; Kenji's constants and state file.


[Data]
life = 1000
attack = 100
Power = 3000
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 25
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 60
FloatPersistIndex = 40

[Size]
xscale = 0.8333333333333; .95           ;Horizontal scaling factor.
yscale = 1.0714285714285;1           ;Vertical scaling factor.
ground.back = 35     ;Player width (back, ground)
ground.front = 30    ;Player width (front, ground)
air.back = 20        ;Player width (back, air)
air.front = 20       ;Player width (front, air)
height = 54          ;Height of player (for opponent to jump over)
attack.dist = 165    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 1     ;Set to 1 to scale projectiles too
head.pos = -5, -65   ;Approximate position of head
mid.pos = -15, -35    ;Approximate position of midsection
shadowoffset = -1     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0

[Velocity]
walk.fwd  = 2.5 ; 2.4      ;Walk forward
walk.back = -2.0 ; -2.2    ;Walk backward
run.fwd  = 8, 0  ;4.6, 0  ;Run forward (x, y)
run.back = -8.1, 0 ;-6.0, -3.8  ;Hop backward (x, y)
jump.neu = 0,-11.5    ;Neutral jumping velocity (x, y)
jump.back = -3.6    ;Jump back Speed (x, y)
jump.fwd = 4.1       ;Jump forward Speed (x, y)
runjump.back = -4.7,-9 ;Running jump speeds (opt)
runjump.fwd = 4.7,-9      ;.
airjump.neu = 0,-10      ;.
airjump.back = -4      ;Air jump speeds (opt)
airjump.fwd = 4         ;.

[Movement]
airjump.num = 1      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .55        ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S

[state 180, anim]
type = changestate
trigger1 = numhelper(2499) = 1 && numhelper(2099) <= 0
value = 185

[state 180, anim]
type = changestate
trigger1 = numhelper(2099) = 1 && numhelper(2499) <= 0
value = 184


[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,450

[state 180, anim]
type = changestate
triggerall = numhelper(2099) <= 0 && numhelper(2499) <= 0
trigger1 = Var(1) = [0,150]
value = 181

[state 180, anim]
type = changestate
triggerall = numhelper(2099) <= 0 && numhelper(2499) <= 0
trigger1 = Var(1) = [151,300]
value = 182

[state 180, anim]
type = changestate
triggerall = numhelper(2099) <= 0 && numhelper(2499) <= 0
trigger1 = Var(1) = [301,450]
value = 183


[State 180, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1



;[State 180, 1]
;type = ChangeState
;trigger1 = Time = 0
;value = 181

;---------------------------------------------------------------------------
; Win pose 1
; CNS difficulty: basic
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0


[State 181, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=200
flag = RoundNotOver

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay


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

;---------------------------------------------------------------------------
; Win pose 2
; CNS difficulty: basic
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 182, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=225
flag = RoundNotOver

[state 182, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 22
value = 182,0

[State 182, Explod]
type = Explod
trigger1 = animelem = 16
anim = 185
ID = 182
pos = 150 ,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -1
scale = 1,1
sprpriority = 0
ontop = 1


[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 3
; CNS difficulty: basic
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0


;[state 183, anim]
;type = changestate
;trigger1 = random < 500
;trigger1 = time = 0
;value = 183

[State 183, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=200
flag = RoundNotOver

[state 183, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay



[State 183, PlaySnd]
type = PlaySnd
trigger1 = animelem = 28
value = 183,0



[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;-------------------------------------------------------------------------
;Teleport for Special Win
[Statedef 184]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
anim = 187                       ;Change animation (Def: no change)

[State 186, a]
type = AssertSpecial
trigger1 = time >= 40
trigger1 = time <=100
flag = RoundNotOver

[state 186, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 186, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,5

[State 186, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 187, PosSet]
type = PosSet
trigger1 = animelem = 4
x = 0

[State 187, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 1000,5



[State 187, ChangeState]
type = ChangeState
trigger1 = time = 36
value = 186
ctrl = 1




;---------------------------------------------------------------------------
; Kill Win pose 5
[Statedef 185]
statetype = S
physics = S
ctrl = 0
anim = ifelse((numhelper(2498)=1),188,186)
velset = 0,0

[State 185, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=300
flag = RoundNotOver

[state 185, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 22
value = 184,1

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 27
value = 50,1
volume = 4


[State 185, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 185, PosSet]
type = PosSet
trigger1 = 1
y = 0

;---------------------------------------------------------------------------
; Special Win
[Statedef 186]
type = S
ctrl = 0
anim = 184
velset = 0,0

;[state 184, anim]
;type = changestate
;trigger1 = random < 500
;trigger1 = time = 0
;value = 184

[State 184, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=200
flag = RoundNotOver

[state 184, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay


[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 183,0
channel = 3

[State 182, StopSnd]
type = StopSnd
trigger1 = animelem = 10
channel = 3

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = 1100,0

[State 182, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 5
trigger3 = animelem = 7
value = 2000,10


[State 184, EnvShake]
type = EnvShake
trigger1 = AnimElem = 4
time = 9999
freq = 200
ampl = -5
phase = 150


[State 184, Explod]
type = Explod
trigger1 = animelem = 4
anim = 2063
ID = 184
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -1
scale = 1,1
sprpriority = 6
ontop = 1

[State 184, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2063
ID = 184
pos = 70,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -1
scale = 1,1
sprpriority = 6
ontop = 1

[State 184, Explod]
type = Explod
trigger1 = animelem = 5
anim = 2063
ID = 184
pos = -55,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
removetime = -1
scale = 1,1
sprpriority = 6
ontop = 1

[State 184, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2062
ID = 184
pos = -115,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 30
vel = 0,0
accel = 0,0
removetime = -1
scale = 1,1
sprpriority = 6
ontop = 1

[State 184, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2062
ID = 184
pos = 130,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 30
vel = 0,0
accel = 0,0
removetime = -1
scale = 1,1
sprpriority = 6
ontop = 1

[State 184, ScreenBound]
type = ScreenBound
trigger1 = animelem = 1
value = 1
movecamera = 0,0




[State 184, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, voice]
type = PlaySnd
triggerall = animelem = 3
trigger1 = p2name = "nool" || p2name = "lavia" || p2name = "gigi"
trigger2 = p2name = "Valdoll" || p2name = "ShinValdoll"
trigger3 = p2name = "ravange"
trigger4 = p2name = "blade"
value = 184,0


[State 191, HatSnd]
type = PlaySnd
trigger1 = animelem = 18
value = 1,0


[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Introduction 2
[Statedef 192]
type = S
ctrl = 0
anim = 192
velset = 0,0

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 192

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 192, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Female Helper"
ID = 192
stateno = 193
pos = -60,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale = 1
size.yscale = 1



[State 192, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; Female Helper
; CNS difficulty: easy
[Statedef 193]
type = S
ctrl = 0
anim = 193
velset = 0,0

[State 192, wind]
type = PlaySnd
trigger1 = animelem = 2
value = 1000,5

[State 192, DestroySelf]
type = Destroyself
trigger1 = animtime = 0




;---------------------------------------------------------------------------
; Taunt
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2


[State 195, PowerAdd]
type = PowerAdd
trigger1 = animelem = 1
trigger2 = animelem = 10
value = 50


[State 195, 1]
type = PlaySnd
trigger1 = animelem = 7
value = 275,4

[State 195, 1]
type = PlaySnd
trigger1 = animelem = 13
value = 3000, 0

[State 195, 1]
type = CtrlSet
trigger1 = Time = 60
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Stand Light Punch
[Statedef 200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)


[State 200, VarAdd]
type = VarAdd
trigger1 = var(20) < 200 && moveguarded
v = 20    ;fv =
value = 1



[State 200, VarAdd]
type = VarAdd
trigger1 = var(20) >= 200 && movehit
v = 20    ;fv =
value = -200




[State 200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,0
volume = -3


[State 200, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = ifelse((prevstateno = 200),10,21)                  ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 2, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 7                 ;Time attacker pauses, time opponent shakes
sparkno = s9900                      ;Spark anim no (Def: set above)
guard.sparkno = s9915
sparkxy = -40, -73               ;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0                  ;Sound to play on hit
guardsound = s150, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -6             ;Velocity at which opponent is pushed
airguard.velocity = -3.5,-2     ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5.5,-4.3           ;X-velocity at which opponent is pushed,
air.hittime = 12                 ;Time before opponent regains control in air
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -11.5
air.cornerpush.veloff = -9
airguard.cornerpush.veloff = -11.5
envshake.time = 2
envshake.ampl = 4
sprpriority = 2

[State 200, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 31                  ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 2, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 6                 ;Time attacker pauses, time opponent shakes
sparkno = s9900                      ;Spark anim no (Def: set above)
guard.sparkno = s9915
sparkxy = -40, -73               ;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0                  ;Sound to play on hit
guardsound = s150, 0                ;Sound to play on guard
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -7             ;Velocity at which opponent is pushed
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-5           ;X-velocity at which opponent is pushed,
air.hittime = 12                 ;Time before opponent regains control in air
ground.cornerpush.veloff = -10.5
air.cornerpush.veloff = -13.5
sprpriority = 2
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 200, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 200
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 11                  ;Damage that move inflicts, guard damage
animtype = Heavy                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
;guardflag = M                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 4, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 10, 25
sparkno = s9916                      ;Spark anim no (Def: set above)
;guard.sparkno = s9915
sparkxy = -40, -73               ;X-offset for the "hit spark" rel. to p2,
hitsound = s221, 0                  ;Sound to play on hit
ground.type = High               ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8             ;Time that the opponent slides back
ground.hittime  = 12             ;Time opponent is in hit state
ground.velocity = -2             ;Velocity at which opponent is pushed
air.type = High                  ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.6,-3.3           ;X-velocity at which opponent is pushed,
air.hittime = 12                 ;Time before opponent regains control in air
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -11.5
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8
sprpriority = 2

[State 200, Helper]
type = Helper
triggerall =!numhelper(205)
trigger1 = animelem = 2
helpertype = normal ;player
name = "SLP_Slash"
ID = 205
stateno = 205
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0

[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 500)
trigger1 = command = "Enmazuki"
value = 2400


[State -1, SC Rasetsu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Rasetsujin"
value = 1500


[State -1, SC B_Sho 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Bakuryu_x"
value = 2050

[State -1, SC B_Sho 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Bakuryu_y"
value = 2053

[State -1, SC B_Sho 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Bakuryu_z"
value = 2058


[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura_x"
value = 1100

[State -1, SC Homura 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Homura_y"
value = 1103

[State -1, SC Homura 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Homura_z"
value = 1105

[State -1, SC Jum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji_a"
value = 2100

[State -1, SC Jum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Jumonji_b"
value = 2150

[State -1, SC Jum 3]
type = ChangeState
Triggerall = var(20) < 16
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Jumonji_c"
value = 2125


[State -1, SC Ichim 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_x"
value = 1000

[State -1, SC Ichim 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_y"
value = 1005

[State -1, SC Ichim 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_z"
value = 1010



[State -1, SC Rask 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_a"
value = 1300

[State -1, SC Rask 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_b"
value = 1301

[State -1, SC Rask 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_c"
value = 1302

[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440



[State 200, Link 200]
type = ChangeState
triggerall = movecontact > 0 && time >= 5
trigger1 = (command = "x") && (command != "holddown")
value = 200

[State 200, Link 400]
type = ChangeState
triggerall = movecontact > 0 && animelem >= 5
trigger1 = (command = "x") && (command = "holddown")
value = 400


[State 200, Link 210]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && (command != "holddown") && (command != "holdfwd")
value = 210


[State 200, Link 215]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && (command != "holddown") && (command = "holdfwd")
value = 215


;[State 200, Link 240]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = (command = "z") && (command != "holddown")
;value = 240

[State 200, Elbow]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command != "holddown" || command = "z" && command = "holdfwd" && command != "holddown"
value = 225

[State 200, Body Check]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown" && command != "holdfwd"
value = 226


[State 200, Link 410]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && (command = "holddown")
value = 410



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

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;SLP - Slash
[Statedef 205]
type = A
movetype = A
physics = N
velset = 0,0
anim = 201
ctrl = 0
sprpriority = 7

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, animelem = 4
value = 202

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, animelem = 7 || parent, movetype = H || parent, anim != 200




;---------------------------------------------------------------------------
; Standing Medium Punch
[StateDef 210]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 210
poweradd = 35
sprpriority = 2

[State 210, SprPriority]
type = SprPriority
trigger1 = animelem = 4
value = 0


[State 210, VarAdd]
type = VarAdd
trigger1 = var(20) < 190 && moveguarded
v = 20    ;fv =
value = 1



[State 210, VarAdd]
type = VarAdd
trigger1 = var(20) >= 190 && movehit
v = 20    ;fv =
value = -190



[State 210, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = AnimElem = 4
attr = S, NA
damage = 35
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 10
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s500, 1
guardsound = s150, 0
ground.type = High
ground.slidetime = 11
ground.hittime  = 17
ground.velocity = -6
airguard.velocity = -4,-2
air.type = High
air.velocity = -6,-3.5
air.hittime = 17
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -13.5
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -13.5
envshake.time = 3
envshake.ampl = 4

[State 210, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = AnimElem = 4
attr = S, NA
damage = 45
animtype = medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 8, 10
sparkno = s9905
sparkxy = -10, -76
hitsound = s500, 1
ground.type = High
ground.slidetime = 15
ground.hittime  = 21
ground.velocity = -6
air.type = High
air.velocity = -6,-3.5
air.hittime = 21
ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 210, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 190 && AnimElem = 4
attr = S, NA
damage = 17
animtype = medium
;guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 25
sparkno = s9916                      ;Spark anim no (Def: set above)
;guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s221, 0
ground.type = High
ground.slidetime = 7
ground.hittime  = 20
ground.velocity = -3
air.type = High
air.velocity = -2,-3.5
air.hittime = 16
ground.cornerpush.veloff = -11
air.cornerpush.veloff = -11
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 210, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "SMP_Slash"
ID = 211
stateno = 211
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0

[State 200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 2000,2
volume = -3


[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 13

[State 203, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 50, 0

[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 500)
trigger1 = command = "Enmazuki"
value = 2400


[State -1, SC Rasetsu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Rasetsujin"
value = 1500


[State -1, SC B_Sho 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Bakuryu_x"
value = 2050

[State -1, SC B_Sho 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Bakuryu_y"
value = 2053

[State -1, SC B_Sho 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Bakuryu_z"
value = 2058


[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura_x"
value = 1100

[State -1, SC Homura 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Homura_y"
value = 1103

[State -1, SC Homura 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Homura_z"
value = 1105


[State -1, SC Jum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji_a"
value = 2100

[State -1, SC Jum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Jumonji_b"
value = 2150

[State -1, SC Jum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Jumonji_c"
value = 2125


[State -1, SC Ichim 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_x"
value = 1000

[State -1, SC Ichim 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_y"
value = 1005

[State -1, SC Ichim 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_z"
value = 1010



[State -1, SC Rask 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_a"
value = 1300

[State -1, SC Rask 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_b"
value = 1301

[State -1, SC Rask 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_c"
value = 1302

[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440



;[State 203, Link 215]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = (command = "y") && (command = "holdfwd")
;value = 215


[State 203, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;SMP - Slash
[Statedef 211]
type = A
movetype = A
physics = N
velset = 0,0
anim = 211
ctrl = 0
sprpriority = 7

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, animelem = 5
value = 212

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, animelem = 8 || parent, movetype = H || parent, anim != 210




;---------------------------------------------------------------------------
; Standing Medium Punch - Forward
[StateDef 215]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0 ;5,0
ctrl = 0
anim = 215
poweradd = 50


[State 0, SprPriority]
type = SprPriority
trigger1 = animelem = 2
value = 2


[State 215, VarAdd]
type = VarAdd
trigger1 = var(20) < 185 && moveguarded
v = 20    ;fv =
value = 1



[State 215, VarAdd]
type = VarAdd
trigger1 = var(20) >= 185 && movehit
v = 20    ;fv =
value = -185



[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 9
x = 2




[State 0, VelSet]
type = VelSet
trigger1 = time > 9 && time <= 21
x = 5



[State 0, VelSet]
type = VelSet
trigger1 = time > 21 && time <= 28
x = 2




[State 0, VelSet]
type = VelSet
trigger1 = Time > 28
x = 0




[State 215, 1]
type = PlaySnd
Triggerall = prevstateno = 1400
trigger1 = animelem = 2
value = 200, 13

[State 215, 1]
type = HitDef
triggerall = prevstateno != 1400
Triggerall = var(9) = 0
trigger1 = AnimElem = 6
attr = S, NA
damage = 41
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 9, 11
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s500, 1
guardsound = s150, 0
ground.type = High
ground.slidetime = ifelse((prevstateno = 200),20,18)
ground.hittime  = 20
ground.velocity = -12
airguard.velocity = -3.9,-1.8
air.type = High
air.velocity = -5,-3
;yaccel = .5
;Forcestand = 1
air.hittime = 20
p2facing = 1        ;Force to face p1
ground.cornerpush.veloff = -12.5
guard.cornerpush.veloff = -14
air.cornerpush.veloff = -12.5
airguard.cornerpush.veloff = -14
sprpriority = 2
envshake.time = 5
envshake.ampl = 4


[State 215, Counter]
type = HitDef
triggerall = prevstateno != 1400
Triggerall = var(9) = 1
trigger1 = AnimElem = 6
attr = S, NA
damage = 51
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 15
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s500, 1
guardsound = s150, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -6, -3
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -5,-3
;Forcestand = 1
air.hittime = 20
p2facing = 1        ;Force to face p1
fall = 1
air.fall = 1
Fall.recover = 0
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -12.5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
sprpriority = 2
envshake.time = 6
envshake.ampl = 6


[State 215, 1]
type = HitDef
triggerall = prevstateno = 1400
Triggerall = var(9) = 0
trigger1 = AnimElem = 6
attr = S, SA
damage = 55,4
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 9, 11
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s500, 1
guardsound = s150, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-1.5
airguard.velocity = -5,-1
air.type = High
air.velocity = -8,-1
;yaccel = .5
;Forcestand = 1
fall = 1
air.fall = 1
fall.recover = 0
air.hittime = 20
p2facing = 1        ;Force to face p1
ground.cornerpush.veloff = -12.5
guard.cornerpush.veloff = -14
air.cornerpush.veloff = -12.5
airguard.cornerpush.veloff = -14
sprpriority = 2
envshake.time = 5
envshake.ampl = 4


[State 215, Counter]
type = HitDef
triggerall = prevstateno = 1400
Triggerall = var(9) = 1
trigger1 = AnimElem = 6
attr = S, SA
damage = 65
animtype = heavy
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 15
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s500, 1
guardsound = s150, 0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10, -3
air.type = High
air.velocity = -10,-2
;Forcestand = 1
air.hittime = 20
p2facing = 1        ;Force to face p1
fall = 1
air.fall = 1
Fall.recover = 0
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -12.5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
sprpriority = 2
envshake.time = 6
envshake.ampl = 6


[State 215, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 185 && AnimElem = 6
attr = S, NA
damage = ifelse((prevstateno = 1400),27,20)
animtype = heavy
;guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 25
sparkno = s9916                      ;Spark anim no (Def: set above)
;guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s221, 0
guardsound = s150, 10
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -4
air.type = High
air.velocity = -3,-3
;yaccel = .5
;Forcestand = 1
air.hittime = 20
p2facing = 1        ;Force to face p1
;air.fall = 1
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -12.5
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
sprpriority = 2
envshake.time = 16
envshake.ampl = 8

[State 215, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "SFMP_Slash"
ID = 216
stateno = 216
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0


[State 215, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,4
volume = -3



[State 215, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 50, 0

[State 202, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;SFMP - Slash
[Statedef 216]
type = A
movetype = A
physics = N
velset = 0,0
anim = 216
ctrl = 0
sprpriority = 7

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, animelem = 7
value = 217

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, animelem = 9 || parent, movetype = H || parent, anim != 215




;---------------------------------------------------------------------------
; Stand heavy Punch Far
[StateDef 220]
type = S
movetype = A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 220
poweradd = 55

[State 220, VarAdd]
type = VarAdd
trigger1 = var(20) < 185 && moveguarded
v = 20    ;fv =
value = 1

[State 220, VarAdd]
type = VarAdd
trigger1 = var(20) >= 185 && movehit
v = 20    ;fv =
value = -185

[State 220, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = AnimElem = 4
attr = S, NA
damage = 46
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 15
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s500, 2
guardsound = s150, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 18
ground.velocity = -6
airguard.velocity = -2.5,-.8
air.type = High
air.velocity = -4.5,-3
air.hittime = 18
ground.cornerpush.veloff = -14
guard.cornerpush.veloff = -16
air.cornerpush.veloff = -14
airguard.cornerpush.veloff = -16
envshake.time = 5
envshake.ampl = 5

[State 220, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = AnimElem = 4
attr = S, NA
damage = 56
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 15
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s500, 2
ground.type = High
ground.slidetime = 14
ground.hittime  = 25
ground.velocity = -6
air.type = High
air.velocity = -4.5,-3
air.hittime = 25
ground.cornerpush.veloff = -15
air.cornerpush.veloff = -15
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 220, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 185 && AnimElem = 4
;trigger1 = p2bodydist X >= 60
attr = S, NA
damage = 23
animtype = heavy
;guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 25
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s221, 0
guardsound = s150, 10
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -3
air.type = High
air.velocity = -2.5,-3
air.hittime = 30
ground.cornerpush.veloff = -14
guard.cornerpush.veloff = -14
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 220, Width]
type = Width
trigger1 = time = 0
value = 7,0

[State 220, Yell]
type = PlaySnd
trigger1 = animelem = 6
value = 200, 10

[State 220, Chain]
type = PlaySnd
trigger1 = animelem = 6
value = 300, 0

[State 220, Link 221]
type = ChangeState
triggerall = movecontact > 0 && time >= 34
trigger1 = command = "z"
value = 221

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0    ;226
ctrl = 1

;---------------------------------------------------------------------------
; Stand heavy Punch Far - 2nd
[StateDef 221]
type = S
movetype= A
physics = S
juggle  = 1
velset = 2.7,0
ctrl = 0
anim = 221
poweradd = 50
sprpriority = 2

[State 210, VarAdd]
type = VarAdd
trigger1 = var(20) < 180 && moveguarded
v = 20    ;fv =
value = 1

[State 210, VarAdd]
type = VarAdd
trigger1 = var(20) >= 180 && movehit
v = 20    ;fv =
value = -180


[State 220, Chain]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 0


[State 221, 1]
type = HitDef
Triggerall = var(9) = 0
trigger1 = AnimElem = 4
attr = S, NA
damage = 40
animtype = heavy
guardflag = MA
hitflag = MAFP
priority = 4, Hit
pausetime = 12, 15
sparkno = s9910
guard.sparkno = s9915
sparkxy = -18, -76
hitsound = s221, 0
guardsound = s150, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -8
airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -4.5,-3
air.hittime = 20
ground.cornerpush.veloff = -14
guard.cornerpush.veloff = -16
air.cornerpush.veloff = -14
airguard.cornerpush.veloff = -16
sprpriority = 2
envshake.time = 5
envshake.ampl = 5

[State 221, Counter]
type = HitDef
Triggerall = var(9) = 1
trigger1 = AnimElem = 4
attr = S, NA
damage = 50
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 15, 18
sparkno = s9910
guard.sparkno = s9915
sparkxy = -18, -76
hitsound = s221, 0
guardsound = s150, 0
ground.type = High
ground.slidetime = 14
ground.hittime  = 30
ground.velocity = -9
airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -6.5,-3.2
air.hittime = 30
ground.cornerpush.veloff = -14
air.cornerpush.veloff = -14
sprpriority = 2
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 221, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 180 && AnimElem = 4
attr = S, NA
damage = 20
animtype = heavy
;guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 25
sparkno = s9910
guard.sparkno = s9915
sparkxy = -18, -76
hitsound = s221, 0
guardsound = s150, 10
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
ground.velocity = -3
;airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -4.5,-3
air.hittime = 25
ground.cornerpush.veloff = -14
air.cornerpush.veloff = -14
sprpriority = 2
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 221, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 300, 1

[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Enmazuki"
value = 2400



[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440

[State 221, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing heavy Punch - Close
[StateDef 225]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 225
poweradd = 55

[State 225, VarAdd]
type = VarAdd
trigger1 = var(20) < 180 && moveguarded
v = 20    ;fv =
value = 1

[State 225, VarAdd]
type = VarAdd
trigger1 = var(20) >= 180 && movehit
v = 20    ;fv =
value = -180

[State 225, Advance]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 10

[State 225, Stop]
type = VelSet
trigger1 = animelem = 4
x = 0

[State 225, 1]
type = HitDef
Triggerall = prevstateno != 200 || prevstateno != 400 || prevstateno != 100 ||var(9) = 0
trigger1 = AnimElem = 4
attr = S, NA
damage = 55
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
hitsound = s250,0
guardsound = s150,0
pausetime = 12, 14
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
ground.type = High
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -7
airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -4.9,-3.5
air.hittime = 18
sprpriority = 1
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -9
airguard.cornerpush.veloff = -11
envshake.time = 5
envshake.ampl = 5


[State 225, 1]
type = HitDef
triggerall = var(9) = 0
Triggerall = prevstateno = 200 || prevstateno = 400 || prevstateno = 100
trigger1 = AnimElem = 4
attr = S, NA
damage = 55
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
hitsound = s250,0
guardsound = s150,0
pausetime = 12, 14
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
ground.type = High
ground.slidetime = 6
ground.hittime  = 20
ground.velocity = -3, -3
airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -4.9,-3.5
air.hittime = 20
fall = 1
air.fall = 1
fall.recover = 0
sprpriority = 1
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -9
airguard.cornerpush.veloff = -11
envshake.time = 5
envshake.ampl = 5

[State 225, 1]
type = HitDef
triggerall = var(9) = 1
Triggerall = prevstateno = 200 || prevstateno = 400 || prevstateno = 100
trigger1 = AnimElem = 4
attr = S, NA
damage = 65
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
hitsound = s250,0
guardsound = s150,0
pausetime = 12, 18
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
ground.type = High
ground.slidetime = 6
ground.hittime  = 20
ground.velocity = -3, -3
air.type = High
air.velocity = -4.9,-3.5
air.hittime = 20
fall = 1
air.fall = 1
fall.recover = 0
sprpriority = 1
ground.cornerpush.veloff = -10.5
air.cornerpush.veloff = -10.5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 225, 1]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 180 && AnimElem = 4
attr = S, NA
damage = 28
animtype = heavy
;guardflag = MA
hitflag = MAF
priority = 3, Hit
hitsound = s221, 0
pausetime = 10, 25
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
ground.type = High
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -3
;airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -2.9,-3.5
air.hittime = 18
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -9
sprpriority = 1
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 225, EnvShake]
type = EnvShake
trigger1 = animelem =4
time = 3
freq = 45
ampl = -15
phase = 100

[State 225, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 3

[State 225, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,0
volume = -3


;[State 240, 1]
;type = PlaySnd
;trigger1 = animelem = 7
;value = 50, 0


[State 225, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------
; Body Check
[StateDef 226]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 226
poweradd = 50

[State 0, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 2

[State 0, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175




[State 226, Advance]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 5


[State 226, Stop]
type = VelSet
trigger1 = animelem = 4
x = 0

[State 226, 1]
type = HitDef
triggerall = var(9) = 0
trigger1 = AnimElem = 4
attr = S, NA
damage = 60
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 15
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s275, 0
guardsound = s150,0
ground.type = low
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -5, -2
Fall = 1
airguard.velocity = -4.9,-.9
air.type = High
air.velocity = -9,-3
air.hittime = 20
air.fall = 1
fall.recover = 0
sprpriority = 2
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -11
air.cornerpush.veloff = -9
airguard.cornerpush.veloff = -11
envshake.time = 5
envshake.ampl = 5

[State 226, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = AnimElem = 4
attr = S, NA
damage = 70
animtype = heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 18
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s275, 0
guardsound = s150,0
ground.type = low
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -6.5, -3
Fall = 1
air.fall = 1
fall.recover = 0
air.type = High
air.velocity = -9.5,-3
air.hittime = 20
sprpriority = 2
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 226, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && AnimElem = 4
attr = S, NA
damage = 30
animtype = heavy
;guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10, 25
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10, -76
hitsound = s221, 0
guardsound = s150, 10
ground.type = low
ground.slidetime = 8
ground.hittime  = 20
ground.velocity = -2.5
;airguard.velocity = -4.9,-.9
air.type = High
air.velocity = -3,-3
air.hittime = 20
sprpriority = 2
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -11
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 226, EnvShake]
type = EnvShake
trigger1 = animelem =4
time = 3
freq = 45
ampl = -15
phase = 100

[State 241, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 10

;[State 240, 1]
;type = PlaySnd
;trigger1 = animelem = 7
;value = 50, 0

[State 226, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
velset = 0,0
anim = 230

[State 230, VarAdd]
type = VarAdd
trigger1 = var(20) < 200 && moveguarded
v = 20    ;fv =
value = 1

[State 230, VarAdd]
type = VarAdd
trigger1 = var(20) >= 200 && movehit
v = 20    ;fv =
value = -200

[State 230, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,0
volume = -3

[State 230, 2]
type = HitDef
Triggerall = var(9) = 0
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage    = ifelse((prevstateno = 231),10,21)
Hitflag = MA
guardflag = MA
pausetime = 6,7
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-37
hitsound   = s275,5
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -6
air.hittime  = 12
air.velocity = -4,-4
sprpriority = 2
ground.cornerpush.veloff = -6.6
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
airguard.cornerpush.veloff = -12
envshake.time = 2
envshake.ampl = 4

[State 230, Counter]
type = HitDef
Triggerall = var(9) = 1
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage    = 31
Hitflag = MA
guardflag = MA
pausetime = 6,6
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-37
hitsound   = s275,5
guardsound = s150,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -7
air.hittime  = 12
air.velocity = -5,-3.5
sprpriority = 2
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -9
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 230, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 200
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage    = 10
Hitflag = MA
;guardflag = MA
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-37
hitsound   = s221, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -6
air.hittime  = 12
air.velocity = -3,-3
ground.cornerpush.veloff = -6.6
air.cornerpush.veloff = -6.6
sprpriority = 2
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 500)
trigger1 = command = "Enmazuki"
value = 2400

[State -1, SC Rasetsu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Rasetsujin"
value = 1500



[State -1, SC Ichim 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_x"
value = 1000

[State -1, SC Ichim 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_y"
value = 1005

[State -1, SC Ichim 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_z"
value = 1010


[State -1, SC Rask 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_a"
value = 1300

[State -1, SC Rask 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_b"
value = 1301

[State -1, SC Rask 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_c"
value = 1302

[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440



[State 230, Link 231]
type = ChangeState
triggerall = movecontact > 0;&& time >= 6
trigger1 = (command = "a") && (command != "holddown")
value = 231

[State 230, Link 215]
type = ChangeState
triggerall = movecontact > 0 ;&& time >= 6
trigger1 = (command = "a") && (command = "holddown")
value = 430



[State 230, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && (command != "holddown")
value = 240

[State 230, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && (command = "holddown")
value = 440


;[State 205, Link 250]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = (command = "c") && (command != "holddown")
;value = 250


;[State 205, Link 450]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = (command = "c") && (command = "holddown")
;value = 450


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


;---------------------------------------------------------------------------
;Standing Light Kick - Chain Version
[Statedef 231]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
velset = 0,0
anim = 231

[State 231, VarAdd]
type = VarAdd
trigger1 = var(20) < 200 && moveguarded
v = 20    ;fv =
value = 1



[State 231, VarAdd]
type = VarAdd
trigger1 = var(20) >= 200 && movehit
v = 20    ;fv =
value = -200



[State 215, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 250,0
volume = -3


[State 231, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage    = ifelse((prevstateno = 231),10,21)
Hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-37
hitsound   = s275,5
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -6
air.hittime  = 12
air.velocity = -4,-4
sprpriority = 2
ground.cornerpush.veloff = -6.6
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
airguard.cornerpush.veloff = -12
envshake.time = 2
envshake.ampl = 4

[State 231, Counter]
type = HitDef
Triggerall = var(9) = 1
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage    = 31
Hitflag = MA
guardflag = MA
pausetime = 6,7
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-37
hitsound   = s275,5
guardsound = s150,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -7
air.hittime  = 12
air.velocity = -5,-3.5
sprpriority = 2
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -15
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 231, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 200
trigger1 = Time = 0
attr = S, NA
animtype  = Light
damage    = 10
Hitflag = MA
;guardflag = MA
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-37
hitsound = s221, 0
guardsound = s150, 10
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -6
air.hittime  = 12
air.velocity = -3,-3
ground.cornerpush.veloff = -6.6
air.cornerpush.veloff = -8
sprpriority = 2
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Enmazuki"
value = 2400


[State -1, SC Rasetsu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Rasetsujin"
value = 1500


[State -1, SC Ichim 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_x"
value = 1000

[State -1, SC Ichim 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_y"
value = 1005

[State -1, SC Ichim 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_z"
value = 1010


[State -1, SC Rask 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_a"
value = 1300

[State -1, SC Rask 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_b"
value = 1301

[State -1, SC Rask 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_c"
value = 1302

[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440



[State 231, Link 231]
type = ChangeState
triggerall = movecontact > 0;&& time >= 6
trigger1 = (command = "a") && (command != "holddown")
value = 231

[State 231, Link 215]
type = ChangeState
triggerall = movecontact > 0 ;&& time >= 6
trigger1 = (command = "a") && (command = "holddown")
value = 430



[State 231, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && (command != "holddown")
value = 240

[State 231, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && (command = "holddown")
value = 440


;[State 205, Link 250]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = (command = "c") && (command != "holddown")
;value = 250


;[State 205, Link 450]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = (command = "c") && (command = "holddown")
;value = 450


[State 231, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 35
ctrl = 0
velset = 0,0
anim = 240

[State 210, VarAdd]
type = VarAdd
trigger1 = var(20) < 190 && moveguarded
v = 20    ;fv =
value = 1

[State 210, VarAdd]
type = VarAdd
trigger1 = var(20) >= 190 && movehit
v = 20    ;fv =
value = -190



[State 249, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 12


[State 249, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = 2000,2
volume = -3

[State 240, 2]
type = HitDef
Triggerall = var(9) = 0
trigger1 = Time = 0
attr = S, NA
animtype  = medium
damage    = 34
guardflag = MA
hitflag = MA
pausetime = 7,10
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-57
hitsound   = s275,4
guardsound = s150,0
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
air.hittime = 16
ground.velocity = ifelse((prevstateno = [230,231]),-1.6,-5),ifelse((prevstateno = [230,231]),-7.5,0)
air.velocity = ifelse((prevstateno = [230,231]),-1.6,-4),ifelse((prevstateno = [230,231]),-7,-6.9)
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -12
airguard.cornerpush.veloff = -15
fall = ifelse((prevstateno = [230,231]),1,0)
air.fall = ifelse((prevstateno = [230,231]),1,0)
envshake.time = ifelse((prevstateno = [230,231]),6,3)
envshake.ampl = ifelse((prevstateno = [230,231]),6,4)
Fall.recover = ifelse((prevstateno = [230,231]),1,0)
fall.recovertime = 30


[State 206, Counter]
type = HitDef
Triggerall = var(9) = 1 ;|| prevstateno  = 230 || prevstateno = 231
trigger1 = Time = 0
attr = S, NA
animtype  = up
damage    = 44
guardflag = MA
hitflag = MA
pausetime = 10,13
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-57
hitsound   = s275,4
guardsound = s150,0
ground.type = high
ground.slidetime = 10
ground.hittime  = 20
air.hittime  = 20
ground.velocity = -1.6,-8.5 ; -3.5,-7
air.velocity = -1.6,-8
Fall = 1
Air.Fall = 1
Fall.recover = 1
ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 240, 2]
type = HitDef
Triggerall = enemynear, stateno = [5020,5071]
trigger1 = Time = 0
attr = S, NA
animtype  = medium
damage    = 34
guardflag = MA
hitflag = MAF
pausetime = 7,10
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-57
hitsound   = s275,4
guardsound = s150,0
ground.type = high
ground.slidetime = 16
ground.hittime  = 16
air.hittime = 16
ground.velocity = -5,-2
air.velocity = -4,-2
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -12
airguard.cornerpush.veloff = -15
fall = 1
air.fall = 1
envshake.time = 3
envshake.ampl = 4
Fall.recover = 1


[State 206, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 190 && Time = 0
attr = S, NA
animtype  = medium
damage    = 17
;guardflag = MA
hitflag = MA
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-57
hitsound = s221, 0
ground.type = high
ground.slidetime = 10
ground.hittime  = 20
air.hittime  = 20
ground.velocity = -1 ; -3.5,-7
air.velocity = -1,-2.5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Enmazuki"
value = 2400


[State -1, SC Rasetsu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Rasetsujin"
value = 1500


[State -1, SC B_Sho 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Bakuryu_x"
value = 2050

[State -1, SC B_Sho 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Bakuryu_y"
value = 2053

[State -1, SC B_Sho 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Bakuryu_z"
value = 2058


[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura_x"
value = 1100

[State -1, SC Homura 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Homura_y"
value = 1103

[State -1, SC Homura 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Homura_z"
value = 1105


[State -1, SC Jum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji_a"
value = 2100

[State -1, SC Jum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Jumonji_b"
value = 2150

[State -1, SC Jum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Jumonji_c"
value = 2125


[State -1, SC Ichim 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_x"
value = 1000

[State -1, SC Ichim 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_y"
value = 1005

[State -1, SC Ichim 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_z"
value = 1010



[State -1, SC Rask 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_a"
value = 1300

[State -1, SC Rask 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_b"
value = 1301

[State -1, SC Rask 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_c"
value = 1302

[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440

;[State 206, Link 240]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = (command = "z") && (command != "holddown")
;value = 240

[State 240, Link 245]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" ;&& (command != "holddown")
value = 245


[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Jumping Spin Kick - Startup
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
anim = 245
ctrl = 0
sprpriority = 2


[State 245, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200, 13


[State 245, 2]
type = null;PosAdd
trigger1 = AnimElem = 1
x = 15

[State 245, 3]
type = PosAdd
trigger1 = AnimElem = 1
x = 20


[State 245, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 246

;------------------
;Jumping Spin Kick
[Statedef 246]
type    = A
movetype= A
physics = N
velset = 1.6,-6.3
anim = 246
poweradd = 50

[State 210, VarAdd]
type = VarAdd
trigger1 = var(20) < 185 && moveguarded
v = 20    ;fv =
value = 1



[State 210, VarAdd]
type = VarAdd
trigger1 = var(20) >= 185 && movehit
v = 20    ;fv =
value = -185



[State 246, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,4
volume = -3

[State 246, 1] ;Gravity
type = VelAdd
trigger1 = 1
y = .42

[State 246, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = A, NA
animtype = up
air.animtype = up
damage    = 44
priority  = 4,Hit
Hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-70
hitsound   = s275,0
guardsound = s150,0
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -3,-8 ; -3.5,-7
guard.velocity = -7
air.velocity = -3,-6.9
p2facing = 1
forcestand = 1
fall = 1                   ;Make p2 fall down
fall.recovertime = 60      ;40 ticks before p2 can recover from fall
yaccel = .4                ;p2 will accelerate down at .4 pixels/sec^2 when falling
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -14
air.cornerpush.veloff = -12
airguard.cornerpush.veloff = -14
sprpriority = 2
envshake.time = 5
envshake.ampl = 5

[State 246, 2]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = A, NA
animtype = up
air.animtype = up
damage    = 54
priority  = 4, Hit
Hitflag = MAF
guardflag = MA
pausetime = 8,9
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-70
hitsound   = s275,0
guardsound = s150,0
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -4,-9.5 ; -3.5,-7
air.velocity = -4,-8.5
p2facing = 1
forcestand = 1
fall = 1                   ;Make p2 fall down
fall.recovertime = 60      ;40 ticks before p2 can recover from fall
yaccel = .4                ;p2 will accelerate down at .4 pixels/sec^2 when falling
ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
sprpriority = 2
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 246, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
Trigger1 = var(20) >= 185
trigger1 = Time = 0
attr = A, NA
animtype = heavy
air.animtype = heavy
damage    = 23
priority  = 4,Hit
;guardflag = MA
Hitflag = MAF
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-70
hitsound = s221, 0
ground.type = high
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -3 ; -3.5,-7
guard.velocity = -7
air.velocity = -3,-5.9
p2facing = 1
forcestand = 1
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
sprpriority = 2
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 6
envshake.ampl = 4


[State 246, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Time > 5 && Pos Y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;Standing Gun (Prepare)
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 10
ctrl = 0
velset = 0,0
anim = 250


[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 251

;---------------------------------------------------------------------------
; Standing Gun (Hold)
[Statedef 251]
type    = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
velset = 0,0
anim = 251


[State 251, Gun Hold]
type = VarSet
trigger1 = command = "HoldGun"
v = 10
value = 1

[State 251, Release]
type = VarSet
trigger1 = command != "HoldGun"
v = 10
value = 0

[State 251, Straight]
type = Changestate; ChangeAnim
triggerall = var(59)<1
triggerall = var(10) = 0
triggerall = anim = 251; && animelem = 1
trigger1 = command != "holdup"
trigger1 = command != "holddown"
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = Time >= 5 ;,39]
value = 255
persistent = 0
ctrl = 1

[State 221, Skyward]
type = Changestate ;ChangeAnim
triggerall = var(59)<1
triggerall = var(10) = 0
triggerall = anim = 251; && animelem = 1
trigger1 = command = "holdfwd"
trigger1 = Time >= 7 ;,39]
value = 254
persistent = 0
ctrl = 1

[State 221, Ground]
type = Changestate ;ChangeAnim
triggerall = var(29)<1
triggerall = var(10) = 0
triggerall = anim = 251
trigger1 = command = "holddown"
trigger1 = Time >= 7
value = 257
persistent = 0
ctrl = 1

[State 221, Feint]
type = Changestate ;ChangeAnim
triggerall = var(29)<1
triggerall = var(10) = 0
triggerall = anim = 251
trigger1 = command = "holdback"
trigger1 = Time >= 7
value = 258
persistent = 0
ctrl = 1

[State 221, Flying]
type = Changestate ;ChangeAnim
triggerall = var(29)<1
triggerall = var(10) = 0
triggerall = anim = 251
trigger1 = command = "holdup"
trigger1 = Time >= 7
value = 259
persistent = 0
ctrl = 1

[State 221, Gun Charge]
type = Helper
trigger1 = Time = 6
helpertype = normal ;player
name = "Gun Carge"
ID = 251
stateno = 260
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 221, Scarf]
type = Helper
trigger1 = Time = 0
helpertype = normal ;player
name = "Scarf"
ID = 251
stateno = 253
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

;[State 221, 1]
;type = PlaySnd
;trigger1 = time = 6
;value = 400, 1
;volume = -2

[State 221, 3]
type = ChangeState
triggerall = var(59)<1
triggerall = var(10) = 0
triggerall = anim = 251;
trigger1 = Time < 5
value = 252
ctrl = 1

[State 221, 4]
type = ChangeState
triggerall = anim = 251
trigger1 = Time >= 200
value = 255
ctrl = 1

;---------------------------------------------------------------------------
; Gun Charge
[Statedef 260]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 255
sprpriority = 5

[State 260, BindToParent]
type = BindToParent
trigger1 = 1
time = 999
facing = 1
pos = 0,0

[State 260, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

[State 260, Powered]
Type = Playsnd
trigger1 = time = 0
trigger2 = time = 60
trigger3 = time = 120
trigger4 = time = 180
value = 400, 1
volume = -2


[State 260, Burn Red]
type = PalFX
trigger1 = time = 0
trigger2 = time = 60
trigger3 = time = 120
trigger4 = time = 180
time = 16
add = 7,-200,-200
mul = 256,256,256
sinadd = 30,30,0,10
invertall = 1
color = 0

[State 260, DestroySelf]
type = DestroySelf
trigger1 =  parent, stateno != 251 || parent, movetype = H ;|| time = 16

;---------------------------------------------------------------------------
; Scarf
[Statedef 253]
type    = A
physics = N
ctrl = 0
velset = 0,0
anim = 256
sprpriority = -1

[State 253, PosSet]
type = PosSet
trigger1 = 1
x = parent, pos x
y = parent, pos y

[State 253, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 251 || parent, movetype = H

;---------------------------------------------------------------------------
; Standing Gun (Fired) 
[Statedef 252]
type = S 
movetype= A 
physics = S 
juggle = 4 
poweradd= 50
ctrl = 0 
velset = -4,0
anim = 252

[State 252, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 252, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 252, 1]
type = PlaySnd 
trigger1 = Animelem = 1
value = 600, 1

[State 252, Projectile]
type = Projectile
Triggerall = var(9) = 0
trigger1 = animelem = 1
ProjID = 252
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 42,-48
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
guardflag = MA         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 56, 10
pausetime = 10,13
sparkno = s9911
guard.sparkno = s9915
sparkxy = 30,0
hitsound = s400,1
guardsound = s150,0
ground.type = high
ground.slidetime = 15
ground.hittime = 30
air.hittime = 30
ground.velocity = -7
air.velocity = -3.5,-2
sprpriority = 5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
envshake.time = 5
envshake.ampl = -15


[State 252, Projectile]
type = Projectile
Triggerall = var(9) = 1
trigger1 = animelem = 1
ProjID = 252
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 42,-48
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
guardflag = MA         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 46, 10
pausetime = 13,16
sparkno = s9911
guard.sparkno = s9915
sparkxy = 30,0
hitsound = s400,1
guardsound = s150,0
ground.type = high
ground.slidetime = 12
ground.hittime = 20
air.hittime = 20
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
air.fall =1
fall.recover = 0
sprpriority = 5             ;Prevent p2 from recovering
ground.cornerpush.veloff = -10.5
air.cornerpush.veloff = -14.5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 252, Projectile]
type = Projectile
Triggerall = enemynear, stateno = [130,155]
Trigger1 = var(20) >= 175
trigger1 = animelem = 1
ProjID = 252
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 42,-48
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
;guardflag = MA         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 27, 5
pausetime = 10,35
sparkno = s9910
guard.sparkno = s9915
sparkxy = 30,0
hitsound = s221, 0
ground.type = high
ground.slidetime = 15
ground.hittime = 30
air.hittime = 30
ground.velocity = -7
air.velocity = -3.5,-2
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -14
sprpriority = 5
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 252, EnvShake]
type = EnvShake
trigger1 = animelem =1
trigger1 = anim = 252
time = 5
freq = 60
ampl = -15
phase = 150

[State 252, Explod]
type = Explod
trigger1 = anim = 252
trigger1 = animelem= 1
anim = 253
ID = 252
pos = 42,-48
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0


[State 252, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Skyward Gun (Fired)
[Statedef 254]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 75
ctrl = 0
velset = 0,0 ;-6,0
anim = 254

[State 254, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 610, 0

[State 254, Projectile]
type = Projectile
Triggerall = var(9) = 0
trigger1 = animelem = 2
ProjID = 251
projanim = 268
projhitanim = 268
projcancelanim = 268
projscale = 1,1
projremove = 1
projremovetime = 14
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 31,-28
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
;guardflag = MAFP         ;HLA
animtype = diagup         ;light,medium,heavy,back,up,diagup
air.animtype = diagup
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 105
pausetime = 10,13
sparkno = s9911
guard.sparkno = s9915
sparkxy = -10,-37
hitsound = s400,1
guardsound = s150,0
ground.type = high
ground.slidetime = 10
ground.hittime = 30
air.hittime = 30
ground.velocity = -4,-5.5
air.velocity = -4,-5.5
sprpriority = 5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
Fall = 1
Air.Fall = 1
envshake.time = 5
envshake.ampl = -15

[State 254, Projectile]
type = Projectile
Triggerall = var(9) = 1
trigger1 = animelem = 2
ProjID = 254
projanim = 268
projhitanim = 268
projcancelanim = 268
projscale = 1,1
projremove = 1
projremovetime = 14
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 31,-28
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
;guardflag = MAFP         ;HLA
animtype = diagup         ;light,medium,heavy,back,up,diagup
air.animtype = diagup
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 115
pausetime = 13,16
sparkno = s9911
guard.sparkno = s9915
sparkxy = -10,-37
hitsound = s400,1
guardsound = s150,0
ground.type = high
ground.slidetime = 10
air.hittime = 20
ground.hittime = 20
ground.velocity = -4, -10.5
air.velocity = -4,-10
fall = 1
air.fall =1
fall.recover = 0
sprpriority = 5
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -12.5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 254, Projectile Hit]
type = Projectile
Triggerall = enemynear, stateno = [130,155]
trigger1 = animelem = 2
ProjID = 251
projanim = 268
projhitanim = 268
projcancelanim = 268
projscale = 1,1
projremove = 1
projremovetime = 14
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 31,-28
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
;guardflag = MAFP         ;HLA
animtype = heavy         ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 50
pausetime = 12,35
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,-37
hitsound = s221, 0
ground.type = high
ground.slidetime = 10
air.hittime = 20
ground.hittime = 20
ground.velocity = -5
air.velocity = -5,-2.5
sprpriority = 5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 254, VelAdd]
type = VelAdd
trigger1 = animelem = 2
x = -6
y = 0


[State 254, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 600, 0


[State 254, EnvShake]
type = EnvShake
trigger1 = animelem =2
trigger1 = anim = 224
time = 5
freq = 60
ampl = -15
phase = 150



[State 254, Explod]
type = Explod
trigger1 = anim = 254
trigger1 = animelem= 2
anim = 500
ID = 251
pos = 31,-58
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 10
removetime = -2
;scale = 1,1
sprpriority = 4
removeongethit = 0

;[State 222, VelSet]
;type = VelSet
;trigger1 = animelem = 2
;x = -3


[State 254, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
; Ground Gun (Fired)
[Statedef 257]
type = C
movetype= A
physics = C
juggle = 4
poweradd= 75
ctrl = 0
velset = 0,0
anim = 257
sprpriority = 2

[State 257, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 610, 0

[State 257, Projectile]
triggerall = var(9) = 0
type = Projectile
trigger1 = animelem = 3
ProjID = 257
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 100,-8
postype = p1         ;p2,front,back,left,right
attr = C,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MLAFP        ;HLAFD+-
;guardflag = LP         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 100
pausetime = 10,13
sparkno = s9911
guard.sparkno = s9915
sparkxy = -10,0
hitsound = s400,1
guardsound = s150,0
ground.type = Trip
ground.slidetime = 12
ground.hittime = 30
air.hittime = 30
air.recovertime = 40
ground.velocity = -10
air.velocity = -6,-1.5
sprpriority = 5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
Fall = 1
Air.Fall = 1
envshake.time = 5
envshake.ampl = -15


[State 227, Projectile]
triggerall = var(9) = 1
type = Projectile
trigger1 = animelem = 3
ProjID = 257
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 100,-8
postype = p1         ;p2,front,back,left,right
attr = C,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MLAFP        ;HLAFD+-
;guardflag = LP         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 110
pausetime = 13,16
sparkno = s9911
guard.sparkno = s9915
sparkxy = -10,0
hitsound = s400,1
guardsound = s150,0
ground.type = trip
ground.slidetime = 10
ground.hittime = 20
air.hittime = 20
ground.velocity = -4, -6
air.velocity = -4,-5
sprpriority = 5
fall = 1
air.fall =1
fall.recover = 0             ;Prevent p2 from recovering
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -12.5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 227, Projectile Break]
triggerall = enemynear, stateno = 131
type = Projectile
trigger1 = animelem = 3
ProjID = 257
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 100,-8
postype = p1         ;p2,front,back,left,right
attr = C,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MLAFP        ;HLAFD+-
;guardflag = LP         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 48
pausetime = 12,35
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,0
hitsound = s221, 0
ground.type = low
ground.slidetime = 10
ground.hittime = 20
air.hittime = 20
ground.velocity = -4
air.velocity = -4,-3
sprpriority = 5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 257, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 600, 1


[State 257, VelAdd]
type = VelAdd
trigger1 = animelem = 3
x = -6
y = 0

[State 257, EnvShake]
type = EnvShake
trigger1 = anim = 257
trigger1 = animelem =3
time = 5
freq = 60
ampl = -15
phase = 150




[State 257, Explod]
type = Explod
trigger1 = anim = 257
trigger1 = animelem= 3
anim = 253
ID = 251
pos = 100,-8
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 10
removetime = -2
;scale = 1,1
sprpriority = 4
ownpal = 0
removeongethit = 0

;[State 222, VelSet]
;type = VelSet
;trigger1 = animelem = 2
;x = -3

[State 257, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Feint Gun
; CNS difficulty: easy
[Statedef 258]
type = S
movetype= I
physics = S
juggle = 4
poweradd = 200
ctrl = 0
velset = 0,0
anim = 258
sprpriority = 2

[State 258, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 810, 0


[State 258, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Straight Gun (Fired)
[Statedef 255]
type = S
movetype= A
physics = S
juggle = 4
poweradd= 75
ctrl = 0
velset = -7,0
anim = 252
sprpriority = 2

[State 255, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = 600, 1

[State 255, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 610, 0

[State 255, Projectile]
type = Projectile
Triggerall = var(9) = 0
trigger1 = time = 0
ProjID = 255
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 42,-48
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
;guardflag = MA         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 105
pausetime = 10,13
sparkno = s9911
guard.sparkno = s9915
sparkxy = 30,0
hitsound = s400,1
guardsound = s150,0
ground.type = high
ground.slidetime = 15
ground.hittime = 30
air.hittime = 30
air.recovertime = 40
ground.velocity = -10, -2
air.velocity = -10,-2
sprpriority = 5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
Fall = 1
Air.Fall = 1
envshake.time = 5
envshake.ampl = -15


[State 266, Projectile]
type = Projectile
Triggerall = var(9) = 1
trigger1 = time = 0
ProjID = 255
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 42,-48
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
;guardflag = MA         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 115
pausetime = 13,16
sparkno = s9911
guard.sparkno = s9915
sparkxy = 30,0
hitsound = s400,1
guardsound = s150,0
ground.type = high
ground.slidetime = 15
ground.hittime = 30
air.hittime = 30
ground.velocity = -8, -2
air.velocity = -8,-2
sprpriority = 5
fall = 1
air.fall =1
fall.recover = 0             ;Prevent p2 from recovering
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -12.5
air.cornerpush.veloff = -12.5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 255, Projectile Break]
type = Projectile
Triggerall = enemynear, stateno = [130,132]
trigger1 = time = 0
ProjID = 255
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 42,-48
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
;guardflag = MA         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 50
pausetime = 15,35
sparkno = s9910
guard.sparkno = s9915
sparkxy = 30,0
hitsound = s221, 0
ground.type = high
ground.slidetime = 10
ground.hittime = 20
air.hittime = 20
ground.velocity = -6
air.velocity = -6,-2
sprpriority = 5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 255, EnvShake]
type = EnvShake
trigger1 = animelem =1
trigger1 = anim = 252
time = 5
freq = 60
ampl = -15
phase = 150

[State 266, Explod]
type = Explod
trigger1 = anim = 252
trigger1 = animelem= 1
anim = 253
ID = 255
pos = 42,-48
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 10
removetime = -2
;scale = 1,1
sprpriority = 4
removeongethit = 0

[State 255, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Flying Gun
[Statedef 259]
type = S
movetype= I
physics = S
juggle = 4
poweradd= 75
ctrl = 0
velset = 0,0
anim = 259
sprpriority = 2


[State 259, Yell]
type = PlaySnd
trigger1 = animelem = 3
value = 610, 0


[State 259, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 6
y = -6.5
x = 5.5

[State 259, VelSet]
type = VelSet
trigger1 = time > 7 && time <= 16
y = -7.5
x = 3.5


[State 259, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2; Animelem = 2
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N



[State 259, 3]
type = ChangeState
triggerall = p2bodydist x > 25 && enemynear, statetype != A
trigger1 = Time = 16
value = 651
ctrl = 0


[State 259, 3]
type = ChangeState
triggerall = p2bodydist x <= 25 && enemynear, statetype != A
trigger1 = Time = 16
value = 658


[State 259, 3]
type = ChangeState
triggerall = enemynear, statetype = A
trigger1 = Time = 16
value = 655

;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 400, VarAdd]
type = VarAdd
trigger1 = var(20) < 200 && moveguarded
v = 20    ;fv =
value = 1

[State 400, VarAdd]
type = VarAdd
trigger1 = var(20) >= 200 && movehit
v = 20    ;fv =
value = -200




[State 200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,0
volume = -3


[State 400, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = C, NA
damage    = ifelse((prevstateno = 400),9,19)
priority  = 3, hit
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 2,7
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-42
hitsound   = s275,5
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4.5
air.velocity = -2.5,-3
air.hittime = 12
sprpriority = 2
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -12.6
guard.cornerpush.veloff = -13
envshake.time = 2
envshake.ampl = 4

[State 400, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = C, NA
damage    = 29
priority  = 3, hit
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 2,7
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-42
hitsound   = s275,5
guardsound = s150,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 12
ground.velocity = -5
air.velocity = -3,-3
air.hittime = 12
sprpriority = 2
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -14
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 400, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
Trigger1 = var(20) >= 200
trigger1 = Time = 0
attr = C, NA
damage    = 9
priority  = 4, hit
animtype  = Light
hitflag = MAF
;guardflag = MA
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-42
hitsound = s221, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3
air.hittime = 12
sprpriority = 2
ground.cornerpush.veloff = -6
air.cornerpush.veloff = -12.6
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 500)
trigger1 = command = "Enmazuki"
value = 2400


[State -1, SC Rasetsu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Rasetsujin"
value = 1500


[State -1, SC B_Sho 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Bakuryu_x"
value = 2050

[State -1, SC B_Sho 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Bakuryu_y"
value = 2053

[State -1, SC B_Sho 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Bakuryu_z"
value = 2058


[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura_x"
value = 1100

[State -1, SC Homura 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Homura_y"
value = 1103

[State -1, SC Homura 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Homura_z"
value = 1105


[State -1, SC Jum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji_a"
value = 2100

[State -1, SC Jum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Jumonji_b"
value = 2150

[State -1, SC Jum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Jumonji_c"
value = 2125


[State -1, SC Ichim 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_x"
value = 1000

[State -1, SC Ichim 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_y"
value = 1005

[State -1, SC Ichim 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_z"
value = 1010



[State -1, SC Rask 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_a"
value = 1300

[State -1, SC Rask 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_b"
value = 1301

[State -1, SC Rask 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_c"
value = 1302

[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440



[State 400, Elbow]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command != "holddown"
value = 225

[State 400, Body Check]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown" || command = "z" && command = "holddown" && command = "holdback" || command = "z" && command = "holddown" && command = "holdfwd"
value = 226


;[State 208, Link 206]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = (command = "b") && (command != "holddown") && (command != "holdfwd")
;value = 206

;[State 208, Link 215]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = (command = "a") && (command = "holddown")
;value = 215


[State 400, Link 210]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && (command != "holddown")  && (command != "holdfwd")
value = 210


[State 400, Link 410]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && (command = "holddown")  && (command != "holdfwd")
value = 410

;[State 208, Step Kick]
;type = ChangeState
;triggerall = movecontact > 0
;trigger1 = command = "Step Kick"
;value = 217

;[State 208, 3]
;type = CtrlSet
;trigger1 = Time = 5
;value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching Medium punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 35
ctrl = 0
anim = 410
sprpriority = 2

[State 410, VarAdd]
type = VarAdd
trigger1 = var(20) < 190 && moveguarded
v = 20    ;fv =
value = 1

[State 410, VarAdd]
type = VarAdd
trigger1 = var(20) >= 190 && movehit
v = 20    ;fv =
value = -190


[State 215, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
value = 2000,2
volume = -3

[State 410, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = AnimElem = 3
attr = C, NA
damage    = 32
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 9,11
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-55
hitsound   = s500,2
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4
air.hittime = 15
ground.cornerpush.veloff = -6.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = -6.5
airguard.cornerpush.veloff = -8.5
sprpriority = 2
envshake.time = 3
envshake.ampl = 4


[State 410, 3]
type = HitDef
triggerall = var(9) = 0
trigger1 = AnimElem = 5
attr = C, NA
damage    = 32
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 9,11
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-83
hitsound   = s500,2
guardsound = s150,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
air.hittime = 15
ground.velocity = -7
air.velocity = -3,-4
ground.cornerpush.veloff = -6.5
guard.cornerpush.veloff = -8.5
air.cornerpush.veloff = -6.5
airguard.cornerpush.veloff = -8.5
sprpriority = 2
envshake.time = 3
envshake.ampl = 4


[State 410, 1 Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = AnimElem = 3
attr = C, NA
damage    = 42
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 11,13
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-55
hitsound   = s500,2
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -7
air.velocity = -3,-4
air.hittime = 18
forcestand = 1
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -8
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 410, 2 Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = AnimElem = 5
attr = C, NA
damage    = 42
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 11,13
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-83
hitsound   = s500,2
guardsound = s150,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 19
air.hittime = 19
ground.velocity = -7
air.velocity = -3,-4
ground.cornerpush.veloff = -8
air.cornerpush.veloff = -8
forcestand = 1
sprpriority = 2
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 410, 1 Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 190
trigger1 = AnimElem = 3
attr = C, NA
damage    = 17
animtype  = Medium
hitflag = MAF
;guardflag = MA
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-55
hitsound = s221, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -7
air.velocity = -3,-4
air.hittime = 15
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -6.5
sprpriority = 2
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 410, 2 Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 190
trigger1 = AnimElem = 5
attr = C, NA
damage    = 16
animtype  = Medium
hitflag = MAF
;guardflag = MA
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-83
hitsound = s221, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
air.hittime = 15
ground.velocity = -7
air.velocity = -3,-4
ground.cornerpush.veloff = -6.5
air.cornerpush.veloff = -6.5
sprpriority = 2
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 410, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "CMP_Slash"
ID = 411
stateno = 411
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0



[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 500)
trigger1 = command = "Enmazuki"
value = 2400


[State -1, SC Rasetsu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Rasetsujin"
value = 1500


[State -1, SC B_Sho 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Bakuryu_x"
value = 2050


[State -1, SC B_Sho 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Bakuryu_y"
value = 2053

[State -1, SC B_Sho 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Bakuryu_z"
value = 2058


[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura_x"
value = 1100

[State -1, SC Homura 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Homura_y"
value = 1103

[State -1, SC Homura 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Homura_z"
value = 1105




[State -1, SC Jum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji_a"
value = 2100

[State -1, SC Jum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Jumonji_b"
value = 2150

[State -1, SC Jum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Jumonji_c"
value = 2125


[State -1, SC Ichim 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_x"
value = 1000

[State -1, SC Ichim 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_y"
value = 1005

[State -1, SC Ichim 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_z"
value = 1010


[State -1, SC Rask 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_a"
value = 1300

[State -1, SC Rask 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_b"
value = 1301

[State -1, SC Rask 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_c"
value = 1302

[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440



[State 410, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 200, 13

[State 410, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 50, 0



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

;----------------------------------------------------------------------
;CMP - Slash
[Statedef 411]
type = A
movetype = A
physics = N
velset = 0,0
anim = 415
ctrl = 0
sprpriority = 7

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, animelem = 4
value = 416

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, animelem = 5
value = 417


[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, animelem = 7 || parent, movetype = H || parent, anim != 410

;---------------------------------------------------------------------------
;Crouching heavy punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 55
ctrl = 0
anim = 420
sprpriority = 2

[State 420, VarAdd]
type = VarAdd
trigger1 = var(20) < 180 && moveguarded
v = 20    ;fv =
value = 1


[State 420, VarAdd]
type = VarAdd
trigger1 = var(20) >= 180 && movehit
v = 20    ;fv =
value = -180

[State 420, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = C, NA
damage    = 50
priority  = 3
animtype  = heavy
hitflag = MAF
guardflag = L
pausetime = 10,12
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,-42
hitsound   = s500,2
guardsound = s150,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
air.hittime = 18
ground.velocity = -8
air.velocity = -4.5,-3
ground.cornerpush.veloff = -13
guard.cornerpush.veloff = -14
air.cornerpush.veloff = -14
airguard.cornerpush.veloff = -14
envshake.time = 5
envshake.ampl = 5

[State 420, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = C, NA
damage    = 60
priority  = 3
animtype  = heavy
hitflag = MAF
guardflag = L
pausetime = 10,13
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,-42
hitsound   = s500,2
guardsound = s150,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 25
air.hittime = 25
ground.velocity = -10
air.velocity = -6,-4
ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 420, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 180
trigger1 = Time = 0
attr = C, NA
damage    = 25
priority  = 4,hit
animtype  = heavy
hitflag = MAF
;guardflag = L
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-42
hitsound = s221, 0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
air.hittime = 18
ground.velocity = -8
air.velocity = -4.5,-3
ground.cornerpush.veloff = 13
air.cornerpush.veloff = -13
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 420, Width]
type = Width
trigger1 = movecontact = 1
value = 5,0


[State 420, Yell]
type = PlaySnd
trigger1 = Time = 4
value = 200, 10



[State 420, 1]
type = PlaySnd
trigger1 = Time = 4
value = 300, 0


[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 430


[State 400, VarAdd]
type = VarAdd
trigger1 = var(20) < 200 && moveguarded
v = 20    ;fv =
value = 1



[State 400, VarAdd]
type = VarAdd
trigger1 = var(20) >= 200 && movehit
v = 20    ;fv =
value = -200


[State 430, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,0
volume = -3

[State 430, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = C, NA
damage    = ifelse((prevstateno = 231),9,20)
animtype  = Light
hitflag = MAF
guardflag = LA
pausetime = 2,5
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-8
hitsound   = s275,5
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
air.hittime = 12
ground.velocity = -6
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -6
airguard.cornerpush.veloff = -6.6
envshake.time = 2
envshake.ampl = 4

[State 430, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = C, NA
damage    = 30
animtype  = Light
hitflag = MAF
guardflag = LA
pausetime = 2,3
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-8
hitsound   = s275,5
guardsound = s150,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
air.hittime = 15
ground.velocity = -7
air.velocity = -3,-3.5
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -6
airguard.cornerpush.veloff = -6.6
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 430, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
Trigger1 = var(20) >= 200
trigger1 = Time = 0
attr = C, NA
damage    = 10
animtype  = Light
hitflag = MAF
;guardflag = LA
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-8
hitsound = s221, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
air.hittime = 12
ground.velocity = -6
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 500)
trigger1 = command = "Enmazuki"
value = 2400


[State -1, SC Rasetsu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Rasetsujin"
value = 1500


[State -1, SC B_Sho 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Bakuryu_x"
value = 2050

[State -1, SC B_Sho 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Bakuryu_y"
value = 2053

[State -1, SC B_Sho 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Bakuryu_z"
value = 2058


[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura_x"
value = 1100

[State -1, SC Homura 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Homura_y"
value = 1103

[State -1, SC Homura 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Homura_z"
value = 1105


[State -1, SC Jum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji_a"
value = 2100

[State -1, SC Jum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Jumonji_b"
value = 2150

[State -1, SC Jum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Jumonji_c"
value = 2125

[State -1, SC Ichim 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_x"
value = 1000

[State -1, SC Ichim 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_y"
value = 1005

[State -1, SC Ichim 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_z"
value = 1010



[State -1, SC Rask 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_a"
value = 1300

[State -1, SC Rask 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_b"
value = 1301

[State -1, SC Rask 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_c"
value = 1302

[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440


[State 430, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && (command != "holddown")
value = 240


[State 430, Link 430]
type = ChangeState
triggerall = movecontact > 0 && time >= 7
trigger1 = (command = "a") && (command = "holddown")
value = 430



[State 430, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && (command = "holddown")
value = 440


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

;---------------------------------------------------------------------------
;Crouching Medium kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 35
ctrl = 0
anim = 440
sprpriority = 0

[State 440, VarAdd]
type = VarAdd
trigger1 = var(20) < 190 && moveguarded
v = 20    ;fv =
value = 1



[State 440, VarAdd]
type = VarAdd
trigger1 = var(20) >= 190 && movehit
v = 20    ;fv =
value = -190

[State 440, SprPriority]
type = SprPriority
trigger1 = animelem = 7
value = 1

[State 440, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = C, NA
damage    = 35
animtype  = medium
hitflag = MAF
guardflag = L
pausetime = 9,11
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-8
hitsound   = s275,4
guardsound = s150,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -5
air.hittime = 16
air.velocity = -2,-3
p2facing = 1
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -13.5
air.cornerpush.veloff = -12
airguard.cornerpush.veloff = -13.5
envshake.time = 3
envshake.ampl = 4


[State 440, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = C, NA
damage    = 45
animtype  = medium
hitflag = MAF
guardflag = L
pausetime = 9,11
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-8
hitsound   = s275,4
guardsound = s150,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 20
ground.velocity = -5
air.hittime = 20
air.velocity = -3,-3
p2facing = 1
ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6



[State 440, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 190
trigger1 = Time = 0
attr = C, NA
damage    = 17
animtype  = medium
hitflag = MAF
;guardflag = L
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-8
hitsound = s221, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 16
ground.velocity = -5
air.hittime = 16
air.velocity = -2,-3
p2facing = 1
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 4440, vocal]
type = PlaySnd
trigger1 = animelem = 1
value =  200, 13

[State 440, kick]
type = PlaySnd
trigger1 = animelem = 1
value = 2000, 2

[State -1, SC Enma]
type = ChangeState
triggerall = movecontact > 0 && (power >= 500)
trigger1 = command = "Enmazuki"
value = 2400


[State -1, SC Rasetsu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Rasetsujin"
value = 1500


[State -1, SC B_Sho 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Bakuryu_x"
value = 2050

[State -1, SC B_Sho 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Bakuryu_y"
value = 2053

[State -1, SC B_Sho 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Bakuryu_z"
value = 2058


[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura_x"
value = 1100

[State -1, SC Homura 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Homura_y"
value = 1103

[State -1, SC Homura 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Homura_z"
value = 1105


[State -1, SC Jum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji_a"
value = 2100

[State -1, SC Jum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Jumonji_b"
value = 2150

[State -1, SC Jum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Jumonji_c"
value = 2125


[State -1, SC Ichim 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_x"
value = 1000

[State -1, SC Ichim 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_y"
value = 1005

[State -1, SC Ichim 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Ichimonji_z"
value = 1010



[State -1, SC Rask 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_a"
value = 1300

[State -1, SC Rask 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_b"
value = 1301

[State -1, SC Rask 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Rasen_Kyaku_c"
value = 1302

[State -1, SC Kage 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_a"
value = 1400

[State -1, SC Kage 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_b"
value = 1425

[State -1, SC Kage 3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Kagero_c"
value = 1440


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

;---------------------------------------------------------------------------
;Step Kick
[Statedef 460]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 60
ctrl = 0
anim = 460
velset = 0,0

[State 440, VarAdd]
type = VarAdd
trigger1 = var(20) < 180 && moveguarded
v = 20    ;fv =
value = 1



[State 440, VarAdd]
type = VarAdd
trigger1 = var(20) >= 180 && movehit
v = 20    ;fv =
value = -180




[State 460, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 8
y = 0


[State 469, PosAdd]
type = PosAdd
trigger1 = animelem = 3
x = 8
y = 0


[State 460, 2]
type = PlaySnd
trigger1 = Time = 1
value = 210, 2

[State 460, 3]
type = PlaySnd
trigger1 = Time = 1
value = 200, 13

[State 460, Hit]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = C, NA
damage    = 54
hitflag = MA
guardflag = MA
pausetime = 9,7
animtype = up
air.animtype = up
sparkno = s9910
guard.sparkno = s9915
sparkxy = -5,-60
hitsound   = s275,0
guardsound = s150,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-8.5  ; -3.5,-7
guard.velocity = -7
air.velocity = -1.5,-8
p2facing = 1
forcestand = 1
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 40      ;40 ticks before p2 can recover from fall
ground.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
air.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13
envshake.time = 5
envshake.ampl = 5

[State 460, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = C, NA
damage    = 64
hitflag = MA
guardflag = MA
pausetime = 13,11
animtype = heavy
air.animtype = heavy
sparkno = s9910
guard.sparkno = s9915
sparkxy = -5,-10
hitsound   = s150,10
guardsound = s150,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5,-11  ; -3.5,-7
guard.velocity = -7
air.velocity = -2,-10.5
p2facing = 1
forcestand = 1
fall = 1                   ;Make p2 fall down
fall.recover = 0      ;40 ticks before p2 can recover from fall
ground.cornerpush.veloff = -14
air.cornerpush.veloff = -14
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 460, Fall Hit]
type = HitDef
triggerall = enemynear, stateno = [5020,5071]
trigger1 = Time = 0
attr = C, NA
damage    = 54
hitflag = MAF
guardflag = MA
pausetime = 9,7
animtype = heavy
air.animtype = heavy
sparkno = s9910
guard.sparkno = s9915
sparkxy = -5,-60
hitsound   = s275,0
guardsound = s150,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1,-2  ; -3.5,-7
guard.velocity = -7
air.velocity = -1.5,-2
p2facing = 1
forcestand = 1
fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 40      ;40 ticks before p2 can recover from fall
ground.cornerpush.veloff = -13
guard.cornerpush.veloff = -13
air.cornerpush.veloff = -13
airguard.cornerpush.veloff = -13
envshake.time = 5
envshake.ampl = 5


[State 460, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 180
trigger1 = Time = 0
attr = C, NA
damage    = 26
hitflag = MAF
;guardflag = MA
pausetime = 20,35
animtype = heavy
air.animtype = heavy
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -5,-10
hitsound = s221, 0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -1.5
guard.velocity = -7
air.velocity = -2,-5
ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8



[State 460, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Gun (Prepare)
[Statedef 450]
type    = C
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 450
sprpriority = 2

[State 450, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 451

;---------------------------------------------------------------------------
; Crouching Gun (Hold)
[Statedef 451]
type    = C
movetype= A
physics = C
poweradd= 0
ctrl = 0
velset = 0,0
anim = 451
sprpriority = 2

;[State 231, 1]
;type = PlaySnd
;trigger1 = Time = 2
;value = 0, 1



[State 451, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 452


;---------------------------------------------------------------------------
; Crouching Gun (Fired)
[Statedef 452]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= ifelse((prevstateno = 731),0,55)
ctrl = 0
velset = 0,0
anim = 452

[State 440, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1



[State 440, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175



[State 452, VelSet]
type = VelSet
trigger1 = animelem = 2
x = -3

[State 452, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 600, 1

[State 452, Projectile]
type = Projectile
triggerall = var(9) = 0
Triggerall = Prevstateno = 451
trigger1 = Time = 0
ProjID = 230
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 87,-20
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
guardflag = LP         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 52, 8
pausetime = 10,10
sparkno = s9911
guard.sparkno = s9915
sparkxy = -10,-10
hitsound   = 5,1
guardsound = s150,0
ground.type = trip
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = 0, -5
air.velocity = 0,-3.5
sprpriority = 5
fall = 1
fall.recover = 0             ;Prevent p2 from recovering
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
airguard.cornerpush.veloff = -12
envshake.time = 5
envshake.ampl = -15

[State 452, Projectile Counter]
type = Projectile
triggerall = var(9) = 1
Triggerall = Prevstateno = 451
trigger1 = Time = 0
ProjID = 230
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 87,-20
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
guardflag = LP         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 62, 8
pausetime = 10,10
sparkno = s9911
guard.sparkno = s9915
sparkxy = -10,-10
hitsound   = 5,1
guardsound = s150,0
ground.type = trip
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = 0, -6.5
air.velocity = 0,-4.8
sprpriority = 5
fall = 1
air.fall = 1
fall.recover = 0             ;Prevent p2 from recovering
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
airguard.cornerpush.veloff = -12
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6



[State 452, Projectile Break]
type = Projectile
Triggerall = enemynear, stateno = [130,155]
Triggerall = Prevstateno = 451
trigger1 =  var(20) >= 175
trigger1 = Time = 0
ProjID = 230
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 87,-20
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
;guardflag = LP         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 26, 4
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-10
hitsound = s221, 0
ground.type = Low
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -2
air.velocity = -2,-3.5
sprpriority = 5
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 452, Projectile Ultimate]
type = Projectile
Triggerall = Prevstateno = 731
trigger1 = Time = 0
ProjID = 730
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
getpower = 0
offset = 87,-20
postype = p1         ;p2,front,back,left,right
attr = S,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAFP        ;HLAFD+-
;guardflag = LP         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 52, 8
pausetime = 10,10
sparkno = s9911
guard.sparkno = s9915
sparkxy = -10,-10
hitsound   = 5,1
guardsound = s150,0
ground.type = trip
ground.slidetime = 6
ground.hittime  = 18
ground.velocity = -2, -5
air.velocity = -2,-3.5
fall = 1
fall.recover = 0
sprpriority = 5
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -6.6
envshake.time = 5
envshake.ampl = -15

[State 452, Explod]
type = Explod
trigger1 = animelem= 1
anim = 253
pos = 87,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
scale = 1,1
sprpriority = 4
removeongethit = 0



[State 452, EnvShake]
type = EnvShake
trigger1 = animelem =1
time = 5
freq = 60
ampl = -15
phase = 150


[State 452, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
;Upper Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 28
ctrl = 0
anim = 600


[State 600, VarAdd]
type = VarAdd
trigger1 = var(20) < 185 && moveguarded
v = 20    ;fv =
value = 1



[State 600, VarAdd]
type = VarAdd
Triggerall = animelem = 3 || animelem = 4
trigger1 = var(20) >= 185 && movehit
v = 20    ;fv =
value = -185


[State 215, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,0
volume = -3


[State 600, 1st Hit]
type = HitDef
Triggerall = var(9) = 0
trigger1 = animelem = 3
attr = A, NA
damage    = 20
Hitflag = MAF
guardflag = HA
animtype  = light
priority = 3
pausetime = 7,9
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-58
hitsound   = s275,5
guardsound = s150,0
ground.type = High
ground.slidetime = 8
ground.hittime = 12
air.hittime = 12
ground.velocity = -4
air.velocity = -2, -2;-1,((vel y)-.01);-.5, -3 ;-1, -2; ((vel y)-.1)
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -4
airguard.cornerpush.veloff = -6.6
envshake.time = 2
envshake.ampl = 4


[State 600, 2nd Hit]
type = HitDef
Triggerall = var(9) = 0
trigger1 = animelem = 4
attr = A, NA
damage    = 20
Hitflag = MAF
guardflag = HA
animtype  = up
priority = 3
pausetime = 7,9
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-58
hitsound   = s275,5
guardsound = s150,0
ground.type = high
air.type = high
ground.slidetime = 8
ground.hittime = 14
air.hittime = 14
Fall = 1
air.Fall = 1
fall.recover = 1
fall.recovertime = 10
ground.velocity = -2, -5
air.velocity = -2, -6.5;-1,((vel y)-.01);-.5, -3 ;-1, -2; ((vel y)-.1)
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -4
airguard.cornerpush.veloff = -6.6
envshake.time = 2
envshake.ampl = 4


[State 600, 1st Hit Counter]
type = HitDef
Triggerall = var(9) = 1
trigger1 = animelem = 3
attr = A, NA
damage    = 30
Hitflag = MAF
guardflag = HA
animtype  = up
priority = 3
pausetime = 8,11
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-58
hitsound   = s275,5
guardsound = s150,0
ground.type = high
air.type = high
ground.slidetime = 8
ground.hittime = 15
air.hittime = 15
Fall = 1
air.Fall = 1
fall.recover = 1
fall.recovertime = 10
ground.velocity = -2, -5
air.velocity = -2, -5;-1,((vel y)-.01);-.5, -3 ;-1, -2; ((vel y)-.1)
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 600, 2nd Hit Counter]
type = HitDef
Triggerall = var(9) = 1
trigger1 = animelem = 4
attr = A, NA
damage    = 30
Hitflag = MAF
guardflag = HA
animtype  = up
priority = 3
pausetime = 8,11
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-58
hitsound   = s275,5
guardsound = s150,0
ground.type = high
air.type = high
ground.slidetime = 8
ground.hittime = 16
air.hittime = 16
fall = 1
air.fall = 1
fall.recover = 0
ground.velocity = -2, -7.5
air.velocity = -2, -7.5;-1,((vel y)-.01);-.5, -3 ;-1, -2; ((vel y)-.1)
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 600, 1st Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
Trigger1 = var(20) >= 185
trigger1 = animelem = 3
attr = A, NA
damage    = 20
Hitflag = MAF
;guardflag = HA
animtype  = light
priority = 3,hit
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-58
hitsound = s221, 0
ground.type = High
ground.slidetime = 8
ground.hittime = 12
air.hittime = 12
ground.velocity = -4
air.velocity = -2
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 600, 2nd Hit Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
Trigger1 = var(20) >= 185
trigger1 = animelem = 4
attr = A, NA
damage    = 20
Hitflag = MAF
;guardflag = HA
animtype  = up
priority = 3,hit
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-58
hitsound = s221, 0
ground.type = high
air.type = high
ground.slidetime = 8
ground.hittime = 14
air.hittime = 14
ground.velocity = -2
air.velocity = -2, -3.5;-1,((vel y)-.01);-.5, -3 ;-1, -2; ((vel y)-.1)
ground.cornerpush.veloff = -4
air.cornerpush.veloff = -4
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State -1, SC Ajum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Air Jumonji_a"
value = 2200

[State -1, SC Ajum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Air Jumonji_b"
value = 2210


[State -1, SC Ajum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Air Jumonji_c"
value = 2205




[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 660


;---------------------------------------------------------------------------
;Jumping Weak Punch
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 605
sprpriority = 2

[State 605, VarAdd]
type = VarAdd
trigger1 = var(20) < 200 && moveguarded
v = 20    ;fv =
value = 1


[State 605, VarAdd]
type = VarAdd
trigger1 = var(20) >= 200 && movehit
v = 20    ;fv =
value = -200

[State 605, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 250,0
volume = -3

[State 605, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = A, NA
damage    = 26
Hitflag = MAF
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s9900
guard.sparkno = s9915
sparkxy = -10,-58
hitsound   = s500,0
guardsound = s150,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
air.hittime = 12
ground.velocity = -4
air.velocity = -2, -3.5 ;((vel y)-.1)
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -9
airguard.cornerpush.veloff = -12
envshake.time = 2
envshake.ampl = 4

[State 605, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = A, NA
damage    = 16
Hitflag = MAF
guardflag = HA
priority = 3
pausetime = 7,8
sparkno = s9900
sparkxy = -10,-58
hitsound = s221, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 15
air.hittime = 15
ground.velocity = -4
air.velocity = -2, -3.5 ;((vel y)-.1)
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 605, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 200
trigger1 = Time = 0
attr = A, NA
damage    = 12
Hitflag = MAF
;guardflag = HA
priority = 3,hit
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-58
hitsound = s221, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
air.hittime = 12
ground.velocity = -4
air.velocity = -2, -3.5 ;((vel y)-.1)
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 605, 1] ;Gravity
type = posadd
trigger1 = movecontact > 0 && p2statetype = A
y = -3


[State -1, SC Ajum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Air Jumonji_a"
value = 2200

[State -1, SC Ajum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Air Jumonji_b"
value = 2210


[State -1, SC Ajum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Air Jumonji_c"
value = 2205


[State -1, SC Aichi 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Air Ichimonji_x"
value = 1050

[State -1, SC Aichi 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Air Ichimonji_y"
value = 1060

[State -1, SC Aichi 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Air Ichimonji_z"
value = 1070


[State 605, Link 610]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y")
value = 610


[State 605, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 35
ctrl = 0
anim = 610

[State 610, VarAdd]
type = VarAdd
trigger1 = var(20) < 190 && moveguarded
v = 20    ;fv =
value = 1

[State 610, VarAdd]
type = VarAdd
trigger1 = var(20) >= 190 && movehit
v = 20    ;fv =
value = -190




[State 610, 3]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = A, NA
damage = 38
Hitflag = MAF
guardflag = HA
priority = 4
pausetime = 9,11
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-55
hitsound   = s500,1
guardsound = s150,0
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 16
air.hittime = 16
ground.velocity = -7
air.velocity = -3, -4.5; ((vel y)-.05)
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -12
airguard.cornerpush.veloff = -15
sprpriority = 2
envshake.time = 3
envshake.ampl = 4

[State 610, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = A, NA
damage = 48
Hitflag = MAF
guardflag = HA
priority = 4
pausetime = 11,13
sparkno = s9905
guard.sparkno = s9915
sparkxy = -10,-55
hitsound   = s500,1
guardsound = s150,0
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 20
air.hittime = 20
ground.velocity = -7
air.velocity = -3, -4.5; ((vel y)-.05)
ground.cornerpush.veloff = -13
air.cornerpush.veloff = -13
sprpriority = 2
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 610, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 190
trigger1 = Time = 0
attr = A, NA
damage = 19
Hitflag = MAF
;guardflag = HA
priority = 4, hit
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-55
hitsound = s221, 0
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 16
air.hittime = 16
ground.velocity = -7
air.velocity = -3, ifelse((prevstateno = 600),(vel y)-.05,-4.5)
ground.cornerpush.veloff = -12
air.cornerpush.veloff = -12
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 610, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,2
volume = -3

[State 610, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "JMP_Slash"
ID = 610
stateno = 615
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1


[State 610, 2]
type = PlaySnd
trigger1 = animelem = 9
value = 50, 0

[State 610, 1] ;Gravity
type = posadd
triggerall = prevstateno = 600
trigger1 = movecontact > 0 && p2statetype = A
y = -5; -.5
yaccel = -.2

[State -1, SC Ajum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Air Jumonji_a"
value = 2200


[State -1, SC Ajum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Air Jumonji_b"
value = 2210


[State -1, SC Ajum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Air Jumonji_c"
value = 2205


[State 610, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 660

;---------------------------------------------------------------------------
;Forward Jump Medium Slice
[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 50
ctrl = 0
anim = 611

[State 610, VarAdd]
type = VarAdd
trigger1 = var(20) < 185 && moveguarded
v = 20    ;fv =
value = 1

[State 610, VarAdd]
type = VarAdd
trigger1 = var(20) >= 185 && movehit
v = 20    ;fv =
value = -185


[State 611, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 2000,4
volume = -3

[State 611, 3]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = A, NA
damage = 40
Hitflag = MAF
guardflag = HA
priority = 4, hit
pausetime = 9,12
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,-55
hitsound   = s500,2
guardsound = s150,0
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
air.hittime = 17
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1
sprpriority = 3
ground.cornerpush.veloff = -15
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -15
airguard.cornerpush.veloff = -17
envshake.time = 4
envshake.ampl = 5


[State 611, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = A, NA
damage = 50
Hitflag = MAF
guardflag = HA
priority = 4, hit
pausetime = 12,15
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,-55
hitsound   = s500,2
guardsound = s150,0
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
air.hittime = 17
ground.velocity = -5, -3
air.velocity = -4.5,-5
air.fall = 1
Fall = 1
fall.recover = 0
ground.cornerpush.veloff = -15
guard.cornerpush.veloff = -17
air.cornerpush.veloff = -15
airguard.cornerpush.veloff = -17
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 611, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 185 && time = 0
attr = A, NA
damage = 20
Hitflag = MAF
;guardflag = HA
priority = 4, hit
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-55
hitsound   = s150,10
guardsound = s150,10
animtype = Medium
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
air.hittime = 17
ground.velocity = -5
air.velocity = -3,-4
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 611, 2]
type = PlaySnd
trigger1 = animelem = 9
value = 50, 0

[State 210, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 13


[State 610, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "FJMP_Slash"
ID = 611
stateno = 617
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 1


[State 611, End]
type = changestate
trigger1 = animtime = 0
value = 660
ctrl = 0

[State 611, End]
type = changestate
trigger1 = pos y >= 0
value = 52
ctrl = 0

;----------------------------------------------------------------------
;JMP - Slash
[Statedef 615]
type = A
movetype = A
physics = N
velset = 0,0
anim = 615
ctrl = 0
sprpriority = 7

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, animelem = 6
value = 616

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, animelem = 8 || parent, movetype = H || parent, pos Y >= 0


;----------------------------------------------------------------------
;JFMP - Slash
[Statedef 617]
type = A
movetype = A
physics = N
velset = 0,0
anim = 617
ctrl = 0
sprpriority = 7

[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 9999
facing = 1
pos = 0,0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = parent, animelem = 6
value = 618

[State 0, DestroySelf]
type = DestroySelf
trigger1 = parent, animelem = 8 || parent, movetype = H || parent, pos Y >= 0


;---------------------------------------------------------------------------
;Jumping Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 55
ctrl = 0
anim = 620

[State 620, VarAdd]
type = VarAdd
trigger1 = var(20) < 180 && moveguarded
v = 20    ;fv =
value = 1

[State 620, VarAdd]
type = VarAdd
trigger1 = var(20) >= 180 && movehit
v = 20    ;fv =
value = -180

[State 620, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = Time = 0
attr = A, NA
animtype = heavy
damage    = 42
Hitflag = MAF
guardflag = HA
priority = 5, hit
pausetime = 10,12
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,-58
hitsound   = s500,2
guardsound = s150,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
air.hittime = 20
ground.velocity = -7
air.velocity = -5,-1.5
sprpriority = 3
ground.cornerpush.veloff = -13
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -13
airguard.cornerpush.veloff = -15
envshake.time = 5
envshake.ampl = 5

[State 620, 2]
type = HitDef
triggerall = var(9) = 1
trigger1 = Time = 0
attr = A, NA
animtype = heavy
damage    = 52
Hitflag = MAF
guardflag = HA
priority = 5, hit
pausetime = 10,12
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,-58
hitsound   = s500,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 25
air.hittime = 25
ground.velocity = -9
air.velocity = -6,4.5
sprpriority = 3
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = -13
guard.cornerpush.veloff = -15
air.cornerpush.veloff = -13
airguard.cornerpush.veloff = -15
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6


[State 620, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 180
trigger1 = Time = 0
attr = A, NA
animtype = heavy
damage    = 21
Hitflag = MAF
;guardflag = HA
priority = 5, hit
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-58
hitsound = s221, 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 20
air.hittime = 20
ground.velocity = -7
air.velocity = -5,3
sprpriority = 3
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 620, Width]
type = Width
trigger1 = time = 0
value = 10,4

[State 620, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 10

[State 620, 1]
type = PlaySnd
trigger1 = Time = 3
value = 300, 0

[State 620, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 660


;---------------------------------------------------------------------------
;Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630

[State 620, VarAdd]
type = VarAdd
trigger1 = var(20) < 200 && moveguarded
v = 20    ;fv =
value = 1

[State 620, VarAdd]
type = VarAdd
trigger1 = var(20) >= 200 && movehit
v = 20    ;fv =
value = -200


[State 620, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,0
volume = -3

[State 630, 1]
type = PlaySnd
trigger1 = Animelem = 2
value = 200, 3

[State 630, 2]
type = HitDef
triggerall = var(9) = 0
trigger1 = animelem = 6
attr = A, NA
damage = 25
Hitflag = MAF
guardflag = HA
priority = 3
animtype = light
pausetime = 8,9
sparkno = s9900
guard.sparkno = s9915
sparkxy = -5,-35
hitsound   = s275,5
guardsound = s150,0
ground.type = low
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -4
air.velocity= -3, -3.5; ((vel y)-.1)
air.hittime = 12
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -9
airguard.cornerpush.veloff = -12
envshake.time = 2
envshake.ampl = 4

[State 630, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = animelem = 6
attr = A, NA
damage = 35
Hitflag = MAF
guardflag = HA
priority = 3
animtype = light
pausetime = 8,9
sparkno = s9900
guard.sparkno = s9915
sparkxy = -5,-35
hitsound   = s275,5
ground.type = low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.velocity= -3, -3.5; ((vel y)-.1)
air.hittime = 15
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 630, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 200
trigger1 = animelem = 6
attr = A, NA
damage = 25
Hitflag = MAF
;guardflag = HA
priority = 3, hit
animtype = light
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -5,-35
hitsound = s221, 0
ground.type = low
ground.slidetime = 7
ground.hittime  = 12
ground.velocity = -4
air.velocity= -2, -2.5; ((vel y)-.1)
air.hittime = 12
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -9
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State -1, SC Ajum 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Air Jumonji_a"
value = 2200


[State -1, SC Ajum 2]
type = ChangeState
triggerall = movecontact > 0 && (power >= 2000)
trigger1 = command = "Air Jumonji_b"
value = 2210


[State -1, SC Ajum 3]
type = ChangeState
triggerall = movecontact > 0 && (power >= 3000)
trigger1 = command = "Air Jumonji_c"
value = 2205

[State -1, SC Aichi 1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Air Ichimonji_x"
value = 1050

[State -1, SC Aichi 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Air Ichimonji_y"
value = 1060

[State -1, SC Aichi 2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Air Ichimonji_z"
value = 1070

[State 620, Link 640]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && (command = "holdup") || (command = "b") && (command = "holdup") && (command = "holdfwd") || (command = "b") && (command = "holdup") && (command = "holdback")
value = 640

[State 620, Link 645]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && (command != "holdup")
value = 645


[State 620, Link 650]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && (command != "holdfwd") && (command != "holddown")
value = 650


[State 620, Link 652]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && (command = "holdfwd") && (command != "holddown")
value = 652

[State 620, Link 656]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && (command != "holdfwd") && (command = "holddown")
value = 656


[State 620, 3]
type = ChangeState
trigger1 = time = 25
value = 660

[State 620, 3]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52

;---------------------------------------------------------------------------
;Launching Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 45
ctrl = 0
anim = 640
sprpriority = 2

[State 640, VarAdd]
type = VarAdd
trigger1 = var(20) < 185 && moveguarded
v = 20    ;fv =
value = 1

[State 640, VarAdd]
type = VarAdd
trigger1 = var(20) >= 185 && movehit
v = 20    ;fv =
value = -185

[State 640, Kick]
type = PlaySnd
trigger1 = animelem = 2
value = 2000, 2

[State 245, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200, 13


[State 640, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, NA
damage = 40
animtype = up
hitflag =MAF
guardflag = HA
priority = 3, hit
pausetime = 10,12
sparkno = s9905
guard.sparkno = s9915
sparkxy = -5,-35
hitsound   = s275,4
guardsound = s150,0
ground.type = High
ground.slidetime = 8
ground.hittime  = 17
ground.velocity = -2.5, -7
air.velocity= -2.5, -7 ;((vel y)-.05)
air.hittime = 17
Fall = 1
Air.Fall = 1
Fall.Recovertime = 40
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -9
airguard.cornerpush.veloff = -12
envshake.time = 3
envshake.ampl = 3

[State 640, Counter]
type = HitDef
triggerall = var(9) = 1
trigger1 = animelem = 3
attr = A, NA
damage = 50
animtype = up
hitflag =MAF
guardflag = HA
priority = 3, hit
pausetime = 10,13
sparkno = s9905
sparkxy = -5,-35
hitsound   = s275,4
ground.type = High
ground.slidetime = 8
ground.hittime  = 22
ground.velocity = -2.5, -8
air.velocity= -2.5, -8 ;((vel y)-.05)
air.hittime = 22
Fall = 1
Air.Fall = 1
Fall.Recovertime = 50
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -9
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 640, Break]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 185 && animelem = 3
attr = A, NA
damage = 20
animtype = heavy
hitflag =MAF
;guardflag = HA
priority = 3, hit
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -5,-35
hitsound = s221, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 16
ground.velocity = -2.5, -7
air.velocity= -2.5, -7 ;((vel y)-.05)
air.hittime = 16
ground.cornerpush.veloff = -9
air.cornerpush.veloff = -9
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time= 16
envshake.ampl = 8


[State 640, 1] ;Gravity
type = posAdd
trigger1 = movecontact > 0 && p2statetype = A
y = -3
;yaccel = .2



[State 640, 3]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0



;---------------------------------------------------------------------------
;Jumping Medium Kick (Start)
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 4
ctrl = 0
anim = 645


[State 645, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 646

;---------------------------------------------------------------------------
;Jumping Medium Kick
[Statedef 646]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 646


[State 646, VarAdd]
type = VarAdd
trigger1 = var(20) < 190 && moveguarded
v = 20    ;fv =
value = 1

[State 646, VarAdd]
type = VarAdd
trigger1 = var(20) >= 190 && movehit
v = 20    ;fv =
value = -190

[State 645, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2000,2
volume = -3


[State 646, 3]
type = HitDef
Triggerall = var(9) = 0
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = A, NA
damage    = 22
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 8,10
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,-40
hitsound   = s275,0
guardsound = s150,0
animtype = heavy
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
air.hittime = 18
ground.velocity = -6
air.velocity = -3,1
ground.cornerpush.veloff = -7.5
air.cornerpush.veloff = -7.5
guard.cornerpush.veloff = -10
airguard.cornerpush.veloff = -10
envshake.time = 3
envshake.ampl = 4


[State 646, Counter]
type = HitDef
Triggerall = var(9) = 1
trigger1 = animelem = 2
trigger2 = animelem = 3
attr = A, NA
damage    = 32
guardflag = HA
priority = 4
pausetime = 11,13
sparkno = s9910
guard.sparkno = s9915
sparkxy = -10,-40
hitsound   = s275,0
guardsound = s150,0
animtype = heavy
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
air.hittime = 18
ground.velocity = -5
air.velocity = -3,2
Fall = 1
fall.recover = 0
;down.velocity = -4,30
down.hittime = 30
down.bounce = 1
;down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -7.5
air.cornerpush.veloff = -7.5
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 646, B reak]
type = HitDef
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 190 && animelem = 2
trigger2 = var(20) >= 190 && animelem = 3
attr = A, NA
damage    = 10
hitflag = MAF
;guardflag = HA
priority = 4
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -10,-40
hitsound = s221, 0
animtype = heavy
ground.type = High
ground.slidetime = 10
ground.hittime  = 18
air.hittime = 18
ground.velocity = -6
air.velocity = -3,1
ground.cornerpush.veloff = -7.5
air.cornerpush.veloff = -7.5
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 651, 3]
type = ChangeState
trigger1 = animtime = 0
value = 660

;[State 646, 4]
;type = ChangeState
;trigger1 = Time = 17
;value = 1


;---------------------------------------------------------------------------
;Air Gun
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0
anim = 650
sprpriority = 2


[State 650, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = -.05

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

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 654

;---------------------------------------------------------------------------
;Air Gun - Diag. (Pose)
; CNS difficulty: easy
[Statedef 654]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 0
ctrl = 0
anim = 654
sprpriority = 2

[State 654, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = -.05


;[State 654, 1]
;type = PlaySnd
;trigger1 = Time = 1
;value = 0, 0



[State 654, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 651

;------------------------------------------------------------------------------
; Air Gun - Diagonal (Fired)
[Statedef 651]
type = A
movetype= A
physics = A; A
juggle  = 3
ctrl = 0
anim = 651
velset = 0,0
poweradd = 55

[State 646, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1



[State 646, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175




[State 651, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N



[State 651, StateTypeSet]
type = StateTypeSet
trigger1 = time = 12
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N



[State 651, Projectile]
type = Projectile
Triggerall = prevstateno != 740 && prevstateno != 259
Triggerall = var(9) = 0
trigger1 = time = 0
ProjID = 650
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 8
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 45,-40
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
guardflag = HAP         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 55, 8
pausetime = 9,9
sparkno = s9911
guard.sparkno = s9915
sparkxy = 30,30
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -7
air.velocity = -6, -1
air.hittime = 30
;Fall = 1
;fall.recover = 0
down.velocity = -18,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -20, -40;-4, -32
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
envshake.time = 5
envshake.ampl = -15

[State 651, Projectile]
type = Projectile
Triggerall = prevstateno != 740 && prevstateno != 259
Triggerall = var(9) = 1
trigger1 = time = 0
ProjID = 650
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 8
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 45,-40
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
guardflag = HAP         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 65, 8
pausetime = 11,11
sparkno = s9911
guard.sparkno = s9915
sparkxy = 20,20
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -5, -2
air.velocity = -5, 3
air.hittime = 22
Fall = 1
air.fall = 1
fall.recover = 0
down.velocity = -18,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -20, -40;-4, -32
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 651, Break]
type = Projectile
Triggerall = prevstateno != 740 && prevstateno != 259
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
ProjID = 650
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 8
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 45,-40
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
;guardflag = HAP         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 27, 4
pausetime = 20,35
sparkno = s9910
guard.sparkno = s9915
sparkxy = 20,20
hitsound   = s150,10
guardsound = s150,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -7
air.velocity = -5, -1
air.hittime = 30
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 651, Gun Hold]
type = Projectile
Triggerall = prevstateno = 259
Triggerall = var(9) = 0
trigger1 = time = 0
ProjID = 650
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 8
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 45,-40
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 90
pausetime = 9,9
sparkno = s9911
guard.sparkno = s9915
sparkxy = 30,30
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -7
air.velocity = -5, 3
air.hittime = 30
;Fall = 1
;fall.recover = 0
down.velocity = -18,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -20, -40;-4, -32
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
envshake.time = 5
envshake.ampl = -15

[State 651, Projectile]
type = Projectile
Triggerall = prevstateno = 259
Triggerall = var(9) = 1
trigger1 = time = 0
ProjID = 650
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 8
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 45,-40
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 100
pausetime = 11,11
sparkno = s9911
guard.sparkno = s9915
sparkxy = 20,20
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 22
ground.velocity = -5, -2
air.velocity = -5, 3
air.hittime = 22
Fall = 1
air.fall = 1
fall.recover = 0
down.velocity = -18,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -20, -40;-4, -32
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 651, Projectile]
type = Projectile
Triggerall = prevstateno = 259
Triggerall = enemynear, stateno = [130,155]
trigger1 = time = 0
ProjID = 650
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 8
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 45,-40
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
;guardflag = HAP         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 45
pausetime = 20,35
sparkno = s9910
sparkxy = 20,20
hitsound   = s150,10
guardsound = s150,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -7
air.velocity = -5, 3
air.hittime = 30
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 651, Ultimate]
type = Projectile
Triggerall = prevstateno = 740
trigger1 = time = 0
ProjID = 650
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 8
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 45,-40
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
;guardflag = HAP         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 55, 8
pausetime = 9,9
sparkno = s9911
guard.sparkno = s9915
sparkxy = 20,20
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -7
air.velocity = -5, 3
air.hittime = 30
Fall = 1
air.fall = 1
fall.recover = 0
down.velocity = -18,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -20, -40;-4, -32
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = -15


[State 651, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 600, 0


[State 651, Explod]
type = Explod
trigger1 = animelem= 1
anim = 652
ID = 652
pos = 45,-40
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 651, EnvShake]
type = EnvShake
trigger1 = animelem =1
time = 5
freq = 60
ampl = -15
phase = 150

[State 651, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 660

;---------------------------------------------------------------------------
;Air Gun - Straight
[Statedef 652]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0
anim = 650
sprpriority = 2

[State 650, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = -.05


[State 652, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 653

;---------------------------------------------------------------------------
;Air Gun - Straight (Pose)
[Statedef 653]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 0
ctrl = 0
anim = 653
sprpriority = 2

[State 650, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = -.05


[State 653, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 655

;------------------------------------------------------------------------------
; Air Gun - Straight (Fired)
[Statedef 655]
type = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 655
sprpriority = 2
velset = 0,0

[State 655, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 655, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175

[State 654, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N



[State 654, StateTypeSet]
type = StateTypeSet
trigger1 = time = 11
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N



[State 655, Projectile]
type = Projectile
Triggerall = prevstateno != 740 && prevstateno != 259
triggerall = var(9) = 0
trigger1 = Time = 0
ProjID = 655
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 60,-75
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
guardflag = HA         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 55, 8
pausetime = 9,9
sparkno = s9911
guard.sparkno = s9915
sparkxy = 45,-30
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
air.hittime = 30
ground.velocity = -8
air.velocity = -6,-2
;fall = 1
;fall.recover = 0
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
envshake.time = 5
envshake.ampl = -15

[State 655, Projectile]
type = Projectile
Triggerall = prevstateno != 740 && prevstateno != 259
triggerall = var(9) = 1
trigger1 = Time = 0
ProjID = 655
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 60,-75
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
guardflag = HA         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 65, 8
pausetime = 11,11
sparkno = s9911
guard.sparkno = s9915
sparkxy = 45,-30
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
air.hittime = 20
ground.velocity = -7, -3.5
air.velocity = -6.5,-3
fall = 1
air.fall =1
fall.recover = 0
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 655, Projectile]
type = Projectile
Triggerall = prevstateno != 740 && prevstateno != 259
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
ProjID = 655
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 60,-75
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
;guardflag = HMAP         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 27, 4
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = 45,-30
hitsound   = s150,10
guardsound = s150,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
air.hittime = 30
ground.velocity = -8
air.velocity = -6,-2
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 655, Projectile]
type = Projectile
Triggerall = prevstateno = 259
triggerall = var(9) = 0
trigger1 = Time = 0
ProjID = 655
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 60,-75
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 90
pausetime = 9,9
sparkno = s9911
sparkxy = 45,-30
hitsound   = s400,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
air.hittime = 30
ground.velocity = -8
air.velocity = -6,-2
;fall = 1
;fall.recover = 0
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
air.cornerpush.veloff = -10
guard.cornerpush.veloff = -14
envshake.time = 5
envshake.ampl = -15

[State 655, Projectile]
type = Projectile
Triggerall = prevstateno = 259
triggerall = var(9) = 1
trigger1 = Time = 0
ProjID = 655
projanim = 269
projhitanim = 269
projcancelanim = 269
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 60,-75
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 100
pausetime = 11,11
sparkno = s9911
sparkxy = 45,-30
hitsound   = s400,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
air.hittime = 20
ground.velocity = -7, -3.5
air.velocity = -6.5,-3
fall = 1
air.fall =1
fall.recover = 0
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 655, Projectile]
type = Projectile
Triggerall = prevstateno = 259
Triggerall = enemynear, stateno = [130,155]
trigger1 = time = 0
ProjID = 655
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 60,-75
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
;guardflag = HMAP         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 45
pausetime = 20,35
sparkno = s9916
sparkxy = 45,-30
hitsound   = s150,10
guardsound = s150,10
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
air.hittime = 30
ground.velocity = -8
air.velocity = -6,-2
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 655, Ultimate]
type = Projectile
triggerall = prevstateno = 740
trigger1 = Time = 0
ProjID = 655
projanim = 229
projhitanim = 229
projcancelanim = 229
projscale = 1,1
projremove = 1
projremovetime = 9
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 60,-75
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
;guardflag = HA         ;HLA
animtype = back          ;light,medium,heavy,back,up,diagup
air.animtype = back
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 55, 8
pausetime = 9,9
sparkno = s9911
guard.sparkno = s9915
sparkxy = 45,-30
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 30
air.hittime = 30
ground.velocity = -8
air.velocity = -6,-2
fall = 1
air.fall = 1
fall.recover = 0
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = -15

[State 655, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 600, 0

[State 655, Explod]
type = Explod
trigger1 = animelem= 1
anim = 253
ID =  655
pos = 60,-75
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0



[State 656, EnvShake]
type = EnvShake
trigger1 = animelem =1
time = 5
freq = 60
ampl = -15
phase = 150

[State 656, 3]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


;---------------------------------------------------------------------------
;Air Gun - Down
[Statedef 656]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0
anim = 650
sprpriority = 2

[State 650, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = -.05


[State 656, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 657

;---------------------------------------------------------------------------
;Air Gun - Down (Pose)
[Statedef 657]
type    = A
movetype= A
physics = A
juggle  = 3
ctrl = 0
anim = 657
sprpriority = 2

[State 650, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = -.05


[State 657, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 658


;------------------------------------------------------------------------------
; Air Gun - Down (Fired)
[Statedef 658]
type = A
movetype= A
physics = A
juggle  = 3
poweradd= 55
ctrl = 0
anim = 658
sprpriority = 2
velset = 0,0

[State 658, VarAdd]
type = VarAdd
trigger1 = var(20) < 175 && moveguarded
v = 20    ;fv =
value = 1

[State 658, VarAdd]
type = VarAdd
trigger1 = var(20) >= 175 && movehit
v = 20    ;fv =
value = -175


[State 658, StateTypeSet]
type = StateTypeSet
trigger1 = time = 0
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = S         ;A,C,S,N




[State 658, StateTypeSet]
type = StateTypeSet
trigger1 = time = 11
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N



[State 658, Projectile]
type = Projectile
Triggerall = prevstateno != 740 && prevstateno != 259
triggerall = var(9) = 0
trigger1 = Time = 0
ProjID = 657
projanim = 270
projhitanim = 270
projcancelanim = 270
projscale = 1,1
projremove = 1
projremovetime = 7
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 2,-30
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
guardflag = HA         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 55, 8
pausetime = 9,9
sparkno = s9911
guard.sparkno = s9915
sparkxy = -5,20
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
air.hittime = 30
ground.velocity = -5
air.velocity = -2,3
;Fall = 1
;fall.recover = 0
down.velocity = -18,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -20, -40;-4, -32
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = -15

[State 658, Projectile]
type = Projectile
Triggerall = prevstateno != 740 && prevstateno != 259
triggerall = var(9) = 1
trigger1 = Time = 0
ProjID = 657
projanim = 270
projhitanim = 270
projcancelanim = 270
projscale = 1,1
projremove = 1
projremovetime = 7
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 2,-30
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
guardflag = HA         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 65, 8
pausetime = 11,11
sparkno = s9911
guard.sparkno = s9915
sparkxy = -5,-35
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 21
air.hittime = 21
ground.velocity = -3, -2
air.velocity = -2,2
Fall = 1
air.fall = 1
fall.recover = 0
down.velocity = -1,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 658, Projectile]
type = Projectile
Triggerall = prevstateno != 740 && prevstateno != 259
Triggerall = enemynear, stateno = [130,155]
trigger1 = var(20) >= 175 && time = 0
ProjID = 657
projanim = 270
projhitanim = 270
projcancelanim = 270
projscale = 1,1
projremove = 1
projremovetime = 7
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 2,-30
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
;guardflag = HA         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 27, 4
pausetime = 20,35
sparkno = s9916
;guard.sparkno = s9915
sparkxy = -5,-35
hitsound   = s150,10
guardsound = s150,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
air.hittime = 30
ground.velocity = -5
air.velocity = -2,3
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8

[State 658, Projectile]
type = Projectile
Triggerall = prevstateno = 259
triggerall = var(9) = 0
trigger1 = Time = 0
ProjID = 657
projanim = 270
projhitanim = 270
projcancelanim = 270
projscale = 1,1
projremove = 1
projremovetime = 7
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 2,-30
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 90
pausetime = 9,9
sparkno = s9911
sparkxy = -5,20
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
air.hittime = 30
ground.velocity = -5
air.velocity = -2,3
;Fall = 1
;fall.recover = 0
down.velocity = -18,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -20, -40;-4, -32
ground.cornerpush.veloff = -7
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -7
guard.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = -15

[State 658, Projectile]
type = Projectile
Triggerall = prevstateno = 259
triggerall = var(9) = 1
trigger1 = Time = 0
ProjID = 657
projanim = 270
projhitanim = 270
projcancelanim = 270
projscale = 1,1
projremove = 1
projremovetime = 7
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 2,-30
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 105
pausetime = 11,11
sparkno = s9911
sparkxy = -5,-35
hitsound   = s400,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 21
air.hittime = 21
ground.velocity = -3, -2
air.velocity = -2,2
Fall = 1
air.fall = 1
fall.recover = 0
down.velocity = -1,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
palfx.time = 10
palfx.mul = 256,256,256
palfx.sinadd = 0,0,0,0
palfx.add = 125,125,125
envshake.time = 6
envshake.ampl = 6

[State 658, Projectile]
type = Projectile
Triggerall = prevstateno = 259
Triggerall = enemynear, stateno = [130,155]
trigger1 = time = 0
ProjID = 657
projanim = 270
projhitanim = 270
projcancelanim = 270
projscale = 1,1
projremove = 1
projremovetime = 7
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 2,-30
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
;guardflag = HA         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 45
pausetime = 20,35
sparkno = s9916
sparkxy = -5,-35
hitsound   = s150,10
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
air.hittime = 30
ground.velocity = -5
air.velocity = -2,3
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
palfx.time = 15
palfx.mul = 250,0,0
palfx.sinadd = 55,0,85,10
palfx.add = 0,0,0
envshake.time = 16
envshake.ampl = 8


[State 658, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 600, 0

[State 658, Ultimate]
type = Projectile
triggerall = prevstateno = 740
trigger1 = Time = 0
ProjID = 657
projanim = 270
projhitanim = 270
projcancelanim = 270
projscale = 1,1
projremove = 1
projremovetime = 7
velocity = 0,0
projhits = 1
projpriority = 4
projsprpriority =1
offset = 2,-30
postype = p1         ;p2,front,back,left,right
attr = A,SP        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
Hitflag = MAFP        ;HLAFD+-
;guardflag = HA         ;HLA
animtype = heavy          ;light,medium,heavy,back,up,diagup
air.animtype = heavy
priority = 5,Hit   ;Hit,Miss,Dodge
damage = 55, 8
pausetime = 9,9
sparkno = s9911
guard.sparkno = s9915
sparkxy = -5,-35
hitsound   = s400,1
guardsound = s150,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 30
air.hittime = 30
ground.velocity = -5
air.velocity = -2,3
Fall = 1
air.fall = 1
fall.recover = 0
down.velocity = -18,30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -20, -40;-4, -32
ground.cornerpush.veloff = -7
air.cornerpush.veloff = -7
envshake.time = 5
envshake.ampl = -15


[State 658, Explod]
type = Explod
trigger1 = animelem= 1
anim = 671
ID = 671
pos = 2,-30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 10
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 658, EnvShake]
type = EnvShake
trigger1 = animelem =1
time = 5
freq = 60
ampl = -15
phase = 150


[State 658, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

;------------------------------------------------------------------------------
; Air Recover
; CNS difficulty: easy
[Statedef 660]
type = A
movetype= A
physics = A
ctrl = 0
anim = 660

[State 0, CtrlSet]
type = CtrlSet
Triggerall = prevstateno = 630
trigger1 = time = 5
value = 1

[State 658, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 0



;----------------------------------------------------------------------
; Ultimate Guard (start)
[Statedef 700]
type = S
physics = S
anim = 700
ctrl = 0
poweradd = 0
sprpriority = 0


[State 700, HitOverride]
type = HitOverride
triggerall = anim = 700
trigger1 = Time = 0
Trigger2 = Time = 10
Trigger3 = time = 20
Trigger4 = Time = 30
Trigger5 = time = 40
Trigger6 = time = 50
Trigger7 = time = 60
Trigger8 = time = 70
;Trigger9 = time = 80
attr = SCA,NA,SA,HA,NP,SP,HP;,NT,ST,HT
slot = 0
stateno = 705
time = 10
;forceair = 1
ignorehitpause = 0

;Generated by Fighter Factory PalFX Editor
[State 700, PalFXWiz]
type = PalFX
Triggerall = anim = 700
trigger1 = time = 0
Trigger2 = Time = 7
Trigger3 = time = 14
Trigger4 = Time = 21
Trigger5 = time = 28
Trigger6 = time = 35
Trigger7 = time = 42
Trigger8 = time = 49
Trigger9 = time = 56
Trigger10 = time = 63
Trigger11 = time = 70
Trigger12 = time = 77
time = 2
add = 0,0,0
mul = 300,0,0
sinadd = 55,0,85,10
invertall = 0
color = 0

[State 0, ReversalDef]
type = ReversalDef
trigger1 = time = 0
trigger1 = anim = 700
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
sparkno = s9915
hitsound = S700,1
p1stateno = 705
persistent = 0


[State 700, Kiai]
type = PlaySnd
trigger1 = animelem = 1
value = 200,12

[State 700, Ki Quake1]
type = EnvShake
trigger1 = animelem =1
time = 3
freq = 40
ampl = -15
phase = 100



[State 700, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 701
ctrl = 0


;----------------------------------------------------------------------
; Ultimate Guard (end)
[Statedef 701]
type = S
physics = S
anim = 701
ctrl = 0
poweradd = 0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = time = 40
value = 1

[State 700, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Ultimate Guard (Initiate)
[Statedef 705]
type    = S
physics = S
anim = 705
velset = 0, 0
sprpriority = 0

[State 705, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value =  s700,1
volume = 5

[State 7050, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 5
x = -2

[State 705, VelSet]
type = VelSet
trigger1 = time > 6 && time <= 10
x = -1.5

[State 0, VelSet]
type = VelSet
trigger1 = time > 11 && time <= 15
x = -1

[State 0, VelSet]
type = VelSet
trigger1 = time > 16 && time <= 20
x = -0.5

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 4
anim = 705
pos = 0,0
darken = 0
p2defmul = 0
poweradd = 0
unhittable = 1


[State 705, HitOverride]
type = HitOverride
triggerall = anim = 705
trigger1 = Time = 0
Trigger2 = Time = 10
Trigger3 = time = 20
;Trigger4 = Time = 30
attr = SCA,NA,SA,HA,NP,SP,HP;,NT,ST,HT
slot = 0
stateno = 705
time = 10
ignorehitpause = 0

[State 0, ReversalDef]
type = ReversalDef
triggerall = anim = 705
Trigger1 = Time = 10
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
sparkno = s9915
hitsound = S150,0
p1stateno = 705


;[State 705, Ki Quake2]
;type = EnvShake
;trigger1 = animelem =1
;trigger2 = animelem =3
;trigger3 = animelem =5
;trigger4 = animelem =7
;trigger5 = animelem =9
;trigger6 = animelem =11
;time = 5
;freq = 45
;ampl = -5
;phase = 100


[State -1, Link 720]
type = ChangeState
triggerall = Power >= 500
triggerall = Time > 0 && time <= 20
trigger1 = command = "UGC_1" ;&& p2movetype = A
value = 720

[State -1, Link 730]
type = ChangeState
triggerall = Power >= 500
triggerall = Time > 0 && time <= 20
trigger1 = command = "UGC_2" ;&& p2movetype = A
value = 730



[State 705, Enemy Behind] ;Turn & face opponent
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0


[State 705, No Attack]
type = ChangeState
trigger1 = (time = 30)
value = 706
ctrl = 0



;---------------------------------------------------------------------------
; Ultimate Guard (Finish)
[Statedef 706]
type    = S
physics = S
anim = 706
velset = 0, 0
ctrl = 0


[State 706, End]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1


;----------------------------------
; Air Ultimate GUARD (Start)
[Statedef 710]
type = S
physics = A
anim = 710
ctrl = 0
poweradd = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = -.08


[State 710, HitOverride]
type = HitOverride
triggerall = pos y < 0
trigger1 = Time = 0
Trigger2 = Time = 10
Trigger3 = time = 20
Trigger4 = Time = 30
attr = SCA,NA,SA,HA,NP,SP,HP;,NT,ST,HT
slot = 0
stateno = 715
time = 10
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
triggerall = pos y < 0
trigger1 = Time = 0
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
sparkno = s9915
hitsound = S700,1
p1stateno = 715


[State 710, Kiai]
type = PlaySnd
trigger1 = animelem = 1
value = 200,12

[State 710, Ki Quake1]
type = EnvShake
trigger1 = animelem =1
time = 3
freq = 40
ampl = -15
phase = 100



;Generated by Fighter Factory PalFX Editor
[State -2, PalFXWiz]
type = PalFX
Triggerall = anim = 710
trigger1 = time = 0
Trigger2 = Time = 7
Trigger3 = time = 14
Trigger4 = Time = 21
Trigger5 = time = 28
time = 2
add = 0,0,0
mul = 300,0,0
sinadd = 55,0,85,10
invertall = 0
color = 0


[State 710, End]
Type = ChangeState
trigger1 = Time = 30
value = 660

[State 710, Near Ground]
type = changestate
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 0



;---------------------------------------------------------------------------
; Air Ultimate Guard (Initiate)
[Statedef 715]
type    = s
physics = N
anim = 715
velset = -1.5, -.5


[State 715, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value =  s700,1
volume = 5

[State 715, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 4
anim = 715
pos = 0,0
darken = 0
p2defmul = 0
poweradd = 0
unhittable = 1


[State 715, VelSet]
type = VelSet
trigger1 = (movehit = 0) && (time = 15)
y = .5


[State 715, HitOverride]
type = HitOverride
triggerall = anim = 715
triggerall = pos y < 0
trigger1 = Time = 0
Trigger2 = Time = 10
Trigger3 = time = 20
Trigger4 = Time = 30
attr = SCA,NA,SA,HA,NP,SP,HP;,NT,ST,HT
slot = 0
stateno = 715
time = 10
ignorehitpause = 1

[State 0, ReversalDef]
type = ReversalDef
triggerall = anim = 715
triggerall = pos y < 0
Trigger1 = Time = 10
reversal.attr = SCA,NA,SA,HA,NP,SP,HP
sparkno = s9915
hitsound = S150,0
p1stateno = 715
persistent = 0


;[State 715, Ki Quake2]
;type = EnvShake
;trigger1 = animelem =1
;trigger2 = animelem =3
;trigger3 = animelem =5
;time = 5
;freq = 45
;ampl = -5
;phase = 100

[State -1, Link 740]
type = ChangeState
triggerall = Power >= 500
triggerall = Time > 0 && time <= 20
trigger1 = command = "UGC_2" ;&& p2movetype = A
value = 740

[State -1, Link 750]
type = ChangeState
triggerall = Power >= 500
triggerall = Time > 0 && time <= 20
trigger1 = command = "UGC_1" ;&& 2movetype = A
value = 750


[State 715, Enemy Behind] ;Turn & face opponent
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0


[State 715, No Attack]
type = ChangeState
trigger1 = time = 30
value = 660 ;51


;---------------------------------------------------------------------------
; Ultimate Guard Counter - Elbow
[StateDef 720]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim =  720
poweradd = -500
sprpriority = 2

[State 720, Advance]
type = VelSet
trigger1 = time > 3 && time <= 20
x = 6

[State 0, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 5
add = 128,128,128 ;256,256,256
;mul = 256,256,256
;sinadd = 0,0,0,10
;invertall = 0
;color = 256




[State 720, SuperPause]
type = SuperPause
trigger1 = time = 0
pos = 25, -57
anim = 720
sound = s700,1
unhittable = 1
darken = 0
time = 5



[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
trigger2 = time = 5
trigger3 = time = 10
trigger4 = time = 15
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 5





[State 720, ChangeState]
type = ChangeState
trigger1 = p2bodydist x <= 5 || Time = 20
value = 721
ctrl = 0


;---------------------------------------------------------------------------
; Ultimate Guard Counter - Elbow Part 2
; CNS difficulty: easy
[StateDef 721]
type = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 721
sprpriority = 2


[State 720, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 80
animtype = heavy
;guardflag = MA
hitflag = MAF
getpower = 0
priority = 7, Hit
pausetime = 13, 18
sparkno = s9900
sparkxy = -10, -70
hitsound = s500, 0
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
air.hittime = 25
ground.velocity = -8.5
air.type = High
air.velocity = -4.9,-3.5
;air.fall = 1
;Fall = 1
;Fall.recover = 0
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -10
ignorehitpause = 1
persistent = 1

[State 720, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 5
freq = 10
;ampl = -20
;phase = 100


[State 720, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 11


[State 720, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1





;---------------------------------------------------------------------------
; Ultimate Guard Counter - Low Gun
; CNS difficulty: easy
[StateDef 730]
type = C
movetype= A
physics = C
velset = 0,0
ctrl = 0
anim =  730
poweradd = -500
sprpriority = 2


[State 0, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 5
add = 128,128,128 ;256,256,256

[State 730, SuperPause]
type = SuperPause
trigger1 = time = 0
pos = 25, -57
anim = 230
sound = s700,1
unhittable = 1
darken = 0
time = 5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 20

[State 730, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 731
ctrl = 0

;---------------------------------------------------------------------------
; Ultimate Guard Attack - Low Gun (Hold)
[Statedef 731]
type    = C
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 451
sprpriority = 2



[State 231, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 452


;---------------------------------------------------------------------------
; Ultimate Guard Counter - 3 Level Retribution
[Statedef 740]
type = A
movetype= I
physics = S
poweradd= -500
ctrl = 0
velset = 0,0
anim = 740
sprpriority = 2

[State 740, Shine] ;Blink white
type = PalFX
trigger1 = animelem = 1
time = 2
add = 128,128,128 ;256,256,256

[State 740, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 5
add = 128,128,128 ;256,256,256


[State 740, SuperPause]
type = SuperPause
trigger1 = time = 0
pos = 25, -57
anim = 720
sound = s700,1
unhittable = 1
darken = 0
time = 5


[State 740, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 15

[State 740, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S610,0


[State 740, 3]
type = ChangeState
triggerall = p2bodydist x > 25 && enemynear, statetype != A
trigger1 = animtime = 0
value = 651
ctrl = 0


[State 740, 3]
type = ChangeState
triggerall = p2bodydist x <= 25 && enemynear, statetype != A
trigger1 = animtime = 0
value = 658


[State 740, 3]
type = ChangeState
triggerall = enemynear, statetype = A
trigger1 = animtime = 0
value = 655

;-----------------------------------------------------------------------------
;Ultimate Guard - Short Sword Toss (Midair)
[Statedef 750]
type    = A
movetype= A
physics = S
Velset = 0,0
poweradd= -500
ctrl = 0
anim = 1050
sprpriority = 2



[State 745, Shine]
type = PalFX
trigger1 = animelem = 1
time = 2
add = 128,128,128 ;256,256,256

[State 0, BGPalFX]
type = BGPalFX
trigger1 = animelem = 1
time = 5
add = 128,128,128 ;256,256,256


[State 750, SuperPause]
type = SuperPause
trigger1 = time = 0
pos = 25, -57
anim = 720
sound = s700,1
unhittable = 1
darken = 0
time = 5


[State 750, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA;,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 15





[State 750, 3]
type = ChangeState
triggerall = p2bodydist x > 25 && enemynear, statetype != A
trigger1 = Time = 6
value = 761
ctrl = 0


[State 750, 3]
type = ChangeState
triggerall = p2bodydist x <= 25 && enemynear, statetype != A
trigger1 = Time = 6
value = 751


[State 750, 3]
type = ChangeState
triggerall = enemynear, statetype = A
trigger1 = Time = 6
value = 771

;----------------------------------------------------------------------------
;Short Sword Toss (D_D) - Throw
[Statedef 751]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1051                       ;Change animation (Def: no change)

[State 1051, Diag_Down Kunai]
type = Projectile
trigger1 = AnimElem = 3
ID = 1051
projanim = 1007
projhitanim = 1009
projremanim = 1007
projcancelanim = 1008
projscale = 1,1
;projremove = 1
projremovetime = -1
projhits = 1
getpower = 0
offset = 60,-32
velocity = 3, 6.6 ;4, 5.6
attr = A, SP
damage   = 40, 6
animtype = medium
;guardflag = MA
hitflag = MAFPD
pausetime = 10,10
hitsound   = s1000,1
sparkno = s9900
sparkxy = 35, -20
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0
down.hit = 1

[State 1051, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1000,5

[State 1071, 3]
type = ChangeState
trigger1 = animtime = 0
value = 775
ctrl = 0


;----------------------------------------------------------------------------
;Short Sword Toss - Throw
[Statedef 761]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
velset = 0,0
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1051                       ;Change animation (Def: no change)


[State 1061, Diag_Fwd Kunai]
type = Projectile
trigger1 = AnimElem = 3
ID = 1061
projanim = 1014
projhitanim = 1015
projremanim = 1014
projcancelanim = 1016
projscale = 1,1
;projremove = 1
projremovetime = -1
projhits = 1
getpower = 0
offset = 60,-31
velocity = 4.3, 5 ;4, 5.6
attr = A, SP
damage   = 40, 6
animtype = medium
;guardflag = MA
hitflag = MAFPD
pausetime = 10,10
hitsound   = s1000,1
sparkno = s9900
sparkxy = 35, -20
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0
down.hit = 1

[State 1061, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 1000, 5


[State 1071, 3]
type = ChangeState
trigger1 = animtime = 0
value = 775
ctrl = 0


;----------------------------------------------------------------------------
;Short Sword Toss - Throw
[Statedef 771]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = 0,0
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1051                       ;Change animation (Def: no change)


[State 1071, Diag_Fwd Kunai]
type = Projectile
trigger1 = AnimElem = 3
ID = 1071
projanim = 1010
projhitanim = 1012
projremanim = 1010
projcancelanim = 1011
projscale = 1,1
;projremove = 1
projremovetime = -1
projhits = 1
getpower = 0
offset = 60,-31
velocity = 6, 3 ;4, 5.6
attr = A, SP
damage   = 40, 6
animtype = medium
;guardflag = MA
hitflag = MAFPD
pausetime = 10,10
hitsound   = s1000,1
sparkno = s9900
sparkxy = 35, -20
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0
down.hit = 1

[State 1071, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 1000, 5

[State 1071, 3]
type = ChangeState
trigger1 = animtime = 0
value = 775
ctrl = 0

;----------------------------------------------------------------------------
;Short Sword Toss - Finish
[Statedef 775]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = -1,0  ;1,-2                   ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 660                       ;Change animation (Def: no change)

[State 1071, 3]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0

;-------------------------------------------------------
;Violent Spiral - Forward
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800


[State 800, 1]
type = HitDef
Trigger1 = Animelem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1 ;ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
guard.dist = 0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;----------------------------------------------------------------------
;Violent Spiral - Forward
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 60

[State 810, Grab]
type = PlaySnd
trigger1 = time = 0
value = 800, 10

[State 810, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 800, 1

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 2

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem = 9
value = 0


[State 810, Bind 1]
type = TargetBind
trigger1 = Time = 30
pos = 0, 0

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 1
pos = 0, 0


[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 8
pos = 0, -5

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 9
pos = 0, -30


[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 10
pos = 10, -30

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 12
pos = 50, -50

[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 13
pos = 80, 0


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 50


[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = 10

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 9
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 10
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 11
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 12
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 13
x = 2


[State 400, 1]
type = PlaySnd
trigger1 = animelem = 13
value = 801, 0

[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 13
value = -105


[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 13
value = 821

[State 810, Explod]
type = Explod
trigger1 =  animelem = 13
anim = 9917
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
removetime = -2
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 0

[State 810, EnvShake]
type = EnvShake
trigger1 = animelem = 13
time = 10
freq = 40
ampl = -15
phase = 100



[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;Violent Spiral - Forward Opponent Thrown
[Statedef 820]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0


[State 820, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 820


[State 820, 1]
type = ChangeAnim2
trigger1 = time = 28
value = 830

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 37
value = 835


[State 820, SprPriority]
type = SprPriority
trigger1 = time = 28
value = 7


[State 820, SprPriority]
type = SprPriority
trigger1 = time = 38
value = -1


;----------------------------------------------------------------------
;Violent Spiral Forward - Opponent Slammed
[Statedef 821]
type = S
movetype = H
physics = N
velset = -5,0
poweradd = 40


[State 821, ChangeAnim]
type = ChangeAnim;2
trigger1 = time = 0
value = 5170;840

[State 821, 1]
type = VelAdd
Trigger1 = 1
y = .4


[State 821, 4] ;Gravity
type = changestate
Trigger1 = Time = 8
value = 822

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 8


;----------------------------------------------------------------------
;Violent Spiral Forward Opponent Bounced
[Statedef 822]
type = A
movetype = H
physics = N
velset = -3,-5


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5160;5051
;elem = 1

;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = time = 10
;value = 5061
;elem = 1

[State 822, 4] ;Gravity
type = Selfstate
Trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5110

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 20

;-------------------------------------------------------
;Violent Spiral - Backward
[Statedef 825]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800


[State 825, 1]
type = HitDef
Trigger1 = Animelem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1 ;ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 830
p2stateno = 840
guard.dist = 0
fall = 1

[State 825, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;----------------------------------------------------------------------
;Violent Spiral - Backward
[Statedef 830]
type = S
movetype= A
physics = S
anim = 811
poweradd = 60

[State 830, Grab]
type = PlaySnd
trigger1 = time = 0
value = 800, 10

[State 830, 2]
type = PlaySnd
trigger1 = animelem = 6
value = 200, 6

[State 830, 2]
type = PlaySnd
trigger1 = animelem = 21
value = 200, 2

[State 830, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 2

[State 830, SprPriority]
type = SprPriority
trigger1 = AnimElem = 8
value = 0


[State 830, Bind 1]
type = TargetBind
trigger1 = animelem = 1
pos = 0, 0


[State 830, Bind 1]
type = TargetBind
trigger1 = animelem = 7
pos = 0, -5

[State 830, Bind 1]
type = TargetBind
trigger1 = animelem = 8
pos = 0, -30


[State 830, Bind 1]
type = TargetBind
trigger1 = animelem = 9
pos = -10, -30

[State 830, Bind 1]
type = TargetBind
trigger1 = animelem = 11
pos = -50, -50

[State 830, Bind 1]
type = TargetBind
trigger1 = animelem = 12
pos = -80, 0


;[State 0, PosAdd]
;type = PosAdd
;trigger1 = animelem = 1
;x = -50


[State 830, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = -10

[State 830, PosAdd]
type = PosAdd
trigger1 = animelem = 9
x = -5

[State 830, PosAdd]
type = PosAdd
trigger1 = animelem = 10
x = -5

[State 830, PosAdd]
type = PosAdd
trigger1 = animelem = 11
x = -5

[State 830, PosAdd]
type = PosAdd
trigger1 = animelem = 12
x = -2

[State 830, PosAdd]
type = PosAdd
trigger1 = animelem = 13
x = -2


[State 830, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 14
value = -105


[State 830, Throw]
type = TargetState
trigger1 = AnimElem = 14
value = 841


[State 830, 1]
type = PlaySnd
trigger1 = animelem = 14
value = 801, 0

[State 830, Explod]
type = Explod
trigger1 = animelem = 14
anim = 9917
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = -1
removetime = -2
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 0


[State 830, EnvShake]
type = EnvShake
trigger1 = animelem = 14
time = 10
freq = 40
ampl = -15
phase = 100


[State 830, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;Violent Spiral - Backward Opponent Caught
[Statedef 840]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 820


[State 820, 1]
type = ChangeAnim2
trigger1 = time = 23
value = 830

[State 820, 1]
type = ChangeAnim2
trigger1 = time = 32
value = 835


[State 820, SprPriority]
type = SprPriority
trigger1 = time = 35
value = 7


[State 820, SprPriority]
type = SprPriority
trigger1 = time = 43
value = -1


;----------------------------------------------------------------------
;Violent Spiral Backward - Opponent Slammed
[Statedef 841]
type = S
movetype = H
physics = N
velset = -5,0
poweradd = 40


[State 0, ChangeAnim]
type = ChangeAnim;2
trigger1 = time = 0
value = 5170;855
;elem = 1

[State 0, SprPriority]
type = SprPriority
trigger1 = time = 36
value = 7


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 821, changestate] ;Gravity
type = changestate
Trigger1 = Time = 8
value = 842

[State 0, Turn]
type = Turn
trigger1 = time = 8




[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5


;[State 821, 4] ;Hit ground
;type = SelfState
;trigger1 = Vel Y > 0
;trigger1 = Pos Y >= 0
;value = 5100 ;Hit ground

;----------------------------------------------------------------------
;Violent Spiral Backward Opponent Bounced
[Statedef 842]
type = A
movetype = H
physics = N
velset = 3,-5


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5160;5051
;elem = 1




;[State 0, ChangeAnim]
;type = ChangeAnim
;trigger1 = time = 10
;value = 5061
;elem = 1



[State 822, 4] ;Gravity
type = Selfstate
Trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5110

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 20



;-------------------------------------------------------
;Blind Blow
[Statedef 850]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 850, 1]
type = HitDef
Trigger1 = Animelem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = 1 ;ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 855
p2stateno = 860
guard.dist = 0
fall = 1

[State 850, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;----------------------------------------------------------------------
;Blind Blow - Activate
[Statedef 855]
type = S
movetype= A
physics = N
anim = 860
poweradd = 60

[State 800, Grab]
type = PlaySnd
trigger1 = time = 0
value = 800, 10


[State 410, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 200, 13

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 2

[State 820, SprPriority]
type = SprPriority
trigger1 = animelem = 8
value = -1


[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 1
pos = 0, 0


[State 810, Bind 1]
type = TargetBind
trigger1 = animelem = 5
trigger2 = animelem = 6
trigger3 = animelem = 7
pos = 0, -2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 1
x = 60

[State 0, Turn]
type = Turn
trigger1 = animelem = 8

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 8
x = -50

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 9
trigger2 = animelem = 10
trigger3 = animelem = 11
x = 1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 11
value = 275,4

[State 855, Explod]
type = Explod
trigger1 = animelem= 12
anim = 9910
pos = 50,-50
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 7
ontop = 1
ownpal = 0


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 12
value = -110


[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 12
value = 861


[State 810, EnvShake]
type = EnvShake
trigger1 = animelem = 12
time = 10
freq = 40
ampl = -15
phase = 100



[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;Blind Blow - Opponent Lifted
[Statedef 860]
type = S
physics = N
movetype = H
velset = 0,0
ctrl = 0


[State 860, 1]
type = ChangeAnim2
Trigger1 = time = 0
value = 820



;----------------------------------------------------------------------
;Blind Blow Opponent Back Slammed
[Statedef 861]
type = S
movetype = H
physics = N
velset = 5,-4
poweradd = 40


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5051

[State 861, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 999


[State 0, SelfState]
type = SelfState
trigger1 = time > 5 && pos y >= 0
value = 5100;862
ctrl = 0
;anim =




;----------------------------------------------------------------------
;Blind Blow Opponent On the Ground
[Statedef 862]
type = L
movetype = H
physics = N
velset = 0,0
poweradd = 40



[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5110


[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 5


[State 0, SelfState]
type = SelfState
trigger1 = time = 5
value = 5110
ctrl = 0
;anim =

;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------

[statedef -2]

;For Random Select, free to use with anything
[State -2, VarRandom]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,500


;======================= Counter Impact =================================

[State -2, Time To Counter]
type = VarSet
trigger1 = enemynear, movetype = A
v = 9
value = 1

[State -2, Time To Counter]
type = VarSet
trigger1 = enemynear, movetype != A
v = 9
value = 0

;====================== Guard Break =====================================

[State -2,Parent Hit Detect/Reset]
type = VarAdd
Trigger1 = movetype != H
trigger1 = var(20) > 0
trigger1 = (gametime%240) = 1
v = 20     ;fv =
value = -10


[State -2, Helper Hit Detect/Reset]
type = VarAdd
Trigger1 = movetype != H
trigger1 = var(20) > 0
trigger1 = (gametime%240) = 1
v = 2     ;fv =
value = -10



;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;Lock screen for Kagero
[State -3, ScreenBound]
type = ScreenBound
Triggerall = p2movetype != H
triggerall = Time > 0 && time <= 25
Trigger1 = stateno = 1400 || stateno = 1425 || stateno = 1440
trigger1 = 1
trigger2 = stateno = [1405,1409]
value = 0


;Kenji's Death Screams
[State -3, PlaySnd]
type = PlaySnd
triggerall = var(1) = [1,150]
triggerall = Time = 1 && alive = 0
trigger1 = stateno = 5030 || stateno = 5071
value = 700,10
echo = 1

[State -3, PlaySnd]
type = PlaySnd
triggerall = var(1) = [151,300]
triggerall = Time = 1 && alive = 0
trigger1 = stateno = 5030 || stateno = 5071
value = 700,11
echo = 1

[State -3, PlaySnd]
type = PlaySnd
triggerall = var(1) = [301,500]
triggerall = Time = 1 && alive = 0
trigger1 = stateno = 5030 || stateno = 5071
value = 700,12
echo = 1
