;-------------------------------------------------------------------
;Hadouken
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 20
sprpriority = 2

[State 900]
type = VarSet
trigger1 = time = 0
v = 10
value = ifelse(command = "QCF_z",2,ifelse(command = "QCF_y",1,0))

[State 900]
type = VarSet
trigger1 = time = 0 && var(59)>=1
v = 10
value = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = animelem =3
anim = 1096
ID = 1096
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 = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem =4
anim = 1094
ID = 1094
pos = 70,-55
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .9,.9
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem =2
anim = 7023
ID = 7023
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "hadouken"
ID = 1000
stateno = 1090
pos = 95,-52
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove = 9999
pausemove = 9999

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
;Hadouken
[StateDef 1005]
type = A
movetype= A
physics = N
juggle  = 0
velset = Vel X / 2, Vel Y / 2
ctrl = 0
anim = 1005
poweradd = 20
sprpriority = 2

[State 900]
type = VarSet
trigger1 = time = 0
v = 10
value = ifelse(command = "QCB_z",2,ifelse(command = "QCB_y",1,0))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

;[State 0, VelSet]
;type = VelSet
;trigger1 = animelem = 4
;x = -1

[State 710, 1]
type = VelMul
trigger1 = Time = 0
x = .2 ;.05
y = .2  ;.02

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 9
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

[State 0, Explod]
type = Explod
trigger1 = animelem =4
anim = 1094
ID = 1094
pos = 40,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -1,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .9,.9
sprpriority = 6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "hadouken"
ID = 1000
stateno = 1090
pos = 60,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove = 9999
pausemove = 9999

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(11) >=2
value = 1

;-------------------------------------------------------------------
;Hadouken Diag
[StateDef 1010]
type = A
movetype= A
physics = N
juggle  = 0
velset = Vel X / 2, Vel Y / 2
ctrl = 0
anim = 1010
poweradd = 20
sprpriority = 2

[State 900]
type = VarSet
trigger1 = time = 0
v = 10
value = ifelse(command = "QCF_z",2,ifelse(command = "QCF_y",1,0))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

;[State 0, VelSet]
;type = VelSet
;trigger1 = animelem = 4
;x = -1

[State 710, 1]
type = VelMul
trigger1 = Time = 0
x = .2 ;.05
y = .2  ;.02

[State 1400, VelSet]
type = VelSet
trigger1 = Pos Y >= 12
trigger1 = Vel Y > 0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 16
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

[State 0, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "hadouken"
ID = 1000
stateno = 1095
pos = 72,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove = 9999
pausemove = 9999

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(16) >=2
value = 1
;--------------------------------------------------------------------
;shoryuken1
[StateDef 1100]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1100
poweradd=45

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 6
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,1
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1100
trigger1 = animelem = 2
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
trigger1= anim = 1100
trigger1 = animelem =1
anim = 1190
ID = 1190
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
trigger1 = animelem =2
anim = 1191
ID = 1190
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 = 999999
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
trigger1 = animelem =3
anim = 1192
ID = 1190
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 = 999999
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 = animelemtime(4) = 0
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1100
trigger1 = animelem =4
anim = 1193
ID = 1190
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 = 999999
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 !=1100
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1105 ;&& animtime = 1
;trigger1 = animelem =1
anim = 1194
ID = 1192
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
trigger1 = animelem =4
anim = 7023
ID = 7023
pos = 10,0
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 = .4,.4
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;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,-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=2
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-40
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -2,-11
envshake.time = 10
envshake.ampl = 3
getpower=50
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

[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-60
hitsound=s1,6
guardsound=s2,0
air.type = Low
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -1.3,-12
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .48
persistent = 1
forcestand = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
getpower=50

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-71
hitsound=s1,6
guardsound=s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2,-11
guard.velocity = -5
air.velocity = -2,-8.3
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem= 4
x = 2
y = -8

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1105
x = 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 >= 8

[State 1000, end]
type = ChangeAnim
trigger1 = Vel Y >= 0
trigger1 = animelemtime(4) >= 1
value = 1105

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value =1110
;--------------------------------------------------------------------
;shoryuken1
[StateDef 1101]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1100
poweradd=45

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 6
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,1
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1100
trigger1 = animelem = 2
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
trigger1= anim = 1100
trigger1 = animelem =1
anim = 1190
ID = 1190
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
trigger1 = animelem =2
anim = 1191
ID = 1190
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 = 999999
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
trigger1 = animelem =3
anim = 1192
ID = 1190
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 = 999999
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 = animelemtime(4) = 0
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1100
trigger1 = animelem =4
anim = 1193
ID = 1190
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 = 999999
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 !=1100
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1105 ;&& animtime = 1
;trigger1 = animelem =1
anim = 1194
ID = 1192
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
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 0, Explod]
type = Explod
trigger1= anim = 1100
trigger1 = animelem =4
anim = 7023
ID = 7023
pos = 10,0
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 = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 210, hit]
type=hitdef
trigger1=animelem=2
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-40
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type =low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -2,-11
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0


[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-60
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -1,-10
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=50

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-71
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2,-11
guard.velocity = -9
air.velocity = -2,-10
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0


[State 0, VelSet]
type = VelSet
trigger1 = animelem= 4
x = 2.5
y = -10

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1105
x = 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 >= 8

[State 1000, end]
type = ChangeAnim
trigger1 = Vel Y >= 0
trigger1 = animelemtime(4) >= 1
value = 1105

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value =1110
;--------------------------------------------------------------------
;shoryuken1
[StateDef 1102]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1100
poweradd=45

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 6
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,1
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1100
trigger1 = animelem = 2
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
trigger1= anim = 1100
trigger1 = animelem =1
anim = 1190
ID = 1190
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
trigger1 = animelem =2
anim = 1191
ID = 1190
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 = 999999
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
trigger1 = animelem =3
anim = 1192
ID = 1190
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 = 999999
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 = animelemtime(4) = 0
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1100
trigger1 = animelem =4
anim = 1193
ID = 1190
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 = 999999
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 !=1100
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1105 ;&& animtime = 1
;trigger1 = animelem =1
anim = 1194
ID = 1192
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
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 0, Explod]
type = Explod
trigger1= anim = 1100
trigger1 = animelem =4
anim = 7023
ID = 7023
pos = 10,0
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 = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause = 0
;persistent =

[State 210, hit]
type=hitdef
trigger1=animelem=2
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-40
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -2,-11
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0


[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-60
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -0,-10
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=50

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-71
hitsound=s1,6
guardsound=s2,0
ground.type = high
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2,-11
guard.velocity = -9
air.velocity = -2,-11
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=50

[State 0, VelSet]
type = VelSet
trigger1 = animelem= 4
x = 4
y = -12

[State 0, VelSet]
type = VelSet
trigger1 = anim = 1105
x = 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 >= 8

[State 1000, end]
type = ChangeAnim
trigger1 = Vel Y >= 0
trigger1 = animelemtime(4) >= 1
value = 1105

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = anim = 1105
value =1110
;--------------------------------------------------------------------
;shoryuken1
[StateDef 1150]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1150
poweradd=45

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 6
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,1
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1150
trigger1 = animelem = 2
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
trigger1= anim = 1150
trigger1 = animelem =1
anim = 1190
ID = 1190
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 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 = 1150
trigger1 = animelem =2
anim = 1191
ID = 1190
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 999999
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 = 1150
trigger1 = animelem =3
anim = 1192
ID = 1190
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 = 999999
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 = animelemtime(4) = 0
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1150
trigger1 = animelem =4
anim = 1193
ID = 1190
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 = 999999
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 !=1150
id = 1190
;ignorehitpause =
;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,-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 0, Explod]
type = Explod
trigger1= anim = 1105 ;&& animtime = 1
;trigger1 = animelem =1
anim = 1194
ID = 1192
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 210, hit]
type=hitdef
trigger1=animelem=2
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-40
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -2,-11
envshake.time = 10
envshake.ampl = 3
getpower=50
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

[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-60
hitsound=s1,6
guardsound=s2,0
air.type = Low
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -1.3,-12
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .48
persistent = 1
forcestand = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
getpower=50

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-71
hitsound=s1,6
guardsound=s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2,-11
guard.velocity = -5
air.velocity = -2,-8.3
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem= 4
x = 2
y = -8

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

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

[State 1000, end]
type = ChangeAnim
trigger1 = Vel Y >= 0
trigger1 = animelemtime(4) >= 1
value = 1105

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value =1110
;--------------------------------------------------------------------
;shoryuken1
[StateDef 1151]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1150
poweradd=45

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 6
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,1
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1150
trigger1 = animelem = 2
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
trigger1= anim = 1150
trigger1 = animelem =1
anim = 1190
ID = 1190
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 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 = 1150
trigger1 = animelem =2
anim = 1191
ID = 1190
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 999999
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 = 1150
trigger1 = animelem =3
anim = 1192
ID = 1190
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 = 999999
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 = animelemtime(4) = 0
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1150
trigger1 = animelem =4
anim = 1193
ID = 1190
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 = 999999
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 !=1150
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1105 ;&& animtime = 1
;trigger1 = animelem =1
anim = 1194
ID = 1192
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
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=2
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-40
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type =low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -2,-11
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0


[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-60
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -1,-10
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=50

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-71
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2,-11
guard.velocity = -9
air.velocity = -2,-10
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0


[State 0, VelSet]
type = VelSet
trigger1 = animelem= 4
x = 2.5
y = -10

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

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

[State 1000, end]
type = ChangeAnim
trigger1 = Vel Y >= 0
trigger1 = animelemtime(4) >= 1
value = 1105

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value =1110
;--------------------------------------------------------------------
;shoryuken1
[StateDef 1152]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1150
poweradd=45

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
channel = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 6
value = SCA
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,1
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = anim = 1150
trigger1 = animelem = 2
value = S1100,9
channel = -1

[State 0, Explod]
type = Explod
trigger1= anim = 1150
trigger1 = animelem =1
anim = 1190
ID = 1190
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 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 = 1150
trigger1 = animelem =2
anim = 1191
ID = 1190
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 999999
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 = 1150
trigger1 = animelem =3
anim = 1192
ID = 1190
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 = 999999
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 = animelemtime(4) = 0
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1150
trigger1 = animelem =4
anim = 1193
ID = 1190
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 = 999999
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 !=1150
id = 1190
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1= anim = 1105 ;&& animtime = 1
;trigger1 = animelem =1
anim = 1194
ID = 1192
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
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=2
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-40
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -2,-11
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0


[State 210, hit]
type=hitdef
trigger1=animelem=3
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-60
hitsound=s1,6
guardsound=s2,0
ground.type = Low
air.type = low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1,-11
guard.velocity = -9
air.velocity = -0,-10
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=50

[State 210, hit]
type=hitdef
trigger1=animelem=4
attr=S,NA
damage=30,0
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-71
hitsound=s1,6
guardsound=s2,0
ground.type = high
air.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2,-11
guard.velocity = -9
air.velocity = -2,-11
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=50

[State 0, VelSet]
type = VelSet
trigger1 = animelem= 4
x = 4
y = -12

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

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

[State 1000, end]
type = ChangeAnim
trigger1 = Vel Y >= 0
trigger1 = animelemtime(4) >= 1
value = 1105

[State 105, 3]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
trigger1 = anim = 1105
value =1110
;---------------------------------------------------------------------------
; RUN_BACK2 (land)
[Statedef 1110]
type    = S
physics = S
ctrl = 0
anim = 1110

[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
;--------------------------------------------------------------------
;tatzumaki
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
juggle = 0
ctrl = 0
poweradd = 60
velset=0,0

[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 7023
ID = 7023
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 900]
type = VarSet
trigger1 = time = 0
v = 10
value = ifelse(command = "QCB_c",2,ifelse(command = "QCB_b",1,0))

[State 900]
type = VarSet
trigger1 = var(59)>=1
v = 10
value = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2
statetype = A       ;S,A,C,L
movetype = A       ;I,A,H
physics = N         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
x = 1.5
y = -4

[State 285, hit]
type=hitdef
;triggerall=p2bodydist x >=-5
trigger1=animelem=1
attr = S, NA
damage = 10,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
guard.ctrltime = 20
ground.velocity = -3*ifelse(p2dist x>=0,1,-1),-4
guard.velocity = -9
air.velocity = -3*ifelse(p2dist x>=0,1,-1),-3.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = ifelse(var(10)=2,1204,ifelse(var(10)=1,1203,1201))
ctrl = 0
;---------------------------------------------------------------------------
; tatzumaki2
[Statedef 1201]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 70
ctrl = 0
anim = 1201

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 4
y = -2

[State 0, VelSet]
type = VelSet
trigger1 = command = "holdup"
x = 4
y = -4

[State 0, VelSet]
type = VelSet
trigger1 = command = "holddown"
x = 4
y = 2

[State 1400, VelSet]
type = VelSet
trigger1 = Pos Y >= 2
trigger1 = Vel Y > 0
y = -2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1=animelem=1
trigger2=animelem=3
value = S0,2
volume = 0
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 17
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 = time = 8
helpertype = normal ;player
name = "tatzufx"
ID = 1291
stateno = 1291
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = -1
supermove = 9999
pausemove = 9999
size.xscale =1.1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "p2fx"
ID = 50000
stateno = 50000
pos = 0,-50
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999
pausemovetime = 999
supermove = 999
pausemove = 999

[State 285, hit]
type=hitdef
;triggerall=p2bodydist x >=-5
trigger1=animelem=1
attr = S, NA
damage = 15,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
guard.ctrltime = 20
ground.velocity = -3*ifelse(p2dist x>=0,1,-1),-7
guard.velocity = -9
air.velocity = -3*ifelse(p2dist x>=0,1,-1),-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 285, hit]
type=hitdef
;triggerall=p2bodydist x <-5
trigger1=animelem=3
attr = S, NA
damage = 15,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
guard.ctrltime = 20
ground.velocity = -3*ifelse(p2dist x>=0,1,-1),-7
guard.velocity = -9
air.velocity = -3*ifelse(p2dist x>=0,1,-1),-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 0, ChangeAnim]
type = Changestate
trigger1 = time = 24 && !movehit
value = 1202

[State 0, ChangeAnim]
type = Changestate
trigger1 = time = 24 && movehit
value = 1205
;---------------------------------------------------------------------------
; tatzumaki2
[Statedef 1203]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 70
ctrl = 0
anim = 1201

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 5
y = -2.5

[State 0, VelSet]
type = VelSet
trigger1 = command = "holdup"
x = 5
y = -5

[State 0, VelSet]
type = VelSet
trigger1 = command = "holddown"
x = 5
y = 2.5

[State 1400, VelSet]
type = VelSet
trigger1 = Pos Y >= 2.5
trigger1 = Vel Y > 0
y = -2.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1=animelem=1
trigger2=animelem=3
value = S0,2
volume = 0
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 17
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 = time = 8
helpertype = normal ;player
name = "tatzufx"
ID = 1291
stateno = 1291
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = -1
supermove = 9999
pausemove = 9999
size.xscale =1.1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "p2fx"
ID = 50000
stateno = 50000
pos = 0,-50
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999
pausemovetime = 999
supermove = 999
pausemove = 999

[State 285, hit]
type=hitdef
;triggerall=p2bodydist x >=-5
trigger1=animelem=1
attr = S, NA
damage = 15,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
guard.ctrltime = 20
ground.velocity = -3*ifelse(p2dist x>=0,1,-1),-7
guard.velocity = -9
air.velocity = -3*ifelse(p2dist x>=0,1,-1),-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 285, hit]
type=hitdef
;triggerall=p2bodydist x <-5
trigger1=animelem=3
attr = S, NA
damage = 15,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
guard.ctrltime = 20
ground.velocity = -3*ifelse(p2dist x>=0,1,-1),-7
guard.velocity = -9
air.velocity = -3*ifelse(p2dist x>=0,1,-1),-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 0, ChangeAnim]
type = Changestate
trigger1 = time = 24 && !movehit
value = 1202

[State 0, ChangeAnim]
type = Changestate
trigger1 = time = 24 && movehit
value = 1205
;---------------------------------------------------------------------------
; tatzumaki2
[Statedef 1204]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 70
ctrl = 0
anim = 1201

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 6
y = -3

[State 0, VelSet]
type = VelSet
trigger1 = command = "holdup"
x = 6
y = -6

[State 0, VelSet]
type = VelSet
trigger1 = command = "holddown"
x = 6
y = 3

[State 1400, VelSet]
type = VelSet
trigger1 = Pos Y >= 3
trigger1 = Vel Y > 0
y = -3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1=animelem=1
trigger2=animelem=3
value = S0,2
volume = 0
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 17
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 = time = 8
helpertype = normal ;player
name = "tatzufx"
ID = 1291
stateno = 1291
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = -1
supermove = 9999
pausemove = 9999
size.xscale =1.1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "p2fx"
ID = 50000
stateno = 50000
pos = 0,-50
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999
pausemovetime = 999
supermove = 999
pausemove = 999

[State 285, hit]
type=hitdef
;triggerall=p2bodydist x >=-5
trigger1=animelem=1
attr = S, NA
damage = 15,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
guard.ctrltime = 20
ground.velocity = -3*ifelse(p2dist x>=0,1,-1),-7
guard.velocity = -9
air.velocity = -3*ifelse(p2dist x>=0,1,-1),-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 285, hit]
type=hitdef
;triggerall=p2bodydist x <-5
trigger1=animelem=3
attr = S, NA
damage = 15,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
guard.ctrltime = 20
ground.velocity = -3*ifelse(p2dist x>=0,1,-1),-7
guard.velocity = -9
air.velocity = -3*ifelse(p2dist x>=0,1,-1),-5.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

[State 0, ChangeAnim]
type = Changestate
trigger1 = time = 24 && !movehit
value = 1202

[State 0, ChangeAnim]
type = Changestate
trigger1 = time = 24 && movehit
value = 1205
;--------------------------------------------------------------------
;tatzumaki
[Statedef 1202]
type = A
movetype = A
physics = A
anim = 1202
juggle = 0
velset = 0,0
ctrl = 0

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

;---------------------------------------------------------------------------
;Tatsumaki Kick Down
[Statedef 1205]
Type = A
Movetype = A
Physics = N
velset = 0,0
Anim = 1205

[State 1500, whoosh]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,5

[State 1500, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype  = High
damage    = 40,5
guardflag = MA
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy = -15,-59
ground.type = Low
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
ground.velocity = -7,7
air.velocity = -7,7
fall.recover = 0
fall = 1
ground.cornerpush.veloff = -14
air.cornerpush.veloff = -14
down.cornerpush.veloff = 0

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202
;---------------------------------------------------------------------------
; tatzumaki2
[Statedef 1220]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 70
ctrl = 0
anim = 1220

[State 0, VelSet]
type = Veladd
trigger1 = time = 0
x = .5
y = .5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1=animelem=3
trigger2=animelem=5
value = S0,2
volume = 0
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 17
trigger3 = time = 33
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 = time = 8
trigger2 = time = 24
helpertype = normal ;player
name = "tatzufx"
ID = 1291
stateno = 1291
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = -1
supermove = 9999
pausemove = 9999
size.xscale =1.1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "p2fx"
ID = 50000
stateno = 50000
pos = 0,-50
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999
pausemovetime = 999
supermove = 999
pausemove = 999

[State 285, hit]
type=hitdef
trigger1=animelem=3
trigger2=animelem=5
attr = S, NA
damage = 40,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
guard.ctrltime = 20
ground.velocity = -2.5*ifelse(p2dist x>=0,1,-1),-5.5
guard.velocity = -9
air.velocity = -2.5*ifelse(p2dist x>=0,1,-1),-.8;6.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
air.cornerpush.veloff = -10
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1


[State 1200, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0
;---------------------------------------------------------------------------
; tatzumaki2
[Statedef 1225]
type    = A
movetype= A
physics = A
juggle  = 0
poweradd= 70
ctrl = 0
anim = 1220

[State 900]
type = VarSet
trigger1 = time = 0
v = 10
value = ifelse(command = "HCB_c",2,ifelse(command = "HCB_b",1,0))

[State 900]
type = VarSet
trigger1 = var(59) > 0
v = 10
value = 0

[State 0, VelSet]
type = Velset
trigger1 = time <= ifelse(var(10)=2,30,ifelse(var(10)=1,20,10))
x = 3.5
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,2
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1=animelem=3
trigger2=animelem=5
value = S0,2
volume = 0
channel = -1

[State 0, Helper]
type = Helper
trigger1 = time = 0
trigger2 = time = 17
trigger3 = time = 33
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 = time = 8
trigger2 = time = 24
helpertype = normal ;player
name = "tatzufx"
ID = 1291
stateno = 1291
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = -1
supermove = 9999
pausemove = 9999
size.xscale =1.1
size.yscale =1

[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "p2fx"
ID = 50000
stateno = 50000
pos = 0,-50
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 999
pausemovetime = 999
supermove = 999
pausemove = 999

[State 285, hit]
type=hitdef
trigger1=animelem=3
trigger2=animelem=5
attr = S, NA
damage = 40,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,9
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-55
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime=16
ground.hittime=16
guard.ctrltime = 20
ground.velocity = -2.5*ifelse(p2dist x>=0,1,-1),-5.5
guard.velocity = -9
air.velocity = -2.5*ifelse(p2dist x>=0,1,-1),-.8;6.5
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -12.6
air.cornerpush.veloff = -10
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1

[State 1200, End]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
ctrl = 0
;---------------------------------------------------------------------------
; Thunder Punch
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 70
velset = 0,0
ctrl = 0
anim = 1300

[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 7023
ID = 7023
pos = -25,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 900]
type = VarSet
trigger1 = time = 0
v = 10
value = ifelse(command = "QCF_c",2,ifelse(command = "QCF_b",1,0))

[State 900]
type = VarSet
trigger1 = time = 0 && var(59)>=1
v = 10
value = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = !time
x = ifelse(command = "QCF_c",8,ifelse(command = "QCF_b",4,0))

[State 801, Grab Sound]
type = PlaySnd
trigger1 = animelem=3
value = s3, 3

[State 801, Grab Sound]
type = PlaySnd
trigger1 = animelem=6
value = s181, 0

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem=6
time = 20
freq = 50
ampl = -2
;phase = 90
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem=6
anim = 8030
ID = 8030
pos = -7,0
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, Helper]
type = Helper
trigger1 = animelem = 6
helpertype = normal ;player
name = "thunder"
ID = 1300
stateno = 1390
pos = 100,-55
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove = 9999
pausemove = 9999

[State 1200, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------
;Falling kick
[StateDef 1400]
type = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 20
sprpriority = 2

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = [1,6]
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 7
x = 10
y = 9

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

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

[State 1400, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 50
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 10
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy = -10, 0
hitsound = s1,4
guardsound = s2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
persistent = 0
air.velocity = -1.4,-3
air.hittime = 12
;--------------------------------------------------------------------
;Falling kick2
[StateDef 1401]
type = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 20
sprpriority = 2

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = [1,6]
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 7
x = 9.7
y = 8.8

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

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

[State 1400, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 60
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 12;ifelse(enemynear,statetype = A ,8,12)
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy = -10, 0
hitsound = s1,4
guardsound = s2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
air.hittime  = 30
ground.velocity = -4
air.velocity = - 2.5,-1
airguard.velocity = -1.9,-.8
air.type = High
persistent = 0
fall = 0
fall.recover = 1
air.fall = 0
air.recover = 1
yaccel = .40
fall.recovertime = 30
;persistent = 0

[State 1411, 2]
type = VelSet
trigger1 = Pos Y >= 0
x = 0

[State 1411, 8]
type = ChangeState
trigger1 = movecontact
value = 1405

[State 1411, 4]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 1405]
type = A
movetype = I
Physics = N
anim = 1406
ctrl = 0
sprpriority = 2

[State 1852, 6]
type = VelAdd
trigger1 = Time >= 0
y = .44

[State 1852, 6]
type = VelSet
trigger1 = Time = 0
x = 5.2
y = -7

[State 2001, 8]
type = Turn
trigger1 = AnimElem = 8
persistent = 0

[State 1852, 8]
type = ChangeState
trigger1 = Time >= 22
value = 1406
;---------------------------------------------------------------------------
[Statedef 1406]
type = A
movetype = I
Physics = N
;anim = 1404
ctrl = 1
sprpriority = 2

[State 2702, 3]
type = VelAdd
trigger1 = Time >= 4
y = .3

[State 2702, 5]
type = VelSet
trigger1 = Pos Y >= 5
trigger1 = Vel Y > 0
y = 0

[State 1852, 8]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;--------------------------------------------------------------------
;Falling kick3
[StateDef 1402]
type = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 20
sprpriority = 2

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = [1,6]
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 7
x = 10.8
y = 8

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

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

[State 0, Helper]
type = Helper
trigger1 = animelem = 3 && (numhelper(1095)=0)
helpertype = normal ;player
name = "hadouken"
ID = 1295
stateno = 1295
pos = 0,10
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
sprpriority = 4
supermove = 9999
pausemove = 9999
size.xscale =1.05
size.yscale =1.05

[State 0, Explod]
type = Explod
triggerall= p2stateno = [5000,5999]
trigger1 = movehit ;= 1
anim = 1195
ID = 3499
pos = 0,-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 = 99999
pausemovetime = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1400, 1]
type = HitDef
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
attr = S, NA
damage = 25,3
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 9,10
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy = -15, 0
hitsound = s1,8
guardsound = s2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -6
airguard.velocity = -1.9,-.8
air.type = High
persistent = 1
air.velocity = -1.4,-3
air.hittime = 12
palfx.time= 15
palfx.add = 45,30,45
palfx.mul = 256,256,256
palfx.sinadd = -20,-20,-20,5

;-------------------------------------------------------------------------------
;Shoryuukick A
[Statedef 1500]
type = S
movetype = A
physics = S
juggle = 0
poweradd = 25
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 7023
ID = 7023
pos = 35,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1500, YAH!]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
value = 3,3
channel = -1

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,4
channel = 0

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,5
channel = 0

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
value = 1100,9
channel = -1

[State 240, width]
type = width
trigger1 = animelem = 1, >= 0
trigger2 = animelem = 10, >= 0
value = 20

[State 240, width2]
type = width
trigger1 = animelem = 2, >= 0
trigger2 = animelem = 11, >= 0
value = 23

[State 240, width3]
type = width
trigger1 = animelem = 3, >= 0
trigger2 = animelem = 12, >= 0
value = 26

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 2.5

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = 20

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
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 = 11
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 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 1500
id = 1590
;ignorehitpause =
;persistent =


[State 220, hit]
type=hitdef
trigger1=AnimElem = 5
attr=S,NA
damage = 35,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = 0,-75
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=18
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
envshake.time=9
envshake.ampl=2

[State 225, hit]
type=hitdef
trigger1=animelem=13
attr=S,NA
damage=40,3
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=8,8
sparkno=s8200+(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=-10,-3
air.type=Low
air.hittime=12
air.velocity=-10,-2
air.cornerpush.veloff=0
yaccel=.5
persistent=0
fall = 1
fall.recover = 0
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 1800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------
;Shoryuukick B
[Statedef 1510]
type = S
movetype = A
physics = S
juggle = 0
poweradd = 25
anim = 1501
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 7023
ID = 7023
pos = 35,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1500, YAH!]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
value = 3,3
channel = -1

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,4
channel = 0

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,5
channel = 0

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
value = 1100,9
channel = -1

[State 240, width]
type = width
trigger1 = animelem = 1, >= 0
trigger2 = animelem = 10, >= 0
value = 20

[State 240, width2]
type = width
trigger1 = animelem = 2, >= 0
trigger2 = animelem = 11, >= 0
value = 23

[State 240, width3]
type = width
trigger1 = animelem = 3, >= 0
trigger2 = animelem = 12, >= 0
value = 26

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = 20

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 11
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 = 3
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 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 1501
id = 1590
;ignorehitpause =
;persistent =

[State 225, hit]
type=hitdef
trigger1=animelem=5
attr=S,NA
damage=35,3
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-55
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
air.type=Low
ground.slidetime=11
ground.hittime=18
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
envshake.time=9
envshake.ampl=2

[State 220, hit]
type=hitdef
trigger1=AnimElem = 13
attr=S,NA
damage = 40,2
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = 0,-75
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.velocity=-10,-3
air.type=Low
air.hittime=15
air.velocity=-10,-2
air.cornerpush.veloff=0
yaccel=.5
persistent=0
fall = 1
fall.recover = 0
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 1800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
;Shoryuukick C
[Statedef 1520]
type = S
movetype = A
physics = S
juggle = 0
poweradd = 65
anim = 1502
velset = 0,0
ctrl = 0
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 7023
ID = 7023
pos = 35,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1500, YAH!]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 20
value = 3,3
channel = -1

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,4
channel = 0

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 12
value = 0,5
channel = 0

[State 1500, snd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 11
trigger3 = AnimElem = 20
value = 1100,9
channel = -1

[State 240, width]
type = width
trigger1 = animelem = 1, >= 0
trigger2 = animelem = 10, >= 0
value = 20

[State 240, width2]
type = width
trigger1 = animelem = 2, >= 0
trigger2 = animelem = 11, >= 0
value = 23

[State 240, width3]
type = width
trigger1 = animelem = 3, >= 0
trigger2 = animelem = 12, >= 0
value = 26

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 3

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = 20

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 11
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 = 3
trigger2 = AnimElem = 20
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 0, RemoveExplod]
type = RemoveExplod
trigger1 = anim != 1502
id = 1590
;ignorehitpause =
;persistent =

[State 225, hit]
type=hitdef
trigger1=animelem=5
attr=S,NA
damage=20,1
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-55
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
air.type=Low
ground.slidetime=11
ground.hittime=18
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
envshake.time=9
envshake.ampl=2

[State 220, hit]
type=hitdef
trigger1=AnimElem = 13
attr=S,NA
damage = 20,1
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = 0,-75
hitsound=s1,0
guardsound=s2,0
ground.type=High
air.type=Low
ground.slidetime=11
ground.hittime=22
ground.velocity=-3
air.type=Low
air.hittime=22
air.velocity=-3,-3
envshake.time=9
envshake.ampl=2

[State 225, hit]
type=hitdef
trigger1=animelem=22
attr=S,NA
damage=30,3
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=8,8
sparkno=s8200+(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=-10,-3
air.type=Low
air.hittime=12
air.velocity=-10,-2
air.cornerpush.veloff=0
yaccel=.5
persistent=0
fall = 1
fall.recover = 0
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 1800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Hadou Blast
[Statedef 1550]
type = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 1700
velset = 0,0
sprpriority = 2
poweradd = 30

[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 7023
ID = 7023
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 225, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 6

[State 106, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 30

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2000,9
volume = 0
channel = -1

[State 225, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30,2
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8210+(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 = 0,0
air.velocity = 0,0
snap = 60,0
kill = 0
p2stateno = 5053
envshake.time = 7
envshake.ampl = 4

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

[State 106, 4]
type = ChangeState
trigger1 = movehit
value = 1555
ctrl = 0
;---------------------------------------------------------------------------
; Hadou Blast
[Statedef 1551]
type = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 1701
velset = 0,0
sprpriority = 2
poweradd = 30

[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 7023
ID = 7023
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 225, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 6

[State 106, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 30

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2000,9
volume = 0
channel = -1

[State 225, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30,2
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8210+(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 = 0,0
air.velocity = 0,0
snap = 60,0
kill = 0
p2stateno = 5053
envshake.time = 7
envshake.ampl = 4

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

[State 106, 4]
type = ChangeState
trigger1 = movehit
value = 1560
ctrl = 0
;---------------------------------------------------------------------------
; Hadou Blast
[Statedef 1552]
type = S
movetype= A
physics = S
juggle = 0
ctrl = 0
anim = 1702
velset = 0,0
sprpriority = 2
poweradd = 30

[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 7023
ID = 7023
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999999999
pausemove = 9999999999
scale = .5,.5
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 225, 1]
type = VelSet
trigger1 = AnimElem = 2
x = 6

[State 106, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 30

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2000,9
volume = 0
channel = -1

[State 225, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30,2
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8210+(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 = 0,0
air.velocity = 0,0
snap = 60,0
kill = 0
p2stateno = 5053
envshake.time = 7
envshake.ampl = 4

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

[State 106, 4]
type = ChangeState
trigger1 = movehit
value = 1565
ctrl = 0

;---------------------------------------------------------------------------
; Hadou Blast Part 2
[Statedef 1555]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1705

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

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

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

[State 0, Helper]
type = Helper
trigger1 = movehit
helpertype = normal ;player
name = "Explosion"
ID = 1700
stateno = 1790
pos = 80,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
persistent = 0

[State 0, Explod]
type = Explod
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=0
attr=S,NA
damage=60,3
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=0,0
sparkno=s8210+(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=-3,-7
air.type=Low
air.hittime=12
air.velocity=-3,-6
air.cornerpush.veloff=0
yaccel=.5
persistent=0
fall = 1
fall.recover = 0
envshake.time = 9
envshake.ampl = 3
getpower=0

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

;---------------------------------------------------------------------------
; Hadou Blast Part 2
[Statedef 1560]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1710

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=1
value = S3,5
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=6
value = S3,3
volume = 0
channel = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=6
value = S0,2
volume = 0
channel = -1

[State 0, Helper]
type = Helper
trigger1 = movehit
trigger1 = AnimElem = 7
helpertype = normal ;player
name = "Explosion"
ID = 1700
stateno = 1790
pos = 80,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = AnimElemTime(7) = 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
persistent = 0

[State 205, hit]
type=hitdef
trigger1=animelem=2
attr=S,NA
damage=20,1
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=4,4
sparkno=s8210+(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=0,0
air.type=Low
air.hittime=12
air.velocity = 0,-.5
air.cornerpush.veloff=0
yaccel=.5
persistent=0
;snap = 60,0
kill = 0
p2stateno = 5052
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 210, hit]
type=hitdef
trigger1=AnimElem=7
attr=S,NA
damage=30,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8210+(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=-3,-7
air.type=Low
air.hittime=12
air.velocity=-3,-6
air.cornerpush.veloff=0
yaccel=.5
persistent=0
fall = 1
fall.recover = 0
envshake.time = 9
envshake.ampl = 3
getpower=0

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

;---------------------------------------------------------------------------
; Hadou Blast Part 2
[Statedef 1565]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1715

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=1
trigger2 = AnimElem=5
trigger3 = AnimElem=7
value = S3,5
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=11
value = S3,3
volume = 0
channel = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=1
trigger2 = AnimElem=7
value = S0,1
volume = 0
channel = -1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=11
value = S0,2
volume = 0
channel = -1

[State 0, Helper]
type = Helper
trigger1 = movehit
trigger1 = AnimElem = 12
helpertype = normal ;player
name = "Explosion"
ID = 1700
stateno = 1790
pos = 80,-65
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
persistent = 0
supermovetime = 9999
pausemovetime = 9999

[State 0, Explod]
type = Explod
trigger1 = movehit
trigger1 = AnimElemTime(12) = 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
persistent = 0

[State 205, hit]
type=hitdef
trigger1=animelem=2
attr=S,NA
damage=20,1
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=4,4
sparkno=s8210+(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=0,0
air.type=Low
air.hittime=12
air.velocity = 0,-.5
air.cornerpush.veloff=0
yaccel=.5
persistent=0
kill = 0
;snap = 60,0
p2stateno = 5052
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 200, hit]
type=hitdef
trigger1=animelem=6
attr=S,NA
damage=20,1
animtype=Light
guardflag=M
hitflag=MAF
priority=2,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy = -10, -78		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=0,0
air.type=Low
air.hittime=12
air.velocity=0,-.5
air.cornerpush.veloff=0
yaccel=.5
persistent=0
kill = 0
p2stateno = 5053
;snap = 60,0
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 205, hit]
type=hitdef
trigger1=AnimElem=8
attr=S,NA
damage=20,1
animtype=Medium
guardflag=M
hitflag=MAF
priority=3,Hit
pausetime=4,4
sparkno=s8210+(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=0,0
air.type=Low
air.hittime=12
air.velocity=0,-.5
air.cornerpush.veloff=0
yaccel=.5
persistent=0
kill = 0
p2stateno = 5052
;snap = 60,0
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 210, hit]
type=hitdef
trigger1=AnimElem=12
attr=S,NA
damage=30,2
animtype=Hard
guardflag=M
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8210+(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=-3,-7
air.type=Low
air.hittime=12
air.velocity=-3,-6
air.cornerpush.veloff=0
yaccel=.5
persistent=0
fall = 1
fall.recover = 0
envshake.time = 9
envshake.ampl = 3
getpower=0

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

;-------------------------------------------------------------------
;teleport forward short
[Statedef 1600]
type    = S
movetype= I
physics = S
juggle = 0
ctrl = 0
anim = 1600
sprpriority = 1

[State 0, Turn]
type = changeanim
trigger1 = p2bodydist x < -5
trigger1 = time > 13
value = 1610

[State 800, 1]
type = NotHitBy
trigger1 = Time
value = CSA,HT,NA,SA,HA,NP,SP,HP

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S1100,1
volume = 0
channel = -1

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

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 18
framegap = 8
timegap = 1
trans = add1 ;"none","add1","sub"
;paladd = 10,10,25

[State 105, 1]
type = VelSet
trigger1 = Time = [3,12]
x = -.7
y = 0

[State 105, 1]
type = VelSet
trigger1 = Time >= 13
x = 7
y = 0

[State 105, 3]
type = turn
trigger1 = time  = 32

[State 105, 3]
type = ChangeState
trigger1 = time  = 32
trigger2 = frontedgebodydist <= 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
;teleport backward short
[Statedef 1601]
type    = S
movetype= I
physics = S
juggle = 0
ctrl = 0
anim = 1600
sprpriority = 1

[State 800, 1]
type = NotHitBy
trigger1 = Time
value = CSA,HT,NA,SA,HA,NP,SP,HP

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S1100,1
volume = 0
channel = -1

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

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 18
framegap = 8
timegap = 1
trans = add1 ;"none","add1","sub"
;paladd = 10,10,25

[State 105, 1]
type = VelSet
trigger1 = Time = [3,12]
x = .7
y = 0

[State 105, 1]
type = VelSet
trigger1 = Time >= 13
x = -7
y = 0

[State 105, 3]
type = ChangeState
trigger1 = time  = 36
trigger2 = backedgebodydist <= 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
;teleport forward long
[Statedef 1602]
type    = S
movetype= I
physics = S
juggle = 0
ctrl = 0
anim = 1600
sprpriority = 1

[State 0, Turn]
type = changeanim
trigger1 = p2bodydist x < -5
trigger1 = time > 13
value = 1610

[State 800, 1]
type = NotHitBy
trigger1 = Time
value = CSA,HT,NA,SA,HA,NP,SP,HP

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = S1100,1
volume = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,4
volume = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 18
framegap = 8
timegap = 1
trans = add1 ;"none","add1","sub"
;paladd = 10,10,25

[State 105, 1]
type = VelSet
trigger1 = Time = [3,12]
x = -.7
y = 0


[State 105, 1]
type = VelSet
trigger1 = Time >= 13
x = 7
y = 0

[State 105, 3]
type = turn
trigger1 = time  = 50
;trigger2 = frontedgebodydist <= 0

[State 105, 3]
type = ChangeState
trigger1 = time  = 50
trigger2 = frontedgebodydist <= 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
;teleport backward long
[Statedef 1603]
type    = S
movetype= I
physics = S
juggle = 0
ctrl = 0
anim = 1600
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 13
value = S1100,1
volume = 0
channel = -1

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

[State 800, 1]
type = NotHitBy
trigger1 = Time
value = CSA,HT,NA,SA,HA,NP,SP,HP

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 0, AfterImage]
type = AfterImage
trigger1 = animelem = 2
time = 2
length = 18
framegap = 8
timegap = 1
trans = add1 ;"none","add1","sub"
;paladd = 10,10,25

[State 105, 1]
type = VelSet
trigger1 = Time = [3,12]
x = .7
y = 0

[State 105, 1]
type = VelSet
trigger1 = Time >= 13
x = -7
y = 0

[State 105, 3]
type = ChangeState
trigger1 = time  = 50
trigger2 = backedgebodydist <= 0
value = 0
ctrl = 1

;------------------------------------------------------------------------------------------
;Rasetsu Kyaku
[Statedef 1800]
type    = S
movetype = I
physics = N
ctrl = 0
velset = 0,0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 1100, VarSet]
type = VarSet
triggerall = var(59) <= 0
trigger1 = Time = 0
var(10) = ifelse(Command = "rasetsu03", 2, ifelse(Command = "rasetsu02", 1, 0))

[State 1100, VarSet]
type = VarSet
triggerall = var(59) >= 1
trigger1 = Time = 0
var(10) = ifelse(numtarget, 0, random%3)

[State 902, 1]
type = ChangeAnim
Trigger1 = Time = 0
value = ifelse (var(10) = 2, 1802, ifelse(var(10) = 1, 1801, 1800))

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 170, 1]
type = NotHitBy
trigger1 = animelemtime(12) < 0
value = SCA

[State 170, 1]
type = playerpush
trigger1 = animelemtime(12) < 0
value = 0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 12

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 14
x = 0

[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(12) > 0
x = .85

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

[State 400, Helper]
type = Helper
trigger1 = AnimElem = 2
stateno = 1890
ownpal = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------------------------
;Rasetsu Kyaku Helper
[Statedef 1890]
type    = S
movetype = I
physics = N
ctrl = 0
anim = 1890
sprpriority = -1

[State 1890, Trans]
type = trans
trigger1 = 1
trans = addalpha
alpha = 256-(time*16),time*16

[State 1890, 2]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 52, DestroySelf]
type = DestroySelf
trigger1 = time = 16
