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-71
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-8,-14
air.type=Low
air.hittime=12
air.velocity=-8,-13
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
fall.recover=0
yaccel=.5
getpower = 0
envshake.time = 15
envshake.ampl = 6
fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=5;animelemtime(4)>=3
attr=S,NA
damage=20,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-71
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-6,-11
air.type=Low
air.hittime=12
air.velocity=-6,-11
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
fall.recover=0
yaccel=.5
getpower = 0
envshake.time = 15
envshake.ampl = 6
persistent=0
fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=6;animelemtime(4)>=5
attr=S,NA
damage=20,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-71
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-5,-11
air.type=Low
air.hittime=12
air.velocity=-5,-11
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 15
envshake.ampl = 6
persistent=0
fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=7 ;animelemtime(4)>=7
attr=S,NA
damage=20,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-71
hitsound=s1,8
guardsound=s2,1
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-5,-11
air.type=Low
air.hittime=12
air.velocity=-5,-10
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 15
envshake.ampl = 6
persistent=0
fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=8 ;animelemtime(4)>=9
attr=S,NA
damage=20,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-71
hitsound=s1,8
guardsound=s2,1
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-5,-11
air.type=Low
air.hittime=12
air.velocity=-5,-10
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 15
envshake.ampl = 6
persistent=0
fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=9 ;animelemtime(4)>=11
attr=S,NA
damage=20,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-71
hitsound=s1,8
guardsound=s2,1
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-5,-11
air.type=Low
air.hittime=12
air.velocity=-5,-10
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 15
envshake.ampl = 6
persistent=0
fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=10 ;animelemtime(4)>=13
attr=S,NA
damage=25,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-71
hitsound=s1,8
guardsound=s2,1
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-8,-11
air.type=Low
air.hittime=12
air.velocity=-8,-10
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 30
envshake.ampl = 2
persistent=0
fall=1
air.fall=1
fall.recover=0

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
trigger1 = movehit
anim = 1195
ID = 1195
pos = 0,-70
postype = p2  ;p2,front,back,left,right
bindtime = -1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1.3,1.3
sprpriority = 4
ownpal = 1
removeongethit = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(4) >= 1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, Gravity]
type = Gravity
trigger1 = time >= 12

[State 1000, end]
type = ChangeAnim
trigger1 = Vel Y >= 0
trigger1 = animelemtime(10) >= 1
value = 1105

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1105
x = 0

[State 0, VarSet]
type = VarSet
trigger1 = anim =1105
v = 45   ;fv = 10
value = 0

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = anim = 1105
value =1110
;--------------------------------------------------------------------
; Shippuu Jinray Kyaku
[Statedef 3200]
type = S
movetype = A
physics = S
anim = 3200
juggle = 0
ctrl = 0
poweradd = 0
velset = 0,0

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s800,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3000,2
volume = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S3000,3
volume = 200

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) >= 1
x = 3

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -22,-25
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >=10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 2
length = 25
framegap = 8
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 0, Width]
type = Width
trigger1 = AnimElemTime(4) >= 1
;edge = 30
player = 30

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 4
trigger2=AnimElem = 20
trigger3=AnimElem = 36
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 12
trigger2=AnimElem = 28
value = S0,4
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 11
trigger2 = AnimElem = 27
anim = 1592
ID = 1590
pos = 92,-85
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 19
trigger3 = AnimElem = 35
anim = 1593
ID = 1590
pos = 92,-45
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
trigger3 = AnimElem = 18
trigger4 = AnimElem = 26
trigger5 = AnimElem = 34
value = 1100,9
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 3200
id = 1590
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
triggerall = movehit
trigger1 = animelemtime(5) = 1
;trigger2 = animelemtime(21) = 1
trigger3 = animelemtime(37) = 1
anim = 1195
ID = 1195
pos = -23,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
triggerall = movehit
trigger1 = animelemtime(13) = 1
trigger2 = animelemtime(29) = 1
anim = 1195
ID = 1195
pos = -23,-40
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 225, hit]
type=hitdef
trigger1=AnimElem = 5
trigger2=AnimElem = 21
trigger3=AnimElem = 37
attr=S,NA
damage=10,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-55
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-5
air.type=Low
air.hittime=16
air.velocity=-2,-5
air.cornerpush.veloff=0
yaccel=.5
kill = 0
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 220, hit]
type=hitdef
trigger1=AnimElem = 13
trigger2=AnimElem = 29
attr=S,NA
damage=10,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = 0,-50
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=16
ground.velocity=-4
air.type=Low
yaccel=.5
air.velocity=-2,-3
kill = 0
envshake.time=9
envshake.ampl=2
getpower=0

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

;[State 1200, End]
;type = ChangeState
;trigger1 = AnimTime = 0 && !movehit
;value = 0
;ctrl = 1

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0 ;&& movehit
value = 3201
ctrl = 0

;--------------------------------------------------------------------
; Shippuu Jinray Kyaku Part 2
[Statedef 3201]
type = S
movetype = A
physics = S
anim = 3201
juggle = 0
ctrl = 0
poweradd = 0
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S800,1
volume = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,5
volume = 0

[State 225, hit]
type=hitdef
trigger1=AnimElem = 3
attr=S,NA
damage=15,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -30,-50
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-3
air.type=Low
air.hittime=12
air.velocity = -2,-5
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0 && !movehit
value = 0
ctrl = 1

[State 1200, End]
type = ChangeState
trigger1 = movehit
value = 3202
ctrl = 0
;--------------------------------------------------------------------
; Shippuu Jinray Kyaku Part 3
[Statedef 3202]
type = A
movetype = A
physics = N
anim = 3202
juggle = 0
ctrl = 0
poweradd = 0
velset = 0,0

[State 0, PosAdd]
type = PosAdd
trigger1 = !time
x = 40

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3202, Going Up!]
type = VelSet
trigger1 = Time > 4
x = 4.4
y = -4.7

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 30
value = S3,4
volume = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 2
trigger2=animelem=6
trigger3=animelem=10
trigger4=animelem=14
trigger5=animelem=18
trigger6=animelem=22
trigger7=animelem=26
trigger8=animelem=30
value = S0,5
volume = 0

[State 225, hit]
type=hitdef
trigger1=AnimElem = 2
attr=S,NA
damage=15,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=8,8
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -30,-50
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-3,-3
air.type=Low
air.hittime=12
air.velocity=-3,-3
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 0, Helper]
type = Helper
trigger1=animelem=6
trigger2=animelem=10
trigger3=animelem=14
trigger4=animelem=18
trigger5=animelem=22
trigger6=animelem=26
trigger7=animelem=30
helpertype = normal ;player
name = "tatzufx"
ID = 1290
stateno = 1290
pos = 8,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1=animelem=6
trigger2=animelem=10
trigger3=animelem=14
trigger4=animelem=18
trigger5=animelem=22
trigger6=animelem=26
trigger7=animelem=30
helpertype = normal ;player
name = "tatzufx"
ID = 1291
stateno = 1291
pos = 8,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 285, hit]
type=hitdef
trigger1=animelem=6
trigger2=animelem=10
trigger3=animelem=14
trigger4=animelem=18
trigger5=animelem=22
trigger6=animelem=26
trigger7=animelem=30
attr = S, NA
damage = 15,2
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2,2
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
ground.velocity = -3,-7
air.velocity = -2,-7
envshake.time = 10
envshake.ampl = 3
getpower=0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0 && !movehit
value = 3205
ctrl = 1

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0 && movehit
value = 3203
ctrl = 1

;--------------------------------------------------------------------
; Shippuu Jinray Kyaku Part 4
[Statedef 3203]
type = A
movetype = A
physics = N
anim = 3203
juggle = 0
ctrl = 0
poweradd = 0
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,5
volume = 0

[State 225, hit]
type=hitdef
trigger1=!time
attr=S,NA
damage=43,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -30,-50
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-12,-4
air.type=Low
air.hittime=12
air.velocity=-12,9
air.cornerpush.veloff=0
yaccel=.5
getpower=0
envshake.time = 9
envshake.ampl = 3
getpower=0
fall = 1
fall.recover = 0

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0 ;&& !movehit
value = 3205
ctrl = 1

;[State 1200, End]
;type = ChangeState
;trigger1 = AnimTime = 0 && movehit
;value = 3201
;ctrl = 1
;--------------------------------------------------------------------
;Shippuu Jinray Falling
[Statedef 3205]
type = A
movetype = A
physics = A
anim = 3205
velset = 0,0
juggle = 0
ctrl = 0

[State 1200, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0

;--------------------------------------------------------------------
; Shippuu Jinray Kyaku
[Statedef 3220]
type = A
movetype = A
physics = N
anim = 3220
juggle = 0
ctrl = 0
poweradd = 0
velset = 0,0

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s800,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
value = S3000,2
volume = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24
value = S3000,3
volume = 200

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) >= 1 && AnimElemTime(23) < 1
x = 3
y = -1.25

[State 3202, Subindo]
type = VelSet
trigger1 = AnimElemTime(23) >= 1
x = 4.4
y = -4.7

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 20,-70
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >=10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 25
framegap = 8
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 5
trigger2=AnimElem = 12
trigger3=AnimElem = 19
value = S0,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 2
trigger2=AnimElem = 9
trigger3=AnimElem = 16
value = S1100,9
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
trigger3 = AnimElem = 17
anim = 1592
ID = 1590
pos = 50,-93
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 3220
id = 1590
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
triggerall = movehit
trigger1 = animelemtime(6) = 1
trigger2 = animelemtime(13) = 1
trigger3 = animelemtime(20) = 1
anim = 1195
ID = 1195
pos = -23,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = -5,5
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 220, hit]
type=hitdef
trigger1=AnimElem = 6
trigger2=AnimElem = 13
trigger3=AnimElem = 20
attr=A,NA
damage=15,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority = 3, Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = 0,-62
hitsound=s1,0
guardsound=s2,0
ground.type=High
snap = 60,-35
ground.slidetime=11
ground.hittime=16
ground.velocity=-4, -3
air.type=Low
yaccel=.5
air.velocity=-2,-3
kill = 0
envshake.time=9
envshake.ampl=2
fall = 1
getpower=0

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 26
trigger2=animelem=30
trigger3=animelem=34
trigger4=animelem=38
trigger5=animelem=42
trigger6=animelem=46
trigger7=animelem=50
value = S0,5
volume = 0

[State 0, Helper]
type = Helper
trigger1=AnimElem = 26
trigger2=animelem=30
trigger3=animelem=34
trigger4=animelem=38
trigger5=animelem=42
trigger6=animelem=46
trigger7=animelem=50
helpertype = normal ;player
name = "tatzufx"
ID = 1290
stateno = 1290
pos = 8,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1=AnimElem = 26
trigger2=animelem=30
trigger3=animelem=34
trigger4=animelem=38
trigger5=animelem=42
trigger6=animelem=46
trigger7=animelem=50
helpertype = normal ;player
name = "tatzufx"
ID = 1291
stateno = 1291
pos = 8,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1
size.yscale =1

[State 285, hit]
type=hitdef
trigger1=AnimElem = 26
trigger2=animelem=30
trigger3=animelem=34
trigger4=animelem=38
trigger5=animelem=42
trigger6=animelem=46
trigger7=animelem=50
attr = A, NA
damage = 20,2
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2,2
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
ground.velocity = -3,-7
air.velocity = -2,-7
envshake.time = 10
envshake.ampl = 3
getpower=0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1 = AnimElem = 49
value = S3,4
volume = 200

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0 && !movehit
value = 3205
ctrl = 1

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0 && movehit
value = 3221
ctrl = 0
;--------------------------------------------------------------------
; Kuuchuu Shippuu Jinray Kyaku Part 2
[Statedef 3221]
type = A
movetype = A
physics = N
anim = 3203
juggle = 0
ctrl = 0
poweradd = 0
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,5
volume = 0

[State 225, hit]
type=hitdef
trigger1=!time
attr=S,NA
damage=43,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -30,-50
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-12,-4
air.type=Low
air.hittime=12
air.velocity=-12,9
air.cornerpush.veloff=0
yaccel=.5
getpower=0
envshake.time = 9
envshake.ampl = 3
getpower=0
fall = 1
fall.recover = 0

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0 ;&& !movehit
value = 3205
ctrl = 1
;--------------------------------------------------------
; Flash Fire (Ground) Start
[Statedef 3300]
type = S
movetype = A
physics = S
anim = 3300
poweradd = 0
velset = 0,0
ctrl = 0

[State 209, w1]
type = width
trigger1 = animelem = 2
value = 50

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3000,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -6,-62
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 1852, 6]
type = Velset
trigger1 = Animelem = 3
x = 9
y = 12

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,5
volume = 0
channel = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Fist"
ID = 3380
stateno = 3380
pos = 74,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "GroundFire"
ID = 3390
stateno = 3395
pos = 0,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4

[State 1955, 9]
type = changestate
trigger1 = Animelem = 3
value = 3301
ctrl = 0

;--------------------------------------------------------
; Flash Fire (Air) Start
[Statedef 3305]
type = A
movetype = A
physics = N
anim = 3305
poweradd = 0
velset = 0,0
ctrl = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s3000,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -2,-75
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 1852, 6]
type = Velset
trigger1 = Animelem = 3
x = 9
y = 12

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,5
volume = 0
channel = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "Fist"
ID = 3380
stateno = 3380
pos = 74,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "AirFire"
ID = 3390
stateno = 3396
pos = 65,-71
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4

[State 1955, 9]
type = changestate
trigger1 = Animelem = 3
value = 3301
ctrl = 0
;----------------------------------------
[Statedef 3301]
type = A
movetype = A
physics = N
juggle = 0
ctrl = 0
sprpriority = 2

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "Fist"
ID = 3380
stateno = 3380
pos = 74,-67
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999

[State 11040, 2]
type = PlayerPush
trigger1 = movecontact
value = 0

[State 170, 1]
type = NotHitBy
trigger1 = Time < 20
value = SCA
time = 1

[State 170, 1]
type = NotHitBy
trigger1 = Time = [20,50]
value = , NA, AP
time = 1

[State 170, 1]
type = NotHitBy
trigger1 = Time < 10
value = , NA, AP
time = 1

[State 1955, jerk back]
type = Posadd
trigger1 = Animelem = 3
x = 25

[State 1900, 3]
type = HitDef
trigger1 = !time
attr = S, HP
damage   = 30,5
animtype = heavy
getpower = 0
guardflag = MA
hitflag = MAF
pausetime = 10,13
sparkxy = 0, -60
sparkno=s8220+(random%8)
guard.sparkno=s8105
hitsound=s1,6
guardsound=s2,0
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
envshake.time = 9
envshake.ampl = 3

[State 1955, Dash Forward]
type = Velset
trigger1 = AnimElem = 3
x = 12
y = -1

[State 1955, Air Resistance]
type = Veladd
trigger1 = time > 7
x = -.23
y = .44

[State 1955, 9]
type = changestate
trigger1 = movehit
value = 3302
ctrl = 0

[State 1510, 9]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 3304
;------------------------------
[Statedef 3302]
type = A
movetype = A
anim = 3301
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3300, 1]
type = NotHitBy
trigger1 = Time < 20
value = SCA
time = 1

[State 3300, 1]
type = NotHitBy
trigger1 = Time = [20,50]
value = , NA, AP
time = 1

[State 3300, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0

[State 3300, PosAdd]
type = Posadd
trigger1 = time = 4
x = -9

[State 3300, PosAdd]
type = Posadd
trigger1 = time > 4
x = -.5

[State 3300, velSet]
type = velset
trigger1 = time = 40
x = -5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1000,0
volume = 0
channel = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "shinkuuhadouken"
ID = 3390
stateno = 3390
pos = 55,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999

[State 3300, 9]
type = changestate
trigger1 = numhelper(3390) = 0
trigger1 = animelemtime(3)>=1
value = 3303
ctrl = 0

[Statedef 3303]
type = A
physics = N
movetype = A
anim = 46
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1955, jerk back]
type = velset
trigger1 = time = 0
x = -7

[State 1955, gravity]
type = veladd
trigger1 = time >= 0
y = .44

;[State 1955, 9]
;type = changeAnim
;trigger1 = time = 0
;value = 105
;ctrl = 0

[State 1510, 9]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 106

[Statedef 3304]
type = A
physics = N
movetype = A
anim = 45
velset = 0,0
ctrl = 0
sprpriority = 2

[State 1955, jerk back]
type = velset
trigger1 = time = 0
x = 7

[State 1955, gravity]
type = veladd
trigger1 = time >= 0
y = .44

[State 1510, 9]
type = ChangeState
trigger1 = vel y > 0
trigger1 = pos y >= 0
value = 106

;---------------------------------------------------------------------------
; Shinryuuken
[Statedef 3400]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3400

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
;sound = s800,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S3000,4
volume = 200
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S3000,5
volume = 200
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 24,-30
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 25
framegap = 8
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 6
anim = 3491
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
sprpriority = 3
supermovetime = 0
pausemovetime = 0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 210, hit]
type=hitdef
trigger1=animelem=6
attr=S,NA
damage=12,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-60
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = ifelse(p2bodydist X > 25, 3, 0),-13
air.velocity = ifelse(p2bodydist X > 25, 3, 0),-13
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=7
attr=S,NA
damage=12,2
animtype=Hard
guardflag=M
hitflag=MAFD
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-70
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = ifelse(p2bodydist X > 25, 3, 0),-13
air.velocity = ifelse(p2bodydist X > 25, 3, 0),-13
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3400
trigger1 = animelem = 6
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
trigger1= anim = 3400
trigger1 = animelem =5
anim = 1190
ID = 3391
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 38
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3400
trigger1 = animelem =6
anim = 1191
ID = 3391
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 3400
trigger1 = animelem =7
anim = 1192
ID = 3391
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 4
supermove = 9999999999
pausemove = 9999999999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3401
ctrl = 0
;---------------------------------------------------------------------------
; Shinryuken Rising Up
[Statedef 3401]
type = A
movetype = A
physics = N
anim = 3401
ctrl = 0
velset = 0,-12
juggle = 0

[State 3000, Fire]
type=helper
trigger1=!time
helpertype=normal
stateno=3499
ID=3490
name="Shinryuuken Fire"
postype=p1
pos = 10,-126
ownpal=1
persistent=0

[State 741, 3]
type = VelAdd
trigger1 = 1
y = .23

[State 210, hit]
type=hitdef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 4
trigger4 = AnimElem = 6
attr=S,NA
damage=13,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = 0,-7
air.velocity = 0,-7
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
triggerall = movehit
trigger1 = AnimElem = 1
trigger3 = AnimElem = 5
trigger5 = AnimElem = 7
anim = 1195
ID = 1195
pos = -23,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 210, hit]
type = HitDef
triggerall = Time > 40
trigger1 = command = "x" || command = "y" || command = "z" || command = "a" || command = "b" || command = "c"
attr=S,NA
damage=5,1
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=0,0
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = 0,-6
air.velocity = 0,-6
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 3402, End]
type = ChangeState
trigger1 = Vel Y >= 0
value = 3402

;---------------------------------------------------------------------------
; Shinryuken Last Hit
[Statedef 3402]
type = A
movetype = A
physics = A
ctrl = 0
velset = 0,.1
juggle = 0

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
trigger1 = movehit
anim = 1195
ID = 1195
pos = -23,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 210, hit]
type=hitdef
trigger1 = !time
attr=S,NA
damage=15,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = -12,-8
air.velocity = -12,-8
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 3402, End]
type = ChangeAnim
trigger1 = AnimTime = 0
value = 1105

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = anim = 1105
value =1110

;---------------------------------------------------------------------------
; Hadouryuuken
[Statedef 3450]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3450

[State 0, VelSet]
type = VelSet
trigger1 = time =  1
x = -2
y = -.5

[State 0, VelSet]
type = VelSet
trigger1 = time =  16
x = 0
y = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 66
anim = -1
;sound = s800,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S3000,4
volume = 200
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 8
value = S3000,5
volume = 200
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S1100,9
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 71
value = SCA
time = 1

[State 3000, carga]
type=helper
trigger1=time = 16
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 2,-48
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 26
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 3000, carga]
type=helper
trigger1=AnimElemTime(6)=0
helpertype=normal
stateno=3496
ID=3490
name="FistFire"
postype=p1
pos = -25,-70
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 2
length = 25
framegap = 8
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 3400
trigger1 = animelem = 6
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
trigger1 = movehit
anim = 1195
ID = 1195
pos = -23,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 210, hit]
type=hitdef
trigger1=animelem=7
attr=S,NA
damage=10,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = -2,-.5
air.velocity = -2,-.5
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=8
attr=S,NA
damage=10,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = -2,-.5
air.velocity = -2,-.5
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
fall=1
fall.recover=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3451
ctrl = 0

;---------------------------------------------------------------------------
; Hadouryuuken
[Statedef 3451]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
velset = 13,0
anim = 3451

[State 3000, Fire]
type=helper
trigger1=!time
helpertype=normal
stateno=3495
ID=3490
name="hadouryuuken Fire"
postype=p1
pos = 90,-51
ownpal=1
persistent=0

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
x = -.15

[State 0, Width]
type = Width
trigger1 = 1
edge = 5,0
player = 45,0

[State 0, Explod]
type = Explod
;trigger1= anim = 1100
triggerall = movehit
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5
trigger4 = AnimElem = 7
trigger5 = AnimElem = 9
trigger6= AnimElem = 11
anim = 1195
ID = 1195
pos = -23,-60
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = 1.1,1.1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 210, hit]
type=hitdef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
trigger8 = AnimElem = 8
trigger9 = AnimElem = 9
trigger10 = AnimElem = 10
trigger11= AnimElem = 11
trigger12= AnimElem = 12
attr=S,NA
damage=16,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = -3,-.5
air.velocity = -3,-.5
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1= AnimElem = 13
attr=S,NA
damage=16,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = -12,-.5
air.velocity = -12,-.5
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3455
ctrl = 0

;---------------------------------------------------------------------------
; Hadouryuuken
[Statedef 3455]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 0
ctrl = 0
anim = 3455

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 0

;--------------------------------------------------------------------
;Falling kick2
[StateDef 3500]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3500
poweradd = 0
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s800,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -25,-42
ownpal=1
persistent=0
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
pausemovetime=9999
supermove = 9999
pausemove = 9999
ignorehitpause = 1

[State 3000, carga]
type=helper
trigger1=AnimElem=2
helpertype=normal
stateno=3590
ID=3590
name="FireKick"
postype=p1
pos = 17,-118
ownpal=1
persistent=0
supermovetime = 9999

[State 3000, carga]
type=helper
trigger1=AnimElem=2
helpertype=normal
stateno=3591
ID=3591
name="FireKick2"
postype=p1
pos = 0,10
ownpal=1
persistent=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 51
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 51
value = S3,5
volume = 0
channel = -1

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = [1,50]
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 50
x = 14
y = 15

[State 0, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(2) >= 1
value = 0

[State 0, Explod]
type = Explod
trigger1 = movehit
anim = 3592
ID = 3592
pos = 0,-60
postype = p2  ;p2,front,back,left,right
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime = 9999
supermovetime = 9999
removetime = -2
scale = 1.5,1.5
sprpriority = 5
ownpal = 1
removeongethit = 0
persistent = 0


[State 1400, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 228,15
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2, 2
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -10, 0
hitsound = s1,12
guardsound = s2,1
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -5,-8
air.velocity = -5,-7
airguard.velocity = -1.9,-.8
air.type = High
persistent = 0
yaccel = .5
getpower = 0
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
fall.recovertime = 30
;persistent = 0
;envshake.time=15
;envshake.ampl=5

[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3505
ctrl = 0
;--------------------------------------------------------------------
;Falling kick2.5
[StateDef 3505]
type = S
movetype= I
physics = S
juggle  = 0
anim = 3505
ctrl = 0
poweradd = 0
sprpriority = 2

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
;x = 0

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

[State 0, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 3507]
type    = S
physics = S
ctrl = 0
anim = 3507

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 25
freq = 60
ampl = -6

[State 0, TargetState]
type = TargetState
trigger1 = time = 0
value = 3606
ID = -1
;ignorehitpause =
;persistent =


[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S180,4
volume = 0
channel = -1

[State 106, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------
;raging demon
[StateDef 3600]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3600
poweradd=0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 50
movetime = 50
;sound = s180,4
darken = 0
pos = 9999999,99999999
p2defmul = 1
poweradd = -3000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 6,-98
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 4000, hit]
type=hitdef
trigger1=time ;&& enemynear
trigger1=p2movetype!=H&&p2stateno!=40
attr=S,HT
hitflag=M
priority=7,Miss
numhits=0
sparkno=-1
p1facing=1
p2facing=1
p1stateno=3601
p2stateno=3605
;guard.dist=0
fall=1
fall.recover=0
ID=3600

[State 0, AfterImage]
type = AfterImage
trigger1 = time = 50
time = 2
length = 18
framegap = 8
timegap = 1
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S2000,12
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S2000,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 50
value = S1100,1
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
trigger1 = time >= 50
x = 7.8
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = Time >= 90
x = 0
y = 0

[State 1000, end]
type = ChangeState
trigger1 = Time >= 90
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;p1state
[Statedef 3601]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 3611				;Change animation (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 0, VarSet]
type = VarSet
trigger1 = time >=31
;trigger1 = animtime = 0
v = 45   ;fv = 10
value = 0

[State 801, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = s1100, 10

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = time = 0
time = 1
id = -1
pos = 45,0
;ignorehitpause =
;persistent =

[State 0, BGPalFX]
type = BGPalFX
trigger1 = time >=30
time = 2
add = -255,-255,-255

[State 901:Assertspecial]
type = assertspecial
trigger1 = time >=30
flag = nobardisplay

[State 0, HitAdd]
type = HitAdd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
trigger10 = animelem = 20
trigger11 = animelem = 22
trigger12 = animelem = 24
trigger13 = animelem = 26
trigger14 = animelem = 28
trigger15 = animelem = 30
trigger16 = animelem = 32
trigger17 = animelem = 34
trigger18 = animelem = 36
trigger19 = animelem = 38
trigger20 = animelem = 40
trigger21 = animelem = 42
trigger22 = animelem = 44
trigger23 = animelem = 46
trigger24 = animelem = 48
trigger25 = animelem = 50
value = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
trigger10 = animelem = 20
trigger11 = animelem = 22
trigger12 = animelem = 24
trigger13 = animelem = 26
trigger14 = animelem = 28
trigger15 = animelem = 30
trigger16 = animelem = 32
trigger17 = animelem = 34
trigger18 = animelem = 36
trigger19 = animelem = 38
trigger20 = animelem = 40
trigger21 = animelem = 42
trigger22 = animelem = 44
trigger23 = animelem = 46
trigger24 = animelem = 48
trigger25 = animelem = 50
value = S1,0
volume = 255
channel = -1

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
trigger4 = animelem = 8
trigger5 = animelem = 10
trigger6 = animelem = 12
trigger7 = animelem = 14
trigger8 = animelem = 16
trigger9 = animelem = 18
trigger10 = animelem = 20
trigger11 = animelem = 22
trigger12 = animelem = 24
trigger13 = animelem = 26
trigger14 = animelem = 28
trigger15 = animelem = 30
trigger16 = animelem = 32
trigger17 = animelem = 34
trigger18 = animelem = 36
trigger19 = animelem = 38
trigger20 = animelem = 40
trigger21 = animelem = 42
trigger22 = animelem = 44
trigger23 = animelem = 46
trigger24 = animelem = 48
trigger25 = animelem = 50
time = 5
freq = 60
ampl = -2
;phase = 90
;ignorehitpause =
;persistent =

[State 0, PalFX]
type = PalFX
trigger1 = AnimElemTime(2) >= 0
time = 1
add = 256,256,256

[State 4001, end]
type=changestate
trigger1=animelemtime(11)>=0&&winko
value=362

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3602
ctrl = 1
;==========<WIN by S.G.S.>==========
[Statedef 362]
type=S
sprpriority=-4

[State 362, anim]
type=changeanim
trigger1=!time&&prevstateno=3602
value=362

[State 362, kanjibg]
type=helper
trigger1=!time&&prevstateno=3602&&!numhelper(7610)
helpertype=normal
stateno=7610
ID=7610
postype=left
ownpal=1
persistent=0
channel=0

[State 362, win]
type=changestate
trigger1=prevstateno=3602&&time>120
value=180
ctrl=1
;---------------------------------------------------------------------------
;p2state
[Statedef 3602]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0
anim = 3602				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = -1	;Set layering priority to 2 (in front)

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = time = 0
value = -550
ID = -1
kill = 1
absolute = 0

[State 4001, end]
type=changestate
trigger1=animelemtime(1)>=0&&winko
value=362

[State 0, EnvShake]
type = EnvShake
;trigger1 = enemynear,life >0
trigger1 = time = 0
time = 15
freq = 60
ampl = -4

[State 0, Landing Anim]
type = Explod
trigger1 = enemynear,life >0
trigger1 = time = 0
anim = 7503
ID = 8030
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .7,.7
sprpriority = -1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause =1
persistent =0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S3000,10
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,7
volume = 0
channel = -1

[State 3805, end]
type=selfstate
trigger1 = animtime =0
value=0
ctrl=1
;---------------------------------------------------------------------------
;p2state
[Statedef 3605]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 1		;Set layering priority to 2 (in front)

[State 0, ChangeState]
type = ChangeState
trigger1 = (time =[10,30]) && (enemynear,stateno != 3601 ) && (anim = 3615)
value = 0
ctrl = 1
;anim =
;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3615
;elem = 1
;ignorehitpause =
;persistent =

[State 0, PalFX]
type = PalFX
trigger1 = AnimElemTime(2) >= 0
time = 1
add = 256,256,256

[State 3805, end]
type=changestate
trigger1 = time >=224
value=3606
;---------------------------------------------------------------------------
;p2state
[Statedef 3606]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= H				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 0				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
poweradd = 0			;Power to add (Def: 0)
sprpriority = 2		;Set layering priority to 2 (in front)

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

[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 3606
;elem = 1
;ignorehitpause =
;persistent =

[State 3805, end]
type=selfstate
triggerall = time >=120
trigger1=!alive
value=5150

[State 3805, end]
type=selfstate
triggerall = time >=120
;trigger1=!animtime
trigger1= alive
value=5120

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 3700]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3700

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

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 51
anim = -1
sound = s800,0
pos = 9999999999999999,9999999999
movetime = 51
darken = 1
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S3,3
volume = 0
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 60
value = SCA
time = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 15,-115
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Thunder"
ID = 3790
stateno = 3790
pos = -10,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999

[State 0, Helper]
type = Helper
trigger1 = !time
helpertype = normal ;player
name = "Thunder_Hand"
ID = 3791
stateno = 3791
pos = 10,-120
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 7
value = S2000,1
volume = 0
channel = -1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 5
time = 2
length = 25
framegap = 8
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Shinbuu Messatsu
[Statedef 3800]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3800

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s800,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -3000
unhittable = 1

[State 0, Explod]
type = Explod
trigger1 = animelem=3
anim = 1960
ID = 1960
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
supermovetime = 9999
scale = 1,1
sprpriority = 2
ownpal = 1
removeongethit = 1

[State 801, Grab Sound]
type = PlaySnd
trigger1 = animelem=4
value = s181, 0

[State 801, Grab Sound]
type = PlaySnd
trigger1 = animelem=3
value = s181, 1

[State 0, Explod]
type = Explod
trigger1 = animelem=4
anim = 8030
ID = 8030
pos = -36,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemove = 99999
scale = .5,.5
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S4000,0
volume = 0
channel = -1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = 24,-30
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(17) < 0
x = 15

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 17
x = 0

[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(16) > 0
x = .85

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = S1100,4
volume = 0
channel = -1

[State 260, 1]
type = HitDef
trigger1 = Time = 0
attr = S, HA
animtype  = Medium
damage    = 0,0
guardflag = MA
pausetime = 8,8
getpower = 0
sparkxy = 0,0
hitsound=s1,6
guardsound=s2,0
sparkno = -1
numhits = 0
ground.type=High
ground.slidetime=11
ground.hittime=22
ground.velocity = 0,0
air.velocity = 0,0
air.type=Low
snap = 60,0
yaccel = .5
;p1stateno = 3801
;p2stateno = 3850
p2getp1stateno = 1
p2facing = 1
fall = 1
fall.recover = 0
kill = 0
envshake.time=9
envshake.ampl=2

[State 901, Throw]
type = TargetState
trigger1 = time > 1 && movehit && numtarget
value = 5053
ignorehitpause = 1
persistent = 0

[State 1200, 2]
type = ChangeState
trigger1 = time > 1 && movehit && numtarget
value = 3801
persistent = 0

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

;---------------------------------------------------------------------------
; Shinbuu Messatsu Success
[Statedef 3801]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3801

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 13
value = S3,0
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 20
trigger2 = AnimElem = 27
trigger3 = AnimElem = 41
value = S3,1
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 34
trigger3 = AnimElem = 46
value = S3,2
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 49
trigger2 = AnimElem = 54
trigger3 = AnimElem = 58
trigger4 = AnimElem = 63
trigger5 = AnimElem = 68
trigger6 = AnimElem = 72
trigger7 = AnimElem = 77
trigger8 = AnimElem = 81
trigger9 = AnimElem = 85
trigger10 = AnimElem = 89
trigger11 = AnimElem = 94
trigger12 = AnimElem = 99
trigger13 = AnimElem = 103
trigger14 = AnimElem = 108
trigger15 = AnimElem = 112
value = S3,ifelse(random <= 500, 0, 5)
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 117
value = S3,3
volume = 0
channel = 0

[State 901,1]
type = targetBind
trigger1 = animelemtime(51) < 0
pos = 60,0
postype = P1

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

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 1
time = 2
length = 25
framegap = 8
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 200, hit]
type=hitdef
trigger1=AnimElem=2
trigger2=AnimElem=4
attr=S,NA
damage=10,2
animtype=Light
guardflag=M
hitflag=MAF
priority=2,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -10, -78
hitsound = s1,5
guardsound = s2,0
ground.type=High
ground.slidetime=10
ground.hittime=10
ground.velocity=ifelse((prevstateno=200 || prevstateno = 230 || prevstateno = 430 || prevstateno = 400),-4,-2),0
ground.cornerpush.veloff=ifelse((prevstateno=200 || prevstateno = 230 || prevstateno = 430 || prevstateno = 400),-7,-4);,0
air.type=Low
air.hittime=12
air.velocity=-5,-7
p2stateno = 5052
air.cornerpush.veloff=0
yaccel=.5
kill = 0
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 205]
type=hitdef
trigger1=animelem=7
attr=S,NA
damage=15,2
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-22,-63
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-3
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
p2stateno = 5053
kill = 0
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 3800]
type=Hitdef
trigger1 = AnimElem = 13
attr=S,NA
damage=15,2
animtype=Light
guardflag=M
hitflag=MAF
priority=2,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist x >=20,-15,-25),-30
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-3
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
p2stateno = 5053
kill = 0
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 220, hit]
type=hitdef
trigger1=AnimElem = 20
attr=S,NA
damage=20,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = 0,-75
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
p2stateno = 5052
kill = 0
envshake.time=9
envshake.ampl=2

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(24) = 3
x = 20

[State 225, 1]
type = VelSet
trigger1 = AnimElem = 26
x = 6

[State 225, 2]
type = HitDef
trigger1 = AnimElem = 27
attr = S, NA
damage = 20,3
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = -20,-60
hitsound=s1,4
guardsound=s2,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -3,-3
kill = 0
p2stateno = 5053
envshake.time = 7
envshake.ampl = 4

[State 225, hit]
type=hitdef
trigger1=AnimElem = 34
attr=S,NA
damage=30,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-55
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
persistent=0
kill = 0
p2stateno = 5052
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(38) = 2
x = 20

[State 205, hit]
type=hitdef
trigger1=AnimElem=41
attr=S,NA
damage=20,3
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-73
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=-3
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
persistent=0
kill = 0
p2stateno = 5052
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 210, hit]
type=hitdef
trigger1=animelem=46
attr=S,NA
damage=30,3
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-20,-79
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
persistent=0
kill = 0
p2stateno = 5052
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 205, hit]
type=hitdef
trigger1=AnimElem = 50
trigger2=AnimElem = 59
attr=S,NA
damage=20,2
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-22,-63
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-3
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
kill = 0
p2stateno = 5053
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 205, hit]
type=hitdef
trigger1=AnimElem = 55
trigger2=AnimElem = 64
attr=S,NA
damage=20,2
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-73
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=-3
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
kill = 0
p2stateno = 5052
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 205, hit]
type=hitdef
trigger1=AnimElem = 68
trigger2=AnimElem = 77
trigger3=AnimElem = 86
trigger4=AnimElem = 95
trigger5=AnimElem = 104
trigger6=AnimElem = 113
attr=S,NA
damage=20,2
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=1,1
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-22,-63
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-3
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
kill = 0
p2stateno = 5053
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 205, hit]
type=hitdef
trigger1=AnimElem = 73
trigger2=AnimElem = 82
trigger3=AnimElem = 91
trigger4=AnimElem = 100
trigger5=AnimElem = 109
attr=S,NA
damage=20,2
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=1,1
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-15,-73
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=-3
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
kill = 0
p2stateno = 5052
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 210, hit]
type=hitdef
trigger1=animelem=118
attr=S,NA
damage=80,5
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-10,-71
hitsound=s4000,14
guardsound=s2,0
ground.type = high
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5,-15
guard.velocity = -9
air.velocity = -5,-15
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
getpower=0

[State 3000, carga]
type=helper
trigger1=AnimElem=118&&movehit
helpertype=normal
stateno=3890
ID=3890
name="Thunder"
postype=p1
pos = 30,0
ownpal=1
persistent=0

[State 0, VelSet]
type = VelSet
trigger1 = animelem= 119
x = 0
y = -12

[State 0, VelSet]
type = VelSet
trigger1 = anim = 3802
x = 0

[State 7610, snd]
type=playsnd
trigger1 = winko
value=7051,8
persistent=0

[State 362, kanjibg]
type=helper
trigger1 = winko
;trigger1=!time&&!numhelper(7610)
helpertype=normal
stateno=7610
ID=7610
postype=left
ownpal=1
persistent=0

[State 105, 3]
type = SelfState
trigger1 = AnimElem = 119
value =382

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 382]
type    = A
physics = N
ctrl = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelemtime(1) >= 1
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = N         ;A,C,S,N

[State 0, Gravity]
type = Gravity
trigger1 = time >= 8

[State 1000, end]
type = ChangeAnim
triggerall = Anim = 3801
trigger1 = Vel Y >= 0
trigger1 = animelemtime(1) >= 1
value = 3802

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

[State 105, 3]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = anim = 3802
value =383

;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 383]
type    = S
physics = S
ctrl = 0
anim = 3803

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

[State 106, 1]
type = VelSet
trigger1 = Time = 0
y = 0
x = 0

[State 106, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 4]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; P2 Stateno Custom GetHit
[StateDef 5052]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 3850

[state 956, pos]
type = PosSet
trigger1 = 1
y = 0

[State 956, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 3850

[State 955, end]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------
; P2 Stateno Custom GetHit 2
[StateDef 5053]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
anim = 3851

[state 956, pos]
type = PosSet
trigger1 = 1
y = 0

[State 956, anim]
type = ChangeAnim2
trigger1 = time = 0
value = 3851

[State 955, end]
type = SelfState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------
; Kuzuryuureppa Start
[Statedef 3900]
type = S
movetype = A
physics = S
anim = 3900
juggle = 0
ctrl = 0
poweradd = 0
velset = 0,0

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 1
time = 50
anim = -1
sound = s800,0
pos = 9999999999999999,9999999999
movetime = 50
darken = 1
p2defmul = 1
poweradd = -2000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 55
value = SCA
time = 1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElemTime(4) >= 1
x = 3.5

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=7005
ID=7005
name="Carga"
postype=p1
pos = -22,-25
ownpal=1
persistent=0
supermovetime=9999

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 3000, carga]
type=helper
triggerall = numhelper(7005)=0
trigger1=time >=10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 4
time = 2
length = 25
framegap = 8
trans = add1 ;"none","add1","sub"
PalContrast = 70,50,150

[State 0, Width]
type = Width
trigger1 = AnimElemTime(4) >= 1 && AnimElemTime(42) <= 0
;edge = 30
player = 30

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 4
trigger2=AnimElem = 20
trigger3=AnimElem = 36
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 12
trigger2=AnimElem = 28
value = S0,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 4
trigger2=AnimElem = 20
trigger3=AnimElem = 36
value = S3,2
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 12
trigger2=AnimElem = 28
value = S3,0
volume = 0
channel = 0

[State 225, hit]
type=hitdef
trigger1=AnimElem = 5
trigger2=AnimElem = 21
trigger3=AnimElem = 37
attr=S,NA
damage=12,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy=-10,-55
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-5
air.type=Low
air.hittime=16
air.velocity=-2,-5
air.cornerpush.veloff=0
yaccel=.5
kill = 0
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 220, hit]
type=hitdef
trigger1=AnimElem = 13
trigger2=AnimElem = 29
attr=S,NA
damage=12,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8220+(random%8)
guard.sparkno=s8100
sparkxy = 0,-50
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=16
ground.velocity=-4
air.type=Low
yaccel=.5
air.velocity=-2,-3
kill = 0
envshake.time=9
envshake.ampl=2
getpower=0

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(41) = 2
x = 20
y = 0

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0 ;&& movehit
value = 3901
ctrl = 0
;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 3901]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 3901

[State 0, VarSet]
type = VarSet
trigger1 = time = 0
v = 45   ;fv = 10
value = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S0,5
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
trigger2 = animelem=10
trigger3 = animelem=17
x = 12
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 2
value = S3,1
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 9
value = S3,2
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem = 16
value = S3,5
volume = 0
channel = 0

[State 210, hit]
type=hitdef
trigger1=animelem=2
trigger2=animelem=9
trigger3=animelem=16
attr=S,NA
damage=15,2
animtype=medium
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-40
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-2
air.type=Low
air.hittime=12
air.velocity=-4,-4
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
kill = 0
;fall=1
air.fall=1
fall.recover=0
envshake.time = 9
envshake.ampl = 3

[State 210, hit]
type=hitdef
trigger1=animelem=3
trigger2=animelem=10
trigger3=animelem=17
attr=S,NA
damage=15,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-60
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-2
air.type=Low
air.hittime=12
air.velocity=-4,-4
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
kill = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=4
trigger2=animelem=11
attr=S,NA
damage=15,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-70
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
ground.velocity=-2,0
air.type=Low
air.hittime=12
air.velocity=-4,-4
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
kill = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1=animelem=18
attr=S,NA
damage=15,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy=-15,-71
hitsound=s1,8
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=ifelse(p2bodydist X >= 25, 5, -2),-14
air.type=Low
air.hittime=12
air.velocity=ifelse(p2bodydist X >= 25, 5, -2),-13
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
fall.recover=0
yaccel=.5
getpower = 0
envshake.time = 15
envshake.ampl = 6
fall=1
air.fall=1
fall.recover=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3902
ctrl = 0

;---------------------------------------------------------------------------
; Kuzuryuureppa Part 3
[Statedef 3902]
type = A
movetype = A
physics = N
anim = 3902
ctrl = 0
velset = 0,-12
juggle = 0

[State 741, 3]
type = VelAdd
trigger1 = 1
y = .23

[State 0, PlaySnd]
type = PlaySnd
triggerall = movehit
trigger1=AnimElem = 21
value = S3,3
volume = 0
channel = 0

[State 210, hit]
type=hitdef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 4
trigger3 = AnimElem = 6
trigger4 = AnimElem = 8
trigger5 = AnimElem = 10
trigger6 = AnimElem = 12
trigger7 = AnimElem = 14
trigger8 = AnimElem = 16
trigger9 = AnimElem = 18
trigger10 = AnimElem = 20
attr=S,NA
damage=20,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = ifelse(p2bodydist X >= 25, 3, 0),-10
air.velocity = ifelse(p2bodydist X >= 25, 3, 0),-10
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 210, hit]
type=hitdef
trigger1 = AnimElem = 22
attr=S,NA
damage=45,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8220+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
hitsound=s1,6
guardsound=s2,0
ground.type=high
ground.slidetime=16
ground.hittime=16
air.type=Low
air.hittime=12
ground.velocity = -8,-9
air.velocity = -8,-9
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
getpower = 0
envshake.time = 9
envshake.ampl = 3
;fall=1
air.fall=1
fall.recover=0

[State 3402, End]
type = ChangeAnim
;trigger1 = Vel Y >= 0
trigger1 = AnimTime = 0
value = 1105

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = anim = 1105
value =1110
