; _____________________________________
;| Shin Gouki by Phantom.of.the.Server |
; ŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻŻ
;================================================================================================
;=======================================<NORMAL STATES>==========================================
;================================================================================================

;===========<Stand Light Punch>==========
[Statedef 200]
type=S                      
movetype=A                      
physics=S                      
juggle=2           
anim=ifelse(p2bodydist x<25,201,200)
velset=0,0
poweradd=20   
sprpriority=1
ctrl=0            

[State 200, snd]
type=playsnd
trigger1=animelem=2
value=1,1

[State 200, hit]
type=hitdef
trigger1=anim=200&&animelem=2
trigger1=var(11):=2&&var(12):=-84
attr=S,NA                   
damage=20,0    
animtype=Light        
guardflag=MA           
hitflag=MAF           
priority=2,Hit             
pausetime=8,8              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,1      
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=12
ground.velocity=-2
air.type=Low
air.velocity=-2,-1
getpower=30
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=1

[State 200, hit]
type=hitdef
trigger1=anim=201&&animelem=2
trigger1=var(11):=2&&var(12):=-92
attr=S,NA                   
damage=23,0    
animtype=Light        
guardflag=MA           
hitflag=MAF           
priority=2,Hit             
pausetime=8,8              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,1      
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=12
ground.velocity=-2
air.type=Low
air.velocity=-2,-1
getpower=30
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=1

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

;===========<Stand Medium Punch>==========
[Statedef 205]
type=S                      
movetype=A                      
physics=S                      
juggle=2           
anim=ifelse(p2bodydist x<25,206,205)
velset=0,0
poweradd=20   
sprpriority=1
ctrl=0            

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

[State 205, hit]
type=hitdef
trigger1=animelem=3&&anim=205
trigger1=var(11):=3&&var(12):=-81
attr=S,NA                   
damage=43,0    
animtype=Medium       
guardflag=MA           
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,2      
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
getpower=60
givepower=20
envshake.time=9
envshake.freq=60
envshake.ampl=2

[State 205, hit]
type=hitdef
trigger1=animelem=3&&anim=206
trigger1=var(11):=3&&var(12):=-60
attr=S,NA                   
damage=40,0    
animtype=Medium       
guardflag=MA           
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,2      
guardsound=s2,0
ground.type=Low
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
getpower=60
givepower=20
envshake.time=9
envshake.freq=60
envshake.ampl=2

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

;===========<Zugai Hasatsu>==========
[Statedef 207]
type=S                      
movetype=A                      
physics=S                      
juggle=3           
anim=207
velset=0,0
poweradd=40   
sprpriority=1
ctrl=0            

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

[State 207, snd]
type=playsnd
trigger1=animelem=4
value=1,3
[State 207, snd]
type=playsnd
trigger1=animelem=4
value=3,8
channel=0

[State 207, hit]
type=hitdef
trigger1=animelem=5
trigger1=var(11):=3&&var(12):=-85
attr=S,NA                   
damage=25,0    
animtype=Medium        
guardflag=HA           
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,2      
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
getpower=38
givepower=13
envshake.time=11
envshake.freq=60
envshake.ampl=2

[State 207, hit2]
type=hitdef
trigger1=animelem=6
trigger1=var(11):=3&&var(12):=-44
attr=S,NA                   
damage=25,0    
animtype=Medium        
guardflag=HA           
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,2      
guardsound=s2,0
ground.type=Low
ground.slidetime=12
ground.hittime=16
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
getpower=38
givepower=13
envshake.time=11
envshake.freq=60
envshake.ampl=2

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

;===========<Stand Hard Punch>==========
[Statedef 210]
type=S
movetype=A
physics=S
juggle=3
anim=ifelse(p2bodydist x<25,211,210)
velset=0,0
poweradd=60   
sprpriority=1
ctrl=0

[State 210, snd]
type=playsnd
trigger1=animelem=3
value=1,3
[State 210, snd]
type=playsnd
trigger1=animelem=3
value=3,1
channel=0

[State 210, hit]
type=hitdef
trigger1=animelem=4&&anim=210
trigger1=var(11):=4&&var(12):=-68
attr=S,NA
damage=65,0    
animtype=Hard        
guardflag=MA           
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=Low
ground.slidetime=12
ground.hittime=16
ground.velocity=-7
air.type=Low
air.velocity=-5,-2
getpower=90
givepower=30
envshake.time=12
envshake.freq=60
envshake.ampl=3

[State 210, hit]
type=hitdef
trigger1=animelem=3&&anim=211
trigger1=var(11):=4&&var(12):=-75
attr=S,NA
damage=60,0    
animtype=Hard        
guardflag=M          
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=Low
ground.slidetime=12
ground.hittime=16
ground.velocity=-7
air.type=Low
air.velocity=-5,-2
getpower=90
givepower=30
envshake.time=12
envshake.freq=60
envshake.ampl=3

[State 210, hit]
type=hitdef
trigger1=animelem=5&&anim=211&&!movecontact
trigger1=var(11):=4&&var(12):=-105
attr=S,NA
damage=60,0    
animtype=Hard        
guardflag=M         
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5
air.type=Low
air.velocity=-4,-2
getpower=90
givepower=30
envshake.time=12
envshake.freq=60
envshake.ampl=3

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


;===========<Stand Light Kick>==========
[Statedef 215]
type=S                      
movetype=A                      
physics=S                      
juggle=2           
anim=215
velset=0,0   
poweradd=20   
sprpriority=1
ctrl=0            

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

[State 215, hit]
type=hitdef
trigger1=animelem=3
trigger1=var(11):=2&&var(12):=-35
attr=S,NA                   
damage=20,0    
animtype=Light        
guardflag=MA          
hitflag=MAF           
priority=2,Hit             
pausetime=8,8              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,4      
guardsound=s2,0
ground.type=Low
ground.slidetime=9
ground.hittime=12
ground.velocity=-2
air.type=Low
air.velocity=-2,-1
getpower=53
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=1

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

;===========<Stand Medium Kick>==========
[Statedef 220]
type=S                      
movetype=A                      
physics=S                      
juggle=2           
anim=ifelse(p2bodydist x<25,221,220)
velset=0,0   
poweradd=40   
sprpriority=1
ctrl=0            

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

[State 220, hit]
type=hitdef
trigger1=animelem=3&&anim=220
trigger1=var(11):=3&&var(12):=-91
attr=S,NA                   
damage=40,0    
animtype=Medium        
guardflag=MA          
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,5      
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
getpower=60
givepower=20
envshake.time=9
envshake.freq=60
envshake.ampl=2

[State 220, hit]
type=hitdef
trigger1=animelem=3&&anim=221
trigger1=var(11):=3&&var(12):=-74
attr=S,NA                   
damage=40,0    
animtype=Medium        
guardflag=MA          
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,5      
guardsound=s2,0
ground.type=Low
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
getpower=60
givepower=20
envshake.time=9
envshake.freq=60
envshake.ampl=2

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

;===========<SENPUU KYAKU>==========
[Statedef 222]
type=A                      
movetype=A                      
physics=N                      
juggle=3           
anim=222
velset=vel x,0
poweradd=40   
sprpriority=1
ctrl=0            

[State 222, snd]
type=playsnd
trigger1=animelem=1
value=0,41
[State 222, snd]
type=playsnd
trigger1=animelem=5
value=1,6
[State 222, snd]
type=playsnd
trigger1=animelem=3
value=3,11
channel=0

[State 222, dust]
type=explod
trigger1=animelem=1
anim=6022
ID=6022
sprpriority=3
postype=p1
pos=0,0
vel=.33,-.5
removetime=-2
ownpal=1
scale=.66,.66

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

[State 222, hit]
type=hitdef
trigger1=animelem=6
trigger1=var(11):=4&&var(12):=-65
attr=S,NA                   
damage=50,0    
animtype=Medium        
guardflag=HA           
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6      
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
getpower=75
givepower=25
envshake.time=11
envshake.freq=60
envshake.ampl=2

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

;===========<Stand Hard Kick>==========
[Statedef 225]
type=S
movetype=A
physics=S
juggle=3
anim=ifelse(p2bodydist x<25,226,225)
velset=0,0
poweradd=60   
sprpriority=1
ctrl=0

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

[State 225, hit]
type=hitdef
trigger1=animelem=5&&anim=225
trigger1=var(11):=4&&var(12):=-87
attr=S,NA
damage=60,0    
animtype=Hard        
guardflag=MA           
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6      
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-7
air.type=Low
air.velocity=-4,-2
getpower=90
givepower=30
envshake.time=12
envshake.freq=60
envshake.ampl=3

[State 225, hit]
type=hitdef
trigger1=animelem=3&&anim=226
trigger1=var(11):=4&&var(12):=-97
attr=S,NA
damage=33,0    
animtype=Hard        
guardflag=MA           
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6      
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-5
air.type=Low
air.velocity=-4,-2
getpower=53
givepower=18
envshake.time=12
envshake.freq=60
envshake.ampl=3

[State 225, hit]
type=hitdef
trigger1=animelem=5&&anim=226
trigger1=var(11):=4&&var(12):=-69
attr=S,NA
damage=33,0    
animtype=Hard        
guardflag=MA           
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6      
guardsound=s2,0
ground.type=Low
ground.slidetime=12
ground.hittime=12
ground.velocity=-5
air.type=Low
air.velocity=-4,-2
getpower=53
givepower=18
envshake.time=12
envshake.freq=60
envshake.ampl=3

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

;===========<Crouch Light Punch>==========
[Statedef 230]
type=C                      
movetype=A                      
physics=C                      
juggle=2           
anim=230
velset=0,0
poweradd=20   
sprpriority=1
ctrl=0            

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

[State 230, hit]
type=hitdef
trigger1=animelem=2
trigger1=var(11):=2&&var(12):=-50
attr=C,NA                   
damage=20,0    
animtype=Light        
guardflag=M           
hitflag=MAF           
priority=2,Hit             
pausetime=8,8              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,1      
guardsound=s2,0
ground.type=Low
ground.slidetime=9
ground.hittime=12
ground.velocity=-2
air.type=Low
air.velocity=-2,-1
getpower=30
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=1

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

;===========<Crouch Medium Punch>==========
[Statedef 235]
type=C                      
movetype=A                      
physics=C                      
juggle=2           
anim=235
velset=0,0
poweradd=40   
sprpriority=1
ctrl=0            

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

[State 235, hit]
type=hitdef
trigger1=animelem=3
trigger1=var(11):=3&&var(12):=-46
attr=C,NA                   
damage=40,0    
animtype=Medium       
guardflag=M           
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,2      
guardsound=s2,0
ground.type=Low
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
getpower=60
givepower=20
envshake.time=9
envshake.freq=60
envshake.ampl=2

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

;===========<Crouch Hard Punch>==========
[Statedef 240]
type=C
movetype=A
physics=C
juggle=3
anim=240
velset=0,0
poweradd=60   
sprpriority=1
ctrl=0

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

[State 240, hit]
type=hitdef
trigger1=animelem=4
trigger1=var(11):=4&&var(12):=-73
attr=C,NA
damage=60,0    
animtype=Hard        
guardflag=M        
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=Low
ground.slidetime=12
ground.hittime=16
ground.velocity=-7
air.type=Low
air.velocity=-4,-2
getpower=90
givepower=60
envshake.time=12
envshake.freq=60
envshake.ampl=3

[State 240, hit]
type=hitdef
trigger1=animelem=5&&!movecontact
trigger1=var(11):=4&&var(12):=-118
attr=S,NA
damage=60,0    
animtype=Hard        
guardflag=M          
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-6
air.type=Low
air.velocity=-4,-2
getpower=90
givepower=30
envshake.time=8
envshake.freq=60
envshake.ampl=3

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

;===========<Crouch Light Kick>==========
[Statedef 245]
type=C                      
movetype=A                      
physics=C                      
juggle=2           
anim=245
velset=0,0
poweradd=20   
sprpriority=1
ctrl=0            

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

[State 245, hit]
type=hitdef
trigger1=animelem=2
trigger1=var(11):=2&&var(12):=-4
attr=C,NA                   
damage=20,0    
animtype=Light        
guardflag=L        
hitflag=MAF           
priority=2,Hit             
pausetime=8,8              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,4      
guardsound=s2,0
ground.type=Low
ground.slidetime=9
ground.hittime=12
ground.velocity=-2
air.type=Low
air.velocity=-2,-1
getpower=30
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=1

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

;===========<Crouch Medium Kick>==========
[Statedef 250]
type=C                      
movetype=A                      
physics=C                      
juggle=2           
anim=250
velset=0,0   
poweradd=40   
sprpriority=1
ctrl=0            

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

[State 250, hit]
type=hitdef
trigger1=animelem=3
trigger1=var(11):=3&&var(12):=-6
attr=C,NA                   
damage=40,0    
animtype=Medium        
guardflag=L           
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,5      
guardsound=s2,0
ground.type=Low
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-3,-2
getpower=60
givepower=20
envshake.time=9
envshake.freq=60
envshake.ampl=2

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

;===========<Crouch Hard Kick>==========
[Statedef 255]
type=C
movetype=A
physics=C
juggle=3
anim=255
velset=0,0
poweradd=60   
sprpriority=1
ctrl=0

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

[State 255, hit]
type=hitdef
trigger1=animelem=3
trigger1=var(11):=4&&var(12):=-6
attr=C,NA
damage=60,0    
animtype=Hard        
guardflag=L         
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6      
guardsound=s2,0
ground.type=Trip
ground.slidetime=12
ground.hittime=16
ground.velocity=-3,-2
air.type=Low
air.velocity=-3,-2
getpower=90
givepower=40
envshake.time=12
envshake.freq=60
envshake.ampl=3
fall=1

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

;===========<Air Light Punch>==========
[Statedef 260]
type=A                      
movetype=A                      
physics=A                      
juggle=2           
anim=260
poweradd=20   
sprpriority=1
ctrl=0            

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

[State 260, hit]
type=hitdef
trigger1=animelem=2
trigger1=var(11):=2&&var(12):=-58
attr=A,NA                   
damage=25,0    
animtype=Light        
guardflag=HA           
hitflag=MAF           
priority=2,Hit             
pausetime=8,8              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,1      
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=12
ground.velocity=-2
air.type=Low
air.velocity=-2,-5
getpower=30
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=1


;===========<Air Medium Punch>==========
[Statedef 265]
type=A                      
movetype=A                      
physics=A                      
juggle=2           
anim=265
poweradd=20   
sprpriority=1
ctrl=0            

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

[State 265, hit]
type=hitdef
trigger1=animelem=4
trigger1=var(11):=3&&var(12):=-61
attr=A,NA                   
damage=40,0    
animtype=Medium       
guardflag=HA           
hitflag=MAF           
priority=3,Hit             
pausetime=10,8              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,2      
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-2.5,-5
getpower=60
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=2


;===========<Air Hard Punch>==========
[Statedef 270]
type=A
movetype=A
physics=A
juggle=3
anim=270
poweradd=60   
sprpriority=1
ctrl=0

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

[State 270, hit]
type=hitdef
trigger1=animelem=4
trigger1=var(11):=4&&var(12):=-61
attr=A,NA
damage=60,0    
animtype=Hard        
guardflag=HA           
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,3      
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-4
air.type=Low
air.velocity=-6,5
getpower=90
givepower=30
envshake.time=12
envshake.freq=60
envshake.ampl=3
air.fall=1


;===========<Air Light Kick>==========
[Statedef 275]
type=A                      
movetype=A                      
physics=A                      
juggle=2           
anim=ifelse(vel x,275,276)
poweradd=20   
sprpriority=1
ctrl=0            

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

[State 275, hit]
type=hitdef
trigger1=animelem=2&&anim=275
trigger1=var(11):=2&&var(12):=-41
attr=A,NA                   
damage=25,0    
animtype=Light        
guardflag=HA           
hitflag=MAF           
priority=2,Hit             
pausetime=8,8              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,4      
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=12
ground.velocity=-2
air.type=Low
air.velocity=-2,-5
getpower=30
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=1

[State 275, hit]
type=hitdef
trigger1=animelem=3&&anim=276
trigger1=var(11):=2&&var(12):=-101
attr=A,NA                   
damage=25,0    
animtype=Light        
guardflag=HA           
hitflag=MAF           
priority=2,Hit             
pausetime=8,8              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,4      
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=12
ground.velocity=-2
air.type=High
air.velocity=-2,-5
getpower=30
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=1


;===========<Air Medium Kick>==========
[Statedef 280]
type=A                      
movetype=A                      
physics=A                      
juggle=2           
anim=ifelse(vel x,280,281)
poweradd=40   
sprpriority=1
ctrl=0            

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

[State 280, hit]
type=hitdef
trigger1=anim=280&&animelem=3
trigger1=var(11):=3&&var(12):=-50
attr=A,NA                   
damage=40,0    
animtype=Medium       
guardflag=HA           
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,5      
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=Low
air.velocity=-2.5,-5
getpower=60
givepower=10
envshake.time=9
envshake.freq=60
envshake.ampl=2

[State 280, hit]
type=hitdef
trigger1=anim=281&&animelem=3
trigger1=var(11):=3&&var(12):=-105
attr=A,NA                   
damage=40,0    
animtype=Medium       
guardflag=HA           
hitflag=MAF           
priority=3,Hit             
pausetime=10,10              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,5      
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-3
air.type=High
air.velocity=-2.5,-5
getpower=60
givepower=20
envshake.time=9
envshake.freq=60
envshake.ampl=2


;========================<TENMA KUUJIN KYAKU>=============================
[Statedef 282]
type=A
physics=N
movetype=A
anim=282
velset=.3*vel x,.3*vel y
ctrl=0
poweradd=60
sprpriority=-1


[State 282, snd]
type=playsnd
trigger1=animelem=3
value=1,6
[State 282, snd]
type=playsnd
trigger1=animelem=1
value=3,9
channel=0

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

[State 282, hit]
type=hitdef
triggerall=var(11):=4&&var(12):=-15
trigger1=animelem=4||animelem=5
trigger2=animelem=6&&!movehit
persistent=0
attr=A,NA
damage=60,0    
animtype=Hard        
guardflag=HA           
hitflag=MAFD           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6      
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-4
air.type=Low
air.velocity=-5,6
down.hittime=24
down.velocity=0,0
getpower=90
givepower=30
envshake.time=12
envshake.freq=60
envshake.ampl=3
air.fall=1

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


;===========<Air Hard Kick>==========
[Statedef 285]
type=A
movetype=A
physics=A
juggle=3
anim=ifelse(vel x,285,286)
poweradd=60   
sprpriority=1
ctrl=0

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

[State 285, hit]
type=hitdef
trigger1=anim=285&&animelem=3
trigger1=var(11):=4&&var(12):=-50
attr=A,NA
damage=60,0    
animtype=Hard        
guardflag=HA           
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6      
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-4
air.type=Low
air.velocity=-5,3
getpower=90
givepower=30
envshake.time=12
envshake.freq=60
envshake.ampl=3
air.fall=1

[State 285, hit]
type=hitdef
trigger1=anim=286&&animelem=3
trigger1=var(11):=4&&var(12):=-66
attr=A,NA
damage=60,0    
animtype=Hard        
guardflag=HA           
hitflag=MAF           
priority=4,Hit             
pausetime=12,12              
sparkno=-1  
guard.sparkno=-1        
hitsound=s2,6      
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-4
air.type=Low
air.velocity=-4,-5
getpower=90
givepower=30
envshake.time=12
envshake.freq=60
envshake.ampl=3


;===========================================================================
;=================================<THROWS>==================================
;===========================================================================
;==========<SEOI NAGE>==========
;---PLAYER---
[Statedef 800]
type=S
movetype=A
physics=S
juggle=15
velset=0,0
ctrl=0
anim=800
sprpriority=1

[State 800, strengthvar]
type=varset
trigger1=!time
v=10
value=ifelse(command="z",2,1)

[State 800, hit]
type=hitdef
trigger1=animelem=3
trigger1=var(11):=-1
attr=S, NT         
hitflag=M-          
priority=1,Miss    
sparkno=-1          
p1facing=ifelse(command="holdfwd",-1,1)
p2facing=1
p1stateno=801       
p2stateno=ifelse(var(10)=2,802,804)       
guard.dist=0        
fall=1              

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

[Statedef 801]
type=S
movetype=A
physics=S
anim=801
poweradd=80
ctrl=0

[State 801, width]
type=width
trigger1=animelemtime(6)<0
edge=0,30

[State 801, grab snd]
type=playsnd
trigger1=!time
value=0,800
[State 801, throwsnd]
type=playsnd
trigger1=animelem=2
value=3,3
channel=0

[State 801, bind 1]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<0
pos=45,0
[State 801, bind 2]
type=targetbind
trigger1=animelemtime(2)>=0&&animelemtime(3)<0
pos=15,-76
[State 801, bind 3]
type=targetbind
trigger1=animelemtime(3)>=0&&animelemtime(4)<0
pos=-11,-105
[State 801, bind 4]
type=targetbind
trigger1=animelemtime(4)>=0&&animelemtime(5)<0
pos=-40,-80
[State 801, bind 5]
type=targetbind
trigger1=animelem=5&&var(10)=1
pos=-70,-45

[State 801, snd]
type=playsnd
trigger1=animelemtime(5)=5&&var(10)=1
value=5,4
volume=-100
persistent=0
[State 801, dust]
type=explod
trigger1=animelemtime(5)=5&&var(10)=1
anim=6020
ID=6020
sprpriority=-2
postype=p2
pos=0,0
vel=0,0
removetime=-2
ownpal=1
persistent=0
[State 801, shake]
type=envshake
trigger1=animelemtime(5)=5&&var(10)=1
time=12
freq=60
ampl=6
persistent=0

[State 801, hurt]
type=targetlifeadd
trigger1=animelem=5&&var(10)=2
value=-80

[State 801, throw]
type=targetstate
trigger1=animelem=5
value=ifelse(var(10)=2,803,805)

[State 801, pos]
type=posadd
trigger1=!animtime
x=3
[State 801, turn]
type=turn
trigger1=!animtime
[State 801, end]
type=changestate
trigger1=!animtime
value=0 
ctrl=1

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

[Statedef 803]
type=A
movetype=H
physics=N
velset=6,-5
poweradd=40
[State 803, grav]
type=gravity
trigger1=1
[State 803, recover]
type=selfstate
triggerall=vel y>0&&alive&&canrecover
trigger1=command="recovery"
value=ifelse((pos y>=-20),5200,5210)
[State 803, hitground]
type=selfstate
trigger1=vel y>0
trigger1=pos y>=0
value=5100

[Statedef 804]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 804, anim]
type=changeanim2
trigger1=!time
value=805
[Statedef 805]
type=A
movetype=H
physics=N
velset=2,10
poweradd=40
[State 805, grav]
type=gravity
trigger1=1
[State 805, hurt]
type=lifeadd
trigger1=vel y>0
trigger1=pos y>=-9
value=-85
persistent=0
[State 805, hitground]
type=selfstate
trigger1=vel y>0
trigger1=pos y>=-9
value=5110


;==========<TOMOE NAGE / JIGOKU GURUMA>==========
;---PLAYER---
[Statedef 810]
type=S
movetype=A
physics=S
juggle=15
velset=0,0
ctrl=0
anim=800
sprpriority=1

[State 810, strengthvar]
type=varset
trigger1=!time
var(10)=ifelse(command="c",2,1)

[State 810, hit]
type=hitdef
trigger1=animelem=2
trigger1=var(11):=-1
attr=S, NT         
hitflag=M-          
priority=1,Miss    
sparkno=-1          
p1facing=ifelse(command="holdfwd",-1,1)
p2facing=1
p1stateno=ifelse(var(10)=2,821,811)       
p2stateno=ifelse(var(10)=2,822,812)       
guard.dist=0        
fall=1              

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

[Statedef 811]
type=S
movetype=A
physics=S
anim=811
poweradd=80
ctrl=0

[State 811, width]
type=width
trigger1=animelemtime(6)<0
edge=0,64

[State 811, grab snd]
type=playsnd
trigger1=!time
value=0,800
[State 811, throwsnd]
type=playsnd
trigger1=animelem=2
value=3,11
channel=0

[State 811, bind 1]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<0
pos=45,0
[State 801, bind 2]
type=targetbind
trigger1=animelemtime(2)>=0&&animelemtime(3)<0
pos=18,0
[State 811, bind 3]
type=targetbind
trigger1=animelemtime(3)>=0&&animelemtime(4)<0
pos=12,-62
[State 811, bind 4]
type=targetbind
trigger1=animelemtime(4)>=0&&animelemtime(5)<0
pos=-7,-54
[State 811, bind 5]
type=targetbind
trigger1=animelem=5
pos=-74,-57

[State 811, hurt]
type=targetlifeadd
trigger1=animelem=5
value=-90

[State 811, throw]
type=targetstate
trigger1=animelem=5
value=813

[State 811, pos]
type=posadd
trigger1=animelem=2||animelem=3||animelem=4||animelem=5||animelem=6
x=ifelse((animelem=2),-17,ifelse((animelem=3),-15,ifelse((animelem=4),-5,ifelse((animelem=5),-14,-3))))
[State 801, pos]
type=posadd
trigger1=!animtime
x=4

[State 811, turn]
type=turn
trigger1=!animtime
[State 811, end]
type=changestate
trigger1=!animtime
value=0 
ctrl=1

;---TARGET---
[Statedef 812]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 812, anim]
type=changeanim2
trigger1=!time
value=812

[Statedef 813]
type=A
movetype=H
physics=N
velset=5,-9
poweradd=40
[State 813, grav]
type=gravity
trigger1=1
[State 813, recover]
type=selfstate
triggerall=vel y>0&&alive&&canrecover
trigger1=command="recovery"
value=ifelse((pos y>=-20),5200,5210)
[State 813, hitground]
type=selfstate
trigger1=vel y>0
trigger1=pos y>=0
value=5100

;---PLAYER---
[Statedef 821]
type=S
movetype=A
physics=N
anim=821
poweradd=80
ctrl=0

[State 821, width]
type=width
trigger1=1
edge=0,55

[State 821, grab snd]
type=playsnd
trigger1=!time
value=0,800
[State 821, throwsnd]
type=playsnd
trigger1=animelem=17
value=3,11
channel=0
[State 821, spinsnd]
type=playsnd
trigger1=animelem=5||animelem=9||animelem=13||animelem=17
value=1,5

[State 821, bind 1]
type=targetbind
trigger1=animelemtime(1)>=0&&animelemtime(2)<0
pos=45,0
[State 821, bind 2]
type=targetbind
trigger1=animelemtime(2)>=0&&animelemtime(3)<0
pos=18,0
[State 821, bind 3]
type=targetbind
trigger1=animelemtime(3)>=0&&animelemtime(4)<0
pos=12,-62
[State 821, bind 4]
type=targetbind
trigger1=animelemtime(4)>=0&&animelemtime(5)<0
trigger2=animelemtime(8)>=0&&animelemtime(9)<0
trigger3=animelemtime(12)>=0&&animelemtime(13)<0
pos=2,-55
[State 821, bind 5]
type=targetbind
trigger1=animelemtime(5)>=0&&animelemtime(6)<0
trigger2=animelemtime(9)>=0&&animelemtime(10)<0
trigger3=animelemtime(13)>=0&&animelemtime(14)<0
pos=-14,-36
[State 821, bind 6]
type=targetbind
trigger1=animelemtime(6)>=0&&animelemtime(7)<0
trigger2=animelemtime(10)>=0&&animelemtime(11)<0
trigger3=animelemtime(14)>=0&&animelemtime(15)<0
pos=9,0
[State 821, bind 7]
type=targetbind
trigger1=animelemtime(7)>=0&&animelemtime(8)<0
trigger2=animelemtime(11)>=0&&animelemtime(12)<0
trigger3=animelemtime(15)>=0&&animelemtime(16)<0
pos=20,-52
[State 821, bind 16]
type=targetbind
trigger1=animelemtime(16)>=0&&animelemtime(17)<0
pos=-7,-54
[State 821, bind 17]
type=targetbind
trigger1=animelem=17
pos=-74,-57

[State 821, hurt]
type=targetlifeadd
trigger1=animelem=17
value=-100

[State 821, throw]
type=targetstate
trigger1=animelem=17
value=823

[State 821, pos]
type=posset
trigger1=1
y=0
[State 821, vel]
type=velset
trigger1=animelemtime(4)<0||animelemtime(16)>=0
x=0
[State 821, vel]
type=velset
trigger1=animelemtime(4)>=0&&animelemtime(16)<0
x=-4

[State 821, pos]
type=posadd
trigger1=animelem=2||animelem=3||animelem=4
x=ifelse((animelem=2),-17,ifelse((animelem=3),-15,-24))

[State 821, dust]
type=explod
trigger1=animelemtime(4)>=0&&animelemtime(16)<0&&!(animelemtime(4)%5)
anim=6021
ID=6021
sprpriority=3
postype=p1
vel=1,0
removetime=-2
ownpal=1

[State 821, turn]
type=turn
trigger1=!animtime
[State 821, end]
type=changestate
trigger1=!animtime
value=0 
ctrl=1

;---TARGET---
[Statedef 822]
type=A
movetype=H
physics=N
velset=0,0
sprpriority=0
[State 822, anim]
type=changeanim2
trigger1=!time
value=822

[Statedef 823]
type=A
movetype=H
physics=N
velset=5,-9
poweradd=40
[State 823, grav]
type=gravity
trigger1=1
[State 823, recover]
type=selfstate
triggerall=vel y>0&&alive&&canrecover
trigger1=command="recovery"
value=ifelse((pos y>=-20),5200,5210)
[State 823, hitground]
type=selfstate
trigger1=vel y>0
trigger1=pos y>=0
value=5100