; _____________________________________
;| Rare Akuma by Phantom.of.the.Server |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;==============================================================================================
;=======================================<NORMAL STATES>========================================
;===============================================================================
;===========<Stand Light Punch>==========
[Statedef 200]
type=S
movetype=A
physics=S
juggle=0
anim=ifelse(p2bodydist x<25,201,200)
velset=0,0
poweradd=0
sprpriority=1
ctrl=0
facep2=1

[State 200, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)
[State 200, snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 200, hit]
type=hitdef
trigger1= anim=200 && animelem=2
attr=S,NA
damage=20,7
animtype=Light
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=8,8
sparkno=0
guard.sparkno=40
sparkxy=-10,-84
hitsound=s2,1
guardsound=s2,0
ground.type=High
ground.slidetime=10
ground.hittime=10
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= 72, 36
yaccel=.5

[State 200, hit]
type=hitdef
trigger1= anim=201 && animelem=2
attr=S,NA
damage=23,7 
animtype=Light
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=8,8
sparkno=0
guard.sparkno=40
sparkxy=-20,-92
hitsound=s2,1
guardsound=s2,0
ground.type=High
ground.slidetime=10
ground.hittime=10
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= 72, 36
yaccel=.5

[State 200, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Stand Medium Punch>==========
[Statedef 205]
type=S
movetype=A
physics=S
juggle=0
anim=ifelse(p2bodydist x<25,206,205)
velset=0,0
poweradd=18
sprpriority=1
ctrl=0 
facep2=1

[State 205, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 205, snd]
type=playsnd
trigger1= animelem=3
value=1,2
channel=1

[State 205, hit]
type=hitdef
trigger1= animelem=3 && anim=205
attr=S,NA
damage=43,7
animtype=Medium 
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-10,-81
hitsound=s2,2
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 205, hit]
type=hitdef
trigger1= animelem=3 && anim=206
attr=S,NA
damage=40,7
animtype=Medium 
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-20,-60
hitsound=s2,2
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 205, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Zugai Hasatsu>==========
[Statedef 207]
type=S
movetype=A
physics=S
juggle=0
anim=207
velset=0,0
poweradd=18
sprpriority=1
ctrl=0 
facep2=1

[State 207, width]
type=width
trigger1= 1
value=20,0

[State 207, snd]
type=playsnd
trigger1= animelem=4
value=1,3
channel=1
[State 207, snd]
type=playsnd
trigger1= animelem=4
value=3,8
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 207, hit]
type=hitdef
trigger1= animelem=5
attr=S,NA
damage=25,7
animtype=Medium
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-10,-85
hitsound=s2,2
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 207, hit2]
type=hitdef
trigger1= animelem=6
attr=S,NA
damage=25,7
animtype=Medium
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-10,-44
hitsound=s2,2
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 207, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1

;===========<Stand Hard Punch>==========
[Statedef 210]
type=S
movetype=A
physics=S
juggle=0
anim=ifelse((prevstateno=710 || p2bodydist x>=25),210,211)
velset=0,0
poweradd=18
sprpriority=1
ctrl=0
facep2=1

[State 210, snd]
type=playsnd
trigger1= animelem=3 && random<500
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 210, snd]
type=playsnd
trigger1= animelem=3
value=1,3
channel=1

[State 210, hit]
type=hitdef
trigger1= animelem=4 && anim=210
attr=S,NA
damage=65,7
animtype=Hard
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-68
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216), 36
yaccel=.5

[State 210, hit]
type=hitdef
trigger1= animelem=3 && anim=211
attr=S,NA
damage=60,7
animtype=Hard
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-75
hitsound=s2,3
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216), 36
yaccel=.5

[State 210, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Stand Light Kick>==========
[Statedef 215]
type=S
movetype=A
physics=S
juggle=0
anim=215
velset=0,0
poweradd=0
sprpriority=1
ctrl=0 
facep2=1

[State 215, snd]
type=playsnd
trigger1= animelem=3 && random<200
value=3,ifelse(random<500,1,9)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 215, snd]
type=playsnd
trigger1= animelem=3
value=1,4
channel=1

[State 215, hit]
type=hitdef
trigger1= animelem=3
attr=S,NA
damage=20,7
animtype=Light
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=8,8
sparkno=0
guard.sparkno=40
sparkxy=-10,-35
hitsound=s2,4
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= 72, 36
yaccel=.5

[State 215, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Stand Medium Kick>==========
[Statedef 220]
type=S
movetype=A
physics=S
juggle=0
anim=ifelse((prevstateno=710 || p2bodydist x<25),221,220)
velset=0,0
poweradd=18
sprpriority=1
ctrl=0 
facep2=1

[State 220, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 220, snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 220, hit]
type=hitdef
trigger1= animelem=3 && anim=220
attr=S,NA
damage=40,7
animtype=Medium
guardflag=MA 
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-10,-91
hitsound=s2,5
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 220, hit]
type=hitdef
trigger1= animelem=3 && anim=221
attr=S,NA
damage=40,7
animtype=Medium
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-20,-74
hitsound=s2,5
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 220, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<SENPUU KYAKU>==========
[Statedef 222]
type=A
movetype=A
physics=N
juggle=0
anim=222
velset=vel x,0
poweradd=18
sprpriority=1
ctrl=0 
facep2=1

[State 222, snd]
type=playsnd
trigger1= animelem=1
value=0,40
[State 222, snd]
type=playsnd
trigger1= animelem=5
value=1,6
channel=1
[State 222, snd]
type=playsnd
trigger1= animelem=3
value=3,11
channel=0
freqmul=ifelse(ishelper, 1.5, 1)


[State 222, dust]
type=explod
trigger1= animelem=1
anim=6052
ID=6052
sprpriority=3
postype=p1
pos=0,0
vel=.33,-.5
ownpal=1
scale=.66,.66

[State 222, vel]
type=velset
trigger1= animelem=2
x=ifelse(prevstateno=100,5,3)
y=-4.5
[State 222, grav]
type=gravity
trigger1= animelemtime(2)>0

[State 222, hit]
type=hitdef
trigger1= animelem=6
attr=A,NA
damage=50,7
animtype=Medium
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-10,-65
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 222, end]
type=changestate
trigger1= pos y>10 && vel y>0
value=52
ctrl=1


;===========<Stand Hard Kick>==========
[Statedef 225]
type=S
movetype=A
physics=S
juggle=0
anim=ifelse(p2bodydist x<25,226,225)
velset=0,0
poweradd=18
sprpriority=ifelse(p2bodydist x<25,1,-1)
ctrl=0
facep2=1

[State 225, snd]
type=playsnd
trigger1= animelem=4 && random<500
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 225, snd]
type=playsnd
trigger1= anim=225 && animelem=4
trigger2= anim=226 && animelem=5
value=1,6
channel=1

[State 225, hit]
type=hitdef
trigger1= animelem=5 && anim=225
attr=S,NA
damage=60,7
animtype=Hard
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-87
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216), 36
sprpriority=-1
yaccel=.5

[State 225, hit]
type=hitdef
trigger1= animelem=3 && anim=226
attr=S,NA
damage=33,7
animtype=Hard
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-97
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216), 36
yaccel=.5

[State 225, hit]
type=hitdef
trigger1= animelem=5 && anim=226
attr=S,NA
damage=33,7
animtype=Hard
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-69
hitsound=s2,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=10
ground.velocity=-7
air.type=Trip
air.hittime=12
air.velocity=0,-3
air.fall=1
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216), 36
yaccel=.5

[State 225, end]
type=changestate
trigger1= !animtime
value=0
ctrl=1


;===========<Crouch Light Punch>==========
[Statedef 230]
type=C
movetype=A
physics=C
juggle=0
anim=230
velset=0,0
poweradd=0
sprpriority=1
ctrl=0 
facep2=1

[State 230, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 230, snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 230, hit]
type=hitdef
trigger1= animelem=2
attr=C,NA
damage=20,7
animtype=Light
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=8,8
sparkno=0
guard.sparkno=40
sparkxy=-10,-50
hitsound=s2,1
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= 72, 36
yaccel=.5

[State 230, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouch Medium Punch>==========
[Statedef 235]
type=C
movetype=A
physics=C
juggle=0
anim=235
velset=0,0
poweradd=18
sprpriority=1
ctrl=0 
facep2=1

[State 235, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 235, snd]
type=playsnd
trigger1= animelem=3
value=1,2
channel=1

[State 235, hit]
type=hitdef
trigger1= animelem=3
attr=C,NA
damage=40,7
animtype=Medium 
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-10,-46
hitsound=s2,2
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 235, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouch Hard Punch>==========
[Statedef 240]
type=C
movetype=A
physics=C
juggle=0
anim=240
velset=0,0
poweradd=18
sprpriority=1
ctrl=0
facep2=1

[State 240, snd]
type=playsnd
trigger1= animelem=4 && random<500
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 240, snd]
type=playsnd
trigger1= animelem=4
value=1,3
channel=1

[State 240, hit]
type=hitdef
trigger1= animelem=5
attr=C,NA
damage=60,7
animtype=Up
fall.animtype=Up
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=12,0
sparkno=0
guard.sparkno=40
sparkxy=-10,-73
hitsound=s2,10
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-3,-15
air.type=Low
air.velocity=-3,-15
air.cornerpush.veloff=0
getpower=0
yaccel=.5
fall=1
fall.recover=0

[State 240]
type=helper
trigger1= hitpausetime=11 && random<250
trigger1= movehit=1 && numtarget && !numhelper(6998) && !ishelper
helpertype=normal
stateno=6998
ID=6998
name="Dan"
postype=back
pausemovetime=65535
supermovetime=65535
ignorehitpause=1

[State 240, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1

;===========<Crouch Light Kick>==========
[Statedef 245]
type=C
movetype=A
physics=C
juggle=0
anim=245
velset=0,0
poweradd=0
sprpriority=1
ctrl=0 
facep2=1

[State 245, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 245, snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1

[State 245, hit]
type=hitdef
trigger1= animelem=2
attr=C,NA
damage=20,7
animtype=Light
guardflag=L
hitflag=MAFD
priority=4,Hit
pausetime=8,8
sparkno=0
guard.sparkno=40
sparkxy=-10,-4
hitsound=s2,4
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
down.velocity=-2,-2
air.cornerpush.veloff=0
getpower= 72, 36
yaccel=.5

[State 245, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1

;===========<Crouch Medium Kick>==========
[Statedef 250]
type=C
movetype=A
physics=C
juggle=0
anim=250
velset=0,0
poweradd=18
sprpriority=1
ctrl=0 
facep2=1

[State 250, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 250, snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 250, hit]
type=hitdef
trigger1= animelem=3
attr=C,NA
damage=40,7
animtype=Medium
guardflag=L
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-10,-6
hitsound=s2,5
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-3
down.velocity=-3,-3
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 250, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1


;===========<Crouch Hard Kick>==========
[Statedef 255]
type=C
movetype=A
physics=C
juggle=0
anim=255
velset=0,0
poweradd=18*(!var(20) && prevstateno!=750)
sprpriority=1
ctrl=0
facep2=1

[State 255, snd]
type=playsnd
trigger1= animelem=3 && random<500
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 255, snd]
type=playsnd
trigger1= animelem=3
value=1,6
channel=1

[State 255, hit]
type=hitdef
trigger1= animelem=3
attr=C,NA
damage=60,7
animtype=Hard
guardflag=L
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-6
hitsound=s2,6
guardsound=s2,0
ground.type=Trip
ground.slidetime=16
ground.hittime=16
ground.velocity=-1.33,-6.85
air.type=Trip
air.velocity=-1.33,-6.85
down.velocity=-4,-4
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216)*(!var(20) && prevstateno!=750), 36*(!var(20) && prevstateno!=750)
fall=0
fall.recover=0
yaccel=.5

[State 255, end]
type=changestate
trigger1= !animtime
value=11
ctrl=1

;===========<Air Light Punch>==========
[Statedef 260]
type=A
movetype=A
physics=A
juggle=0
anim=260
poweradd=0
sprpriority=1
ctrl=0 

[State 260, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 260, snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 260, hit]
type=hitdef
trigger1= animelem=2
attr=A,NA
damage=25,7
animtype=Light
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=8,8
sparkno=0
guard.sparkno=40
sparkxy=-10,-58
hitsound=s2,1
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= 72, 36
yaccel=.5

[State combo]
type=velset
trigger1=movehit=1&&p2statetype=A
x=0
y=-3.25
ignorehitpause=1

[State 260, sts]
type=statetypeset
trigger1= animelemtime(3)>=0
movetype=I


;===========<Air Medium Punch>==========
[Statedef 265]
type=A
movetype=A
physics=A
juggle=0
anim=265
poweradd=18
sprpriority=1
ctrl=0 

[State 265, snd]
type=playsnd
trigger1= animelem=3 && random<350
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 265, snd]
type=playsnd
trigger1= animelem=3
value=1,2
channel=1

[State 265, hit]
type=hitdef
trigger1= animelem=4
attr=A,NA
damage=40,7
animtype=Medium 
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=10,8
sparkno=0
guard.sparkno=40
sparkxy=-10,-61
hitsound=s2,2
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State combo]
type=velset
trigger1=movehit=1&&p2statetype=A
x=0
y=-4
ignorehitpause=1

[State 265, sts]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I


;===========<Air Hard Punch>==========
[Statedef 270]
type=A
movetype=A
physics=A
juggle=0
anim=270
poweradd=18
sprpriority=1
ctrl=0

[State 270, snd]
type=playsnd
trigger1= animelem=3 && random<500
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 270, snd]
type=playsnd
trigger1= animelem=3
value=1,3
channel=1

[State 270, hit]
type=hitdef
trigger1= animelem=4
attr=A,NA
damage=60,7
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-61
hitsound=s2,3
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=-12.5,8
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216), 36
yaccel=.5
fall= (prevstateno=[260,285])
fall.recover= 0
fall.xvelocity=-4

[State 270, sts]
type=statetypeset
trigger1= animelemtime(5)>=0
movetype=I


;===========<Air Light Kick>==========
[Statedef 275]
type=A
movetype=A
physics=A
juggle=0
anim= ifelse(command="holdup", 276, 275)
poweradd=0
sprpriority=1
ctrl=0 

[State 275, snd]
type=playsnd
trigger1= animelem=2 && random<200
value=3,ifelse(random<500,1,9)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 275, snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1

[State 275, hit]
type=hitdef
trigger1= animelem=2 && anim=275
attr=A,NA
damage=25,7
animtype=Light
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=8,8
sparkno=0
guard.sparkno=40
sparkxy=-10,-41
hitsound=s2,4
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= 72, 36
yaccel=.5

[State 275, hit]
type=hitdef
trigger1= animelem=3 && anim=276
attr=A,NA
damage=25,7
animtype=Light
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=8,8
sparkno=0
guard.sparkno=40
sparkxy=-10,-101
hitsound=s2,4
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=High
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= 72, 36
yaccel=.5

[State combo]
type=velset
trigger1=movehit=1&&p2statetype=A
x=0
y=-3.25
ignorehitpause=1

[State 275, sts]
type=statetypeset
trigger1= anim=275 && animelemtime(3)>=0
trigger2= anim=276 && animelemtime(4)>=0
movetype=I


;===========<Air Medium Kick>==========
[Statedef 280]
type=A
movetype=A
physics=A
juggle=0
anim= ifelse(command="holdup", 281, 280)
poweradd=18
sprpriority=1
ctrl=0 

[State 280, snd]
type=playsnd
trigger1= animelem=2 && random<350
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 280, snd]
type=playsnd
trigger1= anim=280 && animelem=3
trigger2= anim=281 && animelem=2
value=1,5
channel=1

[State 280, hit]
type=hitdef
trigger1= anim=280 && animelem=3
attr=A,NA
damage=40,7
animtype=Medium 
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-10,-50
hitsound=s2,5
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 280, hit]
type=hitdef
trigger1= anim=281 && animelem=3
attr=A,NA
damage=40,7
animtype=Medium 
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=10,10
sparkno=0
guard.sparkno=40
sparkxy=-10,-105
hitsound=s2,5
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=High
air.hittime=12
air.velocity=0,-2.5
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State combo]
type=velset
trigger1=movehit=1&&p2statetype=A
x=0
y=-4
ignorehitpause=1

[State 280, sts]
type=statetypeset
trigger1= animelemtime(4)>=0
movetype=I


;========================<TENMA KUUJIN KYAKU>=============================
[Statedef 282]
type=A
physics=N
movetype=A
anim=282
velset=.3*vel x,.3*vel y
ctrl=0
poweradd=18
sprpriority=-1


[State 282, snd]
type=playsnd
trigger1= animelem=3
value=1,6
channel=1
[State 282, snd]
type=playsnd
trigger1= animelem=1
value=3,9
channel=0
freqmul=ifelse(ishelper, 1.5, 1)


[State 282, vel]
type=velset
trigger1= animelemtime(3)>0
x=8.4
y=9.6

[State 282, hit]
type=hitdef
trigger1= animelem=4
persistent=0
attr=A,NA
damage=60,7
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-15
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=Low
air.velocity=-5,6
down.hittime=24
down.velocity=0,0
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,144), 36
yaccel=.5

[State 282, end]
type=changestate
trigger1= pos y>=0
value=52


;===========<Air Hard Kick>==========
[Statedef 285]
type=A
movetype=A
physics=A
juggle=0
anim= ifelse(command="holdup", 286, 285)
poweradd=18
sprpriority=1
ctrl=0

[State 285, snd]
type=playsnd
trigger1= animelem=3 && random<500
value=3,ifelse(random<500,9,11)
channel=0
freqmul=ifelse(ishelper, 1.5, 1)

[State 285, snd]
type=playsnd
trigger1= anim=285 && animelem=3
trigger2= anim=286 && animelem=4
value=1,6
channel=1

[State 285, hit]
type=hitdef
trigger1= anim=285 && animelem=3
attr=A,NA
damage=60,7
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-50
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=-12.5,8
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216), 36
yaccel=.5
fall= (prevstateno=[260,285])
fall.recover= 0
fall.xvelocity=-4

[State 285, hit]
type=hitdef
trigger1= anim=286 && animelem=3
attr=A,NA
damage=60,7
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=0
guard.sparkno=40
sparkxy=-10,-66
hitsound=s2,6
guardsound=s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-1
air.type=Low
air.hittime=12
air.velocity=-7,-5
air.cornerpush.veloff=0
getpower= ifelse(p2movetype=H,72,216), 36
yaccel=.5

[State 285, sts]
type=statetypeset
trigger1= anim=285 && animelemtime(4)>=0
trigger2= anim=285 && animelemtime(6)>=0
movetype=I


;===========================================================================
;=================================<THROWS>==================================
;===========================================================================
;==========<THROW CONTROLLER>==========
[Statedef 800]
type=S
movetype=A
physics=S
juggle=0
velset=0,0
ctrl=0
anim=800
sprpriority=1
facep2=1

[State 800, strengthvar]
type=varset
trigger1= !time && var(59)<=0
var(10)=ifelse(command="2k",3,ifelse(command="z",2,1))
[State 800, strengthvar]
type=varset
trigger1= !time && var(59)>=1
var(10)=ceil(random/250)

[State 800, hit]
type=hitdef
trigger1= animelem=3
attr=S, NT
hitflag=MAFD 
priority=1,Miss 
sparkno=-1
p1facing=ifelse(command="holdfwd",-1,1)
p2facing=1
p1stateno=ifelse(command="holdfwd",803,801) 
p2stateno=ifelse(command="holdfwd",804,802)
guard.dist=0
fall=1

[State 800, misssnd]
type=playsnd
trigger1= animelem=4
value=5000,2
channel=0
freqmul=ifelse(ishelper, 1.5, 1)


[State 800, end]
type=changestate
trigger1= !Animtime
value=0
ctrl=1

;---PLAYER---
[Statedef 801]
type=S
movetype=A
physics=S
anim=801
ctrl=0
sprpriority=1

[State 801, grab snd]
type=playsnd
trigger1= !time
value=0,800

[State 801, bind 1]
type=targetbind
trigger1= 1
pos=45,0

[State 801, end]
type=changestate
trigger1= !animtime
value=ifelse((var(10)=1||var(10)=2), 805, 810)
ctrl=0

;---PLAYER TURNS---
[Statedef 803]
type=S
movetype=A
physics=S
anim=803
ctrl=0
sprpriority=1

[State 803, grab snd]
type=playsnd
trigger1= !time
value=0,800

[State 803, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=-45,0
[State 803, bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=-25,0
[State 803, bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=0,0
[State 803, bind 4]
type=targetbind
trigger1= animelemtime(4)>=0 && animelemtime(5)<0
pos=22,0
[State 803, bind 5]
type=targetbind
trigger1= animelemtime(5)>=0
pos=45,0

[State 803, spr]
type=sprpriority
trigger1= 1
value=1-2*(animelemtime(2)>=0 && animelemtime(5)<0)

[State 803, end]
type=changestate
trigger1= !animtime
value=ifelse((var(10)=1||var(10)=2), 805, 810)
ctrl=0

;---TARGET---
[Statedef 802]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 802, anim]
type=changeanim2
trigger1= !time
value=802

[Statedef 804]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 804, anim]
type=changeanim2
trigger1= !time
value=804


;==========<SEOI NAGE>==========
;---PLAYER---
[Statedef 805]
type=S
movetype=A
physics=S
anim=805
poweradd=80
ctrl=0

[State 805, throw]
type=targetstate
trigger1= !time
value=806

[State 805, width]
type=width
trigger1= animelemtime(3)>0 && animtime
edge=0,30

[State 805, throwsnd]
type=playsnd
trigger1= animelem=2
value=3,3
channel=0
freqmul=ifelse(ishelper, 1.5, 1)


[State 805, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=15,-76
[State 805, bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=-11,-105
[State 805, bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=-40,-80
[State 805, bind 4]
type=targetbind
trigger1= animelem=4
pos=-70,-45

[State 805, hurt]
type=targetlifeadd
trigger1= animelem=4
value=-80
[State 805, throw]
type=targetstate
trigger1= animelem=4
value=807

[State 805, pos]
type=posadd
trigger1= !animtime
x=3
[State 805, turn]
type=turn
trigger1= !animtime
[State 805, end]
type=changestate
trigger1= !animtime
value=0 
ctrl=1

;---TARGET---
[Statedef 806]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 806, anim]
type=changeanim2
trigger1= !time
value=806
[State 806, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0

[Statedef 807]
type=A
movetype=H
physics=N
velset=4,-12
poweradd=40
[State 807, grav]
type=veladd
trigger1=1
y=.5
[State 807, recover]
type=selfstate
triggerall= vel y>0 && alive && canrecover
trigger1= command="recovery"
value=ifelse((pos y>=-20),5200,5210)
[State 807, hitground]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=0
value=5100


;==========<TOMOE NAGE>==========
;---PLAYER---
[Statedef 810]
type=S
movetype=A
physics=S
anim=810
poweradd=80
ctrl=0

[State 810, throw]
type=targetstate
trigger1= !time
value=811

[State 810, width]
type=width
trigger1= animelemtime(3)>0 && animtime
edge=0,55

[State 810, throwsnd]
type=playsnd
trigger1= animelem=2
value=3,11
channel=0
freqmul=ifelse(ishelper, 1.5, 1)


[State 810, bind 1]
type=targetbind
trigger1= animelemtime(1)>=0 && animelemtime(2)<0
pos=18,0
[State 810, bind 2]
type=targetbind
trigger1= animelemtime(2)>=0 && animelemtime(3)<0
pos=12,-62
[State 810, bind 3]
type=targetbind
trigger1= animelemtime(3)>=0 && animelemtime(4)<0
pos=-7,-54
[State 810, bind 4]
type=targetbind
trigger1= animelem=4
pos=-74,-57

[State 810, hurt]
type=targetlifeadd
trigger1= animelem=4
value=-85

[State 810, throw]
type=targetstate
trigger1= animelem=4
value=812

[State 810, pos]
type=posadd
trigger1= animelem=1 || animelem=2 || animelem=3 || animelem=4 || animelem=5
x=ifelse((animelem=1),-17,ifelse((animelem=2),-15,ifelse((animelem=3),-5,ifelse((animelem=4),-14,-3))))
[State 810, pos]
type=posadd
trigger1= !animtime
x=4

[State 810, turn]
type=turn
trigger1= !animtime
[State 810, end]
type=changestate
trigger1= !animtime
value=0 
ctrl=1

;---TARGET---
[Statedef 811]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 811, anim]
type=changeanim2
trigger1= !time
value=811
[State 811, camera]
type=screenbound
trigger1= 1
value=1
movecamera=0,0

[Statedef 812]
type=A
movetype=H
physics=N
velset=3,-12
poweradd=40
[State 812, grav]
type=veladd
trigger1=1
y=.5
[State 812, recover]
type=selfstate
triggerall= vel y>0 && alive && canrecover
trigger1= command="recovery"
value=ifelse((pos y>=-20),5200,5210)
[State 812, hitground]
type=selfstate
trigger1= vel y>0
trigger1= pos y>=0
value=5100
