;---------------------------------------------------------------------------
;Berserker Barrage L- Start
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1000


[State 1000, Burst]
type = Explod
trigger1 = Animelem = 1
anim = 930
postype = p1
pos = -15, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 7


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0
channel = 2



[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1005
ctrl = 0

;---------------------------------------------------------------------------
;Berserker Barrage M - Start
[Statedef 1001]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1000

[State 1000, Burst]
type = Explod
trigger1 = Animelem = 1
anim = 930
postype = p1
pos = -15, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 1000, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 7


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0
channel = 2

[State 1001, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1006
ctrl = 0

;---------------------------------------------------------------------------
;Berserker Barrage H - Start
[Statedef 1002]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1000

[State 1002, Burst]
type = Explod
trigger1 = Animelem = 1
anim = 930
postype = p1
pos = -15, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 7


[State 0, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0
channel = 2


[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1007
ctrl = 0



;---------------------------------------------------------------------------
;Berserker Barrage L - Attack
[Statedef 1005]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1005


[State 1005, VelSet]
type = VelSet
triggerall = prevstateno = 1000
trigger1 = time > 0
x = 7

[State 1005, VelSet]
type = VelSet
triggerall = prevstateno = 1001
trigger1 = time > 0
x = 7.5


[State 1005, VelSet]
type = VelSet
triggerall = prevstateno = 1002
trigger1 = time > 0
x = 8


[State 1005, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = 500,10

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1020
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1021
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1022
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1023
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 4, 8			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
;Fall = 1
;Air.fall = 1
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-2		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -4
air.cornerpush.veloff = -4
air.guard.cornerpush.veloff = -4
envshake.time = 5
envshake.ampl = 5

[State 1005, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 10			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s995				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -5,-6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-6		;X-velocity at which opponent is pushed,
air.hittime = 20
;fall.recover = 1
;fall.recovertime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time = 5
envshake.ampl = 5

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Arachnid-Massacre]
type = ChangeState
triggerall = movecontact > 0 && power >= 2000
trigger1 = command = "Arachnid"
value = 6000


[State 1005, Finisher]
type = ChangeState
triggerall = movecontact > 0
triggerall = time >= 11 && time < 20
trigger1 = command = "x" || command = "y" || command = "z"
value = 1010



[State 1005, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015
ctrl = 0

;---------------------------------------------------------------------------
;Berserker Barrage - Finisher
[Statedef 1010]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd= 60
ctrl = 0
velset = 0,0
anim = 1010

[State 1010, Burst]
type = Explod
trigger1 = Animelem = 1
anim = 930
postype = p1
pos = -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1020
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1021
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1022
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1023
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 1010, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 33

[State 1010, VelSet]
type = VelSet
trigger1 = time >= 11 && time < 25
x = 0.5

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5;1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 500,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit= 1
value = 500,6


[State 1010, 1]
type = HitDef
trigger1 = time = 0
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = Back			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 1			;Time attacker pauses, time opponent shakes
guard.pausetime = 13, 20
sparkno = s990				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500,2 			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 30		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = 15, -7		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;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 = 15,-7		;X-velocity at which opponent is pushed,
air.hittime = 30			;Time before opponent regains control in air
air.fall = 1
fall = 1
fall.recover = 1
fall.recovertime = 30
envshake.time = 10
envshake.ampl = 10
p2facing = -1

[State 1010, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 10
ampl = 10
persistent = 1

[State 1010, End]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Berserker Barrage - End Early
[Statedef 1015]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
poweradd= 0
ctrl = 0
anim = 1015


[State 1015, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Berserker Barrage M - Attack 1
[Statedef 1006]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1005

[State 1006, VelSet]
type = VelSet
trigger1 = time > 0
x = 7

[State 1006, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = 500,10


[State 1006, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1020
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1006, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1021
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1022
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1023
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1



[State 1005, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 4, 8			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
;Fall = 1
;Air.fall = 1
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-2		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -4
air.cornerpush.veloff = -4
air.guard.cornerpush.veloff = -4
envshake.time = 5
envshake.ampl = 5

[State 1005, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 10			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s995				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -5,-6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-6		;X-velocity at which opponent is pushed,
air.hittime = 20
;fall.recover = 1
;fall.recovertime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time = 5
envshake.ampl = 5

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Arachnid-Massacre]
type = ChangeState
triggerall = movecontact > 0 && power >= 2000
trigger1 = command = "Arachnid"
value = 6000

[State 1006, Extend]
type = ChangeState
triggerall = prevstateno != 1006
triggerall = time >= 11 && time < 20
trigger1 = command = "x" || command = "y" || command = "z"
value = 1006


[State 1006, Finisher]
type = ChangeState
triggerall = prevstateno = 1006
triggerall = movecontact > 0
triggerall = time >= 11 && time < 20
trigger1 = command = "x" || command = "y" || command = "z"
value = 1010


[State 1006, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015
ctrl = 0

;---------------------------------------------------------------------------
; Berserker Barrage H - Attack 1
[Statedef 1007]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1005

[State 1007, VelSet]
type = VelSet
trigger1 = time > 0
x = 7


[State 1007, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = 500,10



[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1020
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1021
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1022
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1023
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 1005, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 4, 8			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
;Fall = 1
;Air.fall = 1
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-2		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -4
air.cornerpush.veloff = -4
air.guard.cornerpush.veloff = -4
envshake.time = 5
envshake.ampl = 5

[State 1005, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 10			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s995				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -5,-6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-6		;X-velocity at which opponent is pushed,
air.hittime = 20
;fall.recover = 1
;fall.recovertime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time = 5
envshake.ampl = 5

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Arachnid-Massacre]
type = ChangeState
triggerall = movecontact > 0 && power >= 2000
trigger1 = command = "Arachnid"
value = 6000


[State 1007, Extend 1]
type = ChangeState
triggerall = prevstateno = 1002 && prevstateno != 1007
triggerall = time >= 11 && time < 20
trigger1 = command = "x" || command = "y" || command = "z"
value = 1007


[State 1007, Extend 2]
type = ChangeState
triggerall = movecontact > 0
triggerall = prevstateno != 1002 && prevstateno = 1007
triggerall = time >= 11 && time < 20
trigger1 = command = "x" || command = "y" || command = "z"
value = 1008


[State 1007, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015
ctrl = 0


;---------------------------------------------------------------------------
; Berserker Barrage M - Attack 2
[Statedef 1008]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 1005

[State 1008, VelSet]
type = VelSet
trigger1 = time > 0
x = 7

[State 1005, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 4
value = 500,10


[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1020
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 1
anim = 1021
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1022
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 4
anim = 1023
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 1005, 1]
type = HitDef
trigger1 = animelem = 1
attr = S, SA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 4, 8			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s985				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 16		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
;Fall = 1
;Air.fall = 1
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-2		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -4
air.cornerpush.veloff = -4
air.guard.cornerpush.veloff = -4
envshake.time = 5
envshake.ampl = 5

[State 1005, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = heavy			;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 = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 2, 10			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = s995				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -20, -44		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -5,-6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-6		;X-velocity at which opponent is pushed,
air.hittime = 20
;fall.recover = 1
;fall.recovertime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time = 5
envshake.ampl = 5

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Arachnid-Massacre]
type = ChangeState
triggerall = movecontact > 0 && power >= 2000
trigger1 = command = "Arachnid"
value = 6000


[State 1006, Finisher]
type = ChangeState
triggerall = movecontact > 0
triggerall = time >= 11 && time < 20
trigger1 = command = "x" || command = "y" || command = "z"
value = 1010


[State 1006, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015
ctrl = 0


;---------------------------------------------------------------------------
;Tornado Claw L - Startup
[Statedef 1100]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 1
poweradd= 20
ctrl = 0
anim = 1100

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1100,0

[State 1100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 500,10


[State 1100, Burst]
type = Explod
trigger1 = Animelem = 2 && Pos y >= -10
anim = 930
postype = p1
pos = -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 1100, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 5, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5			;Time attacker pauses, time ppnent shakes
sparkno = s990				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = low		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 15		;Time ppnent is in hit state
ground.velocity = -5, -3		;velocity at which ppnent is pushed
airguard.velocity = -2,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -5,-4		;X-velocity at which ppnent is pushed,
air.hittime = 15			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5


[State 1100, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10



[State 1100, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1105
ctrl = 0


;---------------------------------------------------------------------------
;Tornado Claw M- Startup
[Statedef 1101]
type    = S
movetype= A
physics = S
velset = 0,0
juggle = 1
poweradd= 20
ctrl = 0
anim = 1100

[State 1101, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1100,0


[State 1101, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 500,10

[State 1101, Burst]
type = Explod
trigger1 = Animelem = 2 && Pos y >= -10
anim = 930
postype = p1
pos= -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 1101, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 5, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s990				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = low		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 15		;Time ppnent is in hit state
ground.velocity = -5, -3		;velocity at which ppnent is pushed
airguard.velocity = -2,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -5,-4		;X-velocity at which ppnent is pushed,
air.hittime = 15			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5

[State 1101, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10

[State 1101, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1105
ctrl = 0


;---------------------------------------------------------------------------
;Tornado Claw H - Startup
[Statedef 1102]
type    = S
movetype= A
physics = S
velset = 0,0
poweradd= 20
juggle = 1
ctrl = 0
anim = 1100

[State 1102, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1100,0


[State 1102, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 500,10

[State 1102, Burst]
type = Explod
trigger1 = Animelem = 2 && Pos y >= -10
anim = 930
postype = p1
pos= -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 1100, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 5, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s990				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = low		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 15		;Time ppnent is in hit state
ground.velocity = -5, -3		;velocity at which ppnent is pushed
airguard.velocity = -2,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -5,-4		;X-velocity at which ppnent is pushed,
air.hittime = 15			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5

[State 1102, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 10



[State 1102, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1105
ctrl = 0

;---------------------------------------------------------------------------
;Tornado Claw - Attack
[Statedef 1105]
type    = A
movetype= A
physics = S
velset = 0,0
poweradd= 10
juggle = 1
ctrl = 0
anim = 1105


[State 1100, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
value = 500,10

[State 0, VelSet]
type = VelSet
triggerall = prevstateno = 1100
trigger1 = time > 0 && time <= 7
x = 5
y = -4

[State 0, VelSet]
type = VelSet
triggerall = prevstateno = 1101
trigger1 = time > 0 && time <= 7
x = 6
y = -4.2


[State 0, VelSet]
type = VelSet
triggerall = prevstateno = 1102
trigger1 = time > 0 && time <= 7
x = 7
y = -4.5


[State 0, VelSet]
type = VelSet
triggerall = prevstateno = 1100
trigger1 = time > 7 && time <= 18
x = 0.5
y = -4.6



[State 0, VelSet]
type = VelSet
triggerall = prevstateno = 1101
trigger1 = time > 7 && time <= 18
x = 0.8
y = -4.8


[State 0, VelSet]
type = VelSet
triggerall = prevstateno = 1102
trigger1 = time > 7 && time <= 18
x = 1.1
y = -5



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


[State 1105, 1]
type = HitDef
trigger1 = animelem = 1
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s981				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -0.5, -8		;velocity at which ppnent is pushed
airguard.velocity = -2,-5	;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 = -0.1,-8		;X-velocity at which ppnent is pushed,
air.hittime = 20			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5

[State 1105, 1]
type = HitDef
trigger1 = animelem = 3
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s990				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -8		;velocity at which ppnent is pushed
airguard.velocity = -2,-5	;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 = -0.1,-8		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5


[State 1105, 1]
type = HitDef
trigger1 = time = 19
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -6		;velocity at which ppnent is pushed
airguard.velocity = -2,-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 = -0.1,-6		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 6
envshake.ampl = 6

[State 1105, 5]
type = ChangeState
triggerall = prevstateno = 1100
triggerall = movecontact > 0
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = (time > 9) && (time <= 16)
value = 1108
ctrl = 0
ignorehitpause = 1


[State 1105, 5]
type = ChangeState
triggerall = prevstateno = 1101
triggerall = movecontact > 0
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = (time > 9) && (time <= 16)
value = 1111
ctrl = 0
ignorehitpause = 1


[State 1105, 5]
type = ChangeState
triggerall = prevstateno = 1102
triggerall = movecontact > 0
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = (time > 9) && (time <= 14)
value = 1106
ctrl = 0
ignorehitpause = 1



[State 1105, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1110
ctrl = 0


;---------------------------------------------------------------------------
;Tornado Claw - Extend 1
[Statedef 1106]
type    = A
movetype= A
physics = S
poweradd= 10
velset = 0,0
juggle = 1
ctrl = 0
anim = 1106


[State 1106, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
value = 500,10


[State 1106, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.5
y = -5


[State 1106, VelSet]
type = VelSet
trigger1 = animelem = 6
y = 0

[State 1106, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s985				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -7		;velocity at which ppnent is pushed
airguard.velocity = -2,-5	;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 = -0.3,-7		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5

[State 1106, 1]
type = HitDef
trigger1 = animelem = 3
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s981				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -7		;velocity at which ppnent is pushed
airguard.velocity = -2,-5	;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 = -0.3,-7		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5


[State 1105, 1]
type = HitDef
trigger1 = time = 24
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -5		;velocity at which ppnent is pushed
airguard.velocity = -2,-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 = -0.1,-5		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 6
envshake.ampl = 6

[State 1106, 5]
type = ChangeState
triggerall = movecontact > 0
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = (time > 13) && (time <= 19)
value = 1107
ctrl = 0
ignorehitpause = 1


[State 1106, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1110
ctrl = 0


;---------------------------------------------------------------------------
;Tornado Claw - Extend 2
[Statedef 1107]
type    = A
movetype= A
physics = S
velset = 0,0
poweradd= 10
juggle = 1
ctrl = 0
anim = 1107

[State 1107, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
value = 500,10


[State 1107, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.2
y = -5


[State 1107, VelSet]
type = VelSet
trigger1 = animelem = 4
y = 0

[State 1107, 1]
type = HitDef
trigger1 = animelem = 2
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s990				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -7		;velocity at which ppnent is pushed
airguard.velocity = -2,-5	;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 = -0.4,-7		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5


[State 1107, 1]
type = HitDef
trigger1 = animelem = 3
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -7		;velocity at which ppnent is pushed
airguard.velocity = -2,-5	;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 = -0.4,-7		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5



[State 1105, 1]
type = HitDef
trigger1 = time = 19
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 5
sparkno = s981				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -5		;velocity at which ppnent is pushed
airguard.velocity = -2,-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 = -0.1,-5		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 6
envshake.ampl = 6


[State 1105, 5]
type = ChangeState
triggerall = movecontact > 0
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = (time > 9) && (time <= 14)
value = 1108
ctrl = 0
ignorehitpause = 1


[State 1106, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1110
ctrl = 0


;---------------------------------------------------------------------------
;Tornado Claw - Finisher
[Statedef 1108]
type    = A
movetype= A
physics = S
velset = 0,0
poweradd= 60
juggle = 20
ctrl = 0
anim = 1108


[State 0, VelSet]
type = Posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
y = -27


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
physics = A         ;A,C,S,N


[State 0, VelSet]
type = VelSet
triggerall = movehit
trigger1 = time >= 14 && time <=22
x = -3
y = -4


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 260,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 500,1

[State 620, Explod]
type = Explod
trigger1 = animelem = 5
ID = 621
anim = 621
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 90
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 620, Explod]
type = Explod
trigger1 = animelem = 5
ID = 621
anim = 621
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 90
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1
trans = add1

[State 1105, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = 30, 12			;Damage that move inflicts, guard damage
animtype = back			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 5			;Time attacker pauses, time ppnent shakes
sparkno = s990				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -6, 7		;velocity at which ppnent is pushed
airguard.velocity = -4,5	;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 = -6,7		;X-velocity at which ppnent is pushed,
air.hittime = 20
fall = 1
air.fall = 1
fall.recover = 0			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -10
air.guard.cornerpush.veloff = -10
envshake.time = 8
envshake.ampl = 6

[State 1108, 5]
type = ChangeState
trigger1 = moveguarded
value = 1209
ctrl = 0



[State 1108, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1109
ctrl = 0

;---------------------------------------------------------------------------
; Tornado Claw - Finisher recover
[Statedef 1109]
type    = A
movetype= I
physics = A
poweradd = 0
ctrl = 0
anim = 1200;671




[State 1109, Landing]
type = ChangeState
trigger1 = Pos y >= 0
value = 52



;---------------------------------------------------------------------------
;Tornado Claw - Recover
[Statedef 1110]
type    = A
movetype= I
physics = A
poweradd= 0
ctrl = 0
anim = 1110

[State 1110, VelSet]
type = VelSet
trigger1 = 1
x = 0

[State 1110, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 5
y = -6.5

[State 671, DK2]
type = ChangeState
triggerall = time > 20
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1

[State 671, DK1]
type = ChangeState
triggerall = time > 20
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 671, DK3]
type = ChangeState
triggerall = time > 20
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1

[State -1, Instinctive_L]
type = ChangeState
triggerall = time > 20
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = time > 20
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = time > 20
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1

[State -1, Wild_Cmbinatin]
type = ChangeState
triggerall = time > 20
trigger1 = command = "holdup" && command = "c"
value = 680
ctrl = 1


[State -1, Drill]
type = ChangeState
triggerall = time > 20
trigger1 = command = "Drill"
value = 1200
ctrl = 1

[State 1110, 5]
type = ChangeState
trigger1 = Pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;Tornado Claw - Extend 1 (Med)
[Statedef 1111]
type    = A
movetype= A
physics = S
poweradd= 10
juggle = 1
velset = 0,0
ctrl = 0
anim = 1106

[State 1111, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
value = 500,10


[State 1111, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.5
y = -5

[State 1111, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 3			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 30			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -7.5		;velocity at which ppnent is pushed
airguard.velocity = -2,-5	;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 = -0.3,-7.5		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5

[State 1111, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 3			;Time attacker pauses, time ppnent shakes
sparkno = s981				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 30			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -7.5		;velocity at which ppnent is pushed
airguard.velocity = -2,-5	;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 = -0.3,-7.5		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 5
envshake.ampl = 5


[State 1105, 1]
type = HitDef
trigger1 = time = 24
attr = A, SA			;Attribute: Standing, normal Attack
damage = 10, 5			;Damage that move inflicts, guard damage
animtype = Medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags f cnditins that move can hit
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 3			;Time attacker pauses, time ppnent shakes
sparkno = s985				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 30			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 30		;Time ppnent is in hit state
ground.velocity = -0.5, -5		;velocity at which ppnent is pushed
airguard.velocity = -2,-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 = -0.1,-5		;X-velocity at which ppnent is pushed,
air.hittime = 30			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 6
envshake.ampl = 8

[State 1111, 5]
type = ChangeState
triggerall = movecontact > 0
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = (time > 13) && (time <= 19)
value = 1108
ctrl = 0
ignorehitpause = 1


[State 1106, 5]
type = ChangeState
trigger1 = animtime = 0
value = 1110
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Startup
[Statedef 1200]
type    = A
movetype= A
physics = S
velset = 0,0
poweradd= 0
ctrl = 0
anim = 1200


[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1200,0


[State 1200, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Wall"
ID = 1215
stateno = 1215
pos= 0,0
postype = p1    ;p2,frnt,back,left,right
facing = 1
keyctrl = 0
ownpal = 0



[State 1200, Diag Up Fwd]
type = ChangeState
triggerall = time >= 9
trigger1 = command = "holdfwd" && command ="holdup"
value = 1203
ctrl = 0


[State 1200, Diag Up Back]
type = ChangeState
triggerall = time >= 9
trigger1 = command = "holdback" && command ="holdup"
value = 1204
ctrl = 0

[State 1200, Diag Dwn Fwd]
type = ChangeState
triggerall = time >= 9 && Pos y < -15
trigger1 = command ="holdfwd" && command ="holddown"
value = 1205
ctrl = 0


[State 1200, Diag Dwn Back]
type = ChangeState
triggerall = time >= 9 && Pos y < -15
trigger1 = command ="holdback" && command ="holddown"
value = 1206
ctrl = 0




[State 1200, Straight]
type = ChangeState
triggerall = time >= 9
trigger1 = command = "holdfwd"
value = 1201
ctrl = 0

[State 1200, Back]
type = ChangeState
triggerall = time >= 9
trigger1 = command = "holdback"
value = 1202
ctrl = 0



[State 1200, Diag Up]
type = ChangeState
triggerall = time >= 9
trigger1 = command ="holdup"
value = 1207
ctrl = 0


[State 1200, Dwn]
type = ChangeState
triggerall = time >= 9 && Pos y < -15
trigger1 = command ="holddown"
value = 1208
ctrl = 0

[State 1200, 5]
type = ChangeState
trigger1 = time = 10
value = 1201
ctrl = 0


;---------------------------------------------------------------------------
; Drill Claw - Straight
[Statedef 1201]
type    = A
movetype= A
physics = S
poweradd= 30
juggle  = 5				;Number f air juggle pints move takes
velset = 0,0			;Set velocity (x,y) (Def: n change)
ctrl = 0
anim = 1201

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = ifelse((movehit > 0),7,10)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,2


[State 1201, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = ifelse((hitcount < 2),30,10), 10			;Damage that move inflicts, guard damage
animtype = medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -6,ifelse((hitcount > 1),-5,0)		;velocity at which ppnent is pushed
airguard.velocity = -4,-3	;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 = -6,-6		;X-velocity at which ppnent is pushed,
air.hittime = 20			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 4
envshake.ampl = 4

[State 1201, changestate]
type = ChangeState
triggerall = movehit > 0
trigger1 = command = "x" || command = "y" || command = "z"
value = 1220
ctrl = 0

[State 1201, changestate]
type = ChangeState
trigger1 = movehit > 0 && hitcount = 3 || moveguarded
value = 1209
ctrl = 0

[State 1201, ChangeState]
type = ChangeState
Triggerall = prevstateno != [1211,1212]
trigger1 = frontedgebodydist = 0
value = 1211
ctrl = 0


[State 1201, changestate]
type = ChangeState
trigger1 = time = 40
value = 1210
ctrl = 0


;---------------------------------------------------------------------------
; Drill Claw - Back
[Statedef 1202]
type    = A
movetype= A
physics = S
poweradd= 30
juggle  = 5				;Number f air juggle pints move takes
velset = 0,0			;Set velocity (x,y) (Def: n change)
ctrl = 0
anim = 1201;1202

[State 1201, Turn]
type = Turn
trigger1 = time = 0

[State 1201, VelSet]
type = VelSet
trigger1 = time > 0
x = ifelse((movehit > 0),7,10)


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,2

[State 1201, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = ifelse((hitcount < 2),30,10), 10			;Damage that move inflicts, guard damage
animtype = medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -6,ifelse((hitcount > 1),-5,0)		;velocity at which ppnent is pushed
airguard.velocity = -4,-3	;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 = -6,-6		;X-velocity at which ppnent is pushed,
air.hittime = 20			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 4
envshake.ampl = 4

[State 1201, changestate]
type = ChangeState
triggerall = movehit > 0
trigger1 = command = "x" || command = "y" || command = "z"
value = 1220
ctrl = 0

[State 1202, changestate]
type = ChangeState
trigger1 = movehit > 0 && hitcount = 3 || moveguarded
value = 1209
ctrl = 0


[State 1202, ChangeState]
type = ChangeState
Triggerall = prevstateno != [1211,1212]
trigger1 = frontedgebodydist = 0
value = 1211
ctrl = 0

[State 1202, changestate]
type = ChangeState
trigger1 = time = 40
value = 1210
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Diag Up Fwd
[Statedef 1203]
type    = A
movetype= A
physics = S
poweradd= 30
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1203


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,2

[State 1203, VelSet]
type = VelSet
trigger1 = time > 0
x = ifelse((movehit > 0),4,6)
y = ifelse((movehit > 0),-5.5,-7.5)

[State 1203, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = ifelse((hitcount < 2),30,10), 10
animtype = medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s990				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = -3,-6		;velocity at which ppnent is pushed
airguard.velocity = -3,-4	;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 = -3,-6		;X-velocity at which ppnent is pushed,
air.hittime = 16			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 4
envshake.ampl = 4

[State 1201, changestate]
type = ChangeState
triggerall = movehit > 0
trigger1 = command = "x" || command = "y" || command = "z"
value = 1220
ctrl = 0

[State 1203, changestate]
type = ChangeState
trigger1 = movehit > 0 && hitcount = 3 || moveguarded
value = 1209
ctrl = 0


[State 1203, ChangeState]
type = ChangeState
Triggerall = prevstateno != [1211,1212]
trigger1 = frontedgebodydist = 0
value = 1211
ctrl = 0


[State 1203, changestate]
type = ChangeState
trigger1 = time = 40
value = 1210
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Diag Up Back
[Statedef 1204]
type    = A
movetype= A
physics = S
poweradd= 30
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1203;1204

[State 1204, Turn]
type = Turn
trigger1 = time = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,2

[State 1203, VelSet]
type = VelSet
trigger1 = time > 0
x = ifelse((movehit > 0),4,6)
y = ifelse((movehit > 0),-5.5,-7.5)

[State 1203, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = ifelse((hitcount < 2),30,10), 10
animtype = medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s990				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = -3,-6		;velocity at which ppnent is pushed
airguard.velocity = -3,-4	;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 = -3,-6		;X-velocity at which ppnent is pushed,
air.hittime = 16			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 4
envshake.ampl = 4
envshake.ampl = 4

[State 1201, changestate]
type = ChangeState
triggerall = movehit > 0
trigger1 = command = "x" || command = "y" || command = "z"
value = 1220
ctrl = 0

[State 1204, changestate]
type = ChangeState
trigger1 = movehit > 0 && hitcount = 3 || moveguarded
value = 1209
ctrl = 0


[State 1204, ChangeState]
type = ChangeState
Triggerall = prevstateno != [1211,1212]
trigger1 = frontedgebodydist = 0
value = 1211
ctrl = 0


[State 1204, changestate]
type = ChangeState
trigger1 = time = 40
value = 1210
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Diag Dwn Fwd
[Statedef 1205]
type    = A
movetype= A
physics = S
poweradd= 30
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1205


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,2

[State 1205, VelSet]
type = VelSet
trigger1 = time > 0
x = ifelse((movehit > 0),4,6)
y = ifelse((movehit > 0),5.5,7.5)

[State 1205, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = ifelse((hitcount < 2),30,10), 10
animtype = medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s981				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = -5,ifelse((hitcount > 1),-5,0)		;velocity at which ppnent is pushed
airguard.velocity =-3,4	;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 = -5,3		;X-velocity at which ppnent is pushed,
air.hittime = 16			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 4
envshake.ampl = 4

[State 1201, changestate]
type = ChangeState
triggerall = movehit > 0
trigger1 = command = "x" || command = "y" || command = "z"
value = 1220
ctrl = 0

[State 1205, changestate]
type = ChangeState
trigger1 = movehit > 0 && hitcount = 3 || moveguarded
value = 1209
ctrl = 0


[State 1205, changestate]
type = ChangeState
trigger1 = time = 40
value = 1210
ctrl = 0


[State 1205, ChangeState]
type = ChangeState
Triggerall = prevstateno != [1211,1212]
trigger1 = frontedgebodydist = 0
value = 1211
ctrl = 0

[State 1205, changestate]
type = ChangeState
trigger1 = time > 5 && Pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
; Drill Claw - Diag Dwn Back
[Statedef 1206]
type    = A
movetype= A
physics = S
poweradd= 30
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1205

[State 0, Turn]
type = Turn
trigger1 = time = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,2

[State 1205, VelSet]
type = VelSet
trigger1 = time > 0
x = ifelse((movehit > 0),4,6)
y = ifelse((movehit > 0),5.5,7.5)

[State 1205, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = ifelse((hitcount < 2),30,10), 10
animtype = medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s981				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = -5,ifelse((hitcount > 1),-5,0)		;velocity at which ppnent is pushed
airguard.velocity =-3,4	;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 = -5,3		;X-velocity at which ppnent is pushed,
air.hittime = 16			;Time befre ppnent regains cntrl in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 4
envshake.ampl = 4

[State 1201, changestate]
type = ChangeState
triggerall = movehit > 0
trigger1 = command = "x" || command = "y" || command = "z"
value = 1220
ctrl = 0

[State 1206, changestate]
type = ChangeState
trigger1 = movehit > 0 && hitcount = 3 || moveguarded
value = 1209
ctrl = 0


[State 1206, changestate]
type = ChangeState
trigger1 = time = 40
value = 1210
ctrl = 0


[State 1206, ChangeState]
type = ChangeState
Triggerall = prevstateno != [1211,1212]
trigger1 = frontedgebodydist = 0
value = 1211
ctrl = 0

[State 1206, changestate]
type = ChangeState
trigger1 = time > 5 && Pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Up
[Statedef 1207]
type    = A
movetype= A
physics = S
poweradd= 30
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1207

[State 1207, VelSet]
type = VelSet
trigger1 = time > 0
y = ifelse((movehit > 0),-8,-10)


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,2

[State 1207, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = ifelse((hitcount < 2),30,10), 10
animtype = medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = -3,-6		;velocity at which ppnent is pushed
airguard.velocity = -3,-4	;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 = -3,-6		;X-velocity at which ppnent is pushed,
air.hittime = 16			;Time befre ppnent regains cntrl in air
envshake.time = 4
envshake.ampl = 4

[State 1201, changestate]
type = ChangeState
triggerall = movehit > 0
trigger1 = command = "x" || command = "y" || command = "z"
value = 1220
ctrl = 0

[State 1207, changestate]
type = ChangeState
trigger1 = movehit > 0 && hitcount = 3 || moveguarded
value = 1209
ctrl = 0



[State 1207, changestate]
type = ChangeState
trigger1 = time = 40
value = 1210
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Down
[Statedef 1208]
type    = A
movetype= A
physics = S
poweradd= 30
juggle  = 5
velset = 0,0
ctrl = 0
anim = 1208

[State 1208, VelSet]
type = VelSet
trigger1 = time > 0
y = ifelse((movehit > 0),8,10)


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,2

[State 1208, 1]
type = HitDef
trigger1 = Time%3 = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = ifelse((hitcount < 2),30,10), 10
animtype = medium			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s990				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 6			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = -3,ifelse((hitcount > 1),-3,0)		;velocity at which ppnent is pushed
airguard.velocity =0.5,0	;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 = -3,-2		;X-velocity at which ppnent is pushed,
air.hittime = 16			;Time befre ppnent regains cntrl in air
envshake.time = 4
envshake.ampl = 4

[State 1201, changestate]
type = ChangeState
triggerall = movehit > 0
trigger1 = command = "x" || command = "y" || command = "z"
value = 1220
ctrl = 0

[State 1208, changestate]
type = ChangeState
trigger1 = movehit > 0 && hitcount = 3 || moveguarded
value = 1209
ctrl = 0

[State 1208, changestate]
type = ChangeState
trigger1 = time = 40
value = 1210
ctrl = 0

[State 1208, changestate]
type = ChangeState
trigger1 = time > 3 && Pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw Recvery 1
[Statedef 1209]
type    = A
movetype= I
physics = S
velset = 0,0
poweradd = 0
ctrl = 0
anim = 1200

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


[State 1209, VelSet]
type = VelSet
Triggerall = prevstateno != 1108;prevstateno = 1201 || prevstateno = 1203 || prevstateno = 1205 || prevstateno = 1207 || prevstateno = 1208
trigger1 = time > 0 && time <= 10
x = -1.5
y = -6

[State 1209, VelSet]
type = VelSet
Triggerall = prevstateno = 1108 ;prevstateno = 1202 || prevstateno = 1204 || prevstateno = 1206 || prevstateno = 1305
trigger1 = time > 0 && time <= 10
x = -2
y = -4

[State 1209, DK2]
type = ChangeState
triggerall = time > 15
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1

[State 1209, DK1]
type = ChangeState
triggerall = time > 15
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 671, DK3]
type = ChangeState
triggerall = time > 15
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1

[State -1, Instinctive_L]
type = ChangeState
triggerall = time > 15
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = time > 15
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = time > 15
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1

[State -1, Wild_Cmbinatin]
type = ChangeState
triggerall = time > 15
trigger1 = command = "holdup" && command = "c"
value = 680
ctrl = 1


[State -1, Drill]
type = ChangeState
triggerall = prevstateno = 1305
triggerall = time > 25
trigger1 = command = "Drill"
value = 1200
ctrl = 1

[State 1209, Landing]
type = ChangeState
trigger1 = time > 10 && Pos y >= 0
value = 52

;---------------------------------------------------------------------------
; Drill Claw Recvery 2
[Statedef 1210]
type    = A
movetype= I
physics = A
poweradd = 0
ctrl = 0
anim = 1200

[State 1210, VelSet]
type = VelSet
Triggerall = prevstateno != [1207, 1208]
trigger1 = time > 0 && time <= 10
x = 5

;[State 1210, VelSet]
;type = VelSet
;Triggerall = prevstateno = 1202 || prevstateno = 1204 || prevstateno = 1206
;trigger1 = time > 0 && time <= 10
;x = 5


[State 1210, Landing]
type = ChangeState
trigger1 = Pos y >= 0
value = 52

;---------------------------------------------------------------------------
; Drill Claw - Wall Cling Fwd
[Statedef 1211]
type    = A
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1210

[State 1211, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 52,0

[State 1211, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holdback" && command = "holdup"
value = 1204
ctrl = 1


[State 1211, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holdback" && command = "holddown"
value = 1206
ctrl = 1

[State 1211, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holdup"
value = 1207
ctrl = 1


[State 1211, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holddown"
value = 1208
ctrl = 1

[State 1211, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holdback"
trigger2 = animtime = 0
value = 1202
ctrl = 1


;---------------------------------------------------------------------------
; Drill Claw - Wall Cling Back
[Statedef 1212]
type    = A
movetype= I
physics = S
velset = 0,0
ctrl = 0
anim = 1210

[State 1212, Turn]
type = Turn
trigger1 = time = 0

[State 1212, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 52,0


[State 1212, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holdback" && command = "holdup"
value = 1204


[State 1212, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holdback" && command = "holddown"
value = 1206
ctrl = 1


[State 1212, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holdup"
value = 1207
ctrl = 1

[State 1212, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holddown"
value = 1208
ctrl = 1

[State 1212, ChangeState]
type = ChangeState
trigger1 = time > 9 && command = "holdback"
trigger2 = animtime = 0
value = 1202
ctrl = 1

;----------------------------------------------------------------------
;Drill Claw Helper
[Statedef 1215]
physics = N
velset = 0,0
anim = 1520
ctrl = 0

[State 1215, BindToParent]
type = BindToParent
trigger1 = 1
time = 99
facing = 0
pos = 0,0

[State 1215, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1


[State 1215, End]
Type = Destroyself
Trigger1 = parent, stateno = [1209,1210]
trigger2 = parent, movetype = H
Trigger3 = parent, movecontact = 1
trigger4 = parent, prevstateno = [1211,1212]
trigger5 = parent, stateno = 660 || parent, stateno = 50 || parent, ctrl = 1

;----------------------------------------------------------------------
;Drill Claw - Prep for Finisher
[Statedef 1220]
statetype = A
physics = S
velset = 0,0
anim = 1211
ctrl = 0


[State 1220, ChangeState]
type = ChangeState
trigger1 = (prevstateno = [1201,1202]) && animtime = 0
value = 1221
ctrl = 0

[State 0, ChangeState]
type = ChangeState
trigger1 = (prevstateno = [1203,1204]) && animtime = 0
value = 1222
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = (prevstateno = [1205,1206]) && animtime = 0
value = 1223
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = prevstateno = 1207 && animtime = 0
value = 1224
ctrl = 0


[State 0, ChangeState]
type = ChangeState
trigger1 = prevstateno = 1208 && animtime = 0
value = 1225
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Finisher (Straight)
[Statedef 1221]
type    = A
movetype= A
physics = S
poweradd= 10
juggle  = 30				;Number f air juggle pints move takes
velset = 0,0			;Set velocity (x,y) (Def: n change)
ctrl = 0
anim = 1212

[State 0, VelSet]
type = VelSet
trigger1 = 1;time > 0
x = ifelse((animelem = 1),120,10)


[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5;1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 500,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit= 1
value = 500,6


[State 1201, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA			;Attribute: Standing, normal Attack
Damage = 25			;Damage that move inflicts, guard damage
animtype = Up			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 14			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 2			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -0.5,-8
air.type = High			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -0.5,-5
air.hittime = 20			;Time befre ppnent regains cntrl in air
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 8
envshake.ampl = 8

[State 6005, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 8
ampl = 8
persistent = 1

[State 1201, changestate]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Finisher (Diag Up)
[Statedef 1222]
type    = A
movetype= A
physics = S
poweradd= 10
juggle  = 30				;Number f air juggle pints move takes
velset = 0,0			;Set velocity (x,y) (Def: n change)
ctrl = 0
anim = 1213

[State 0, VelSet]
type = VelSet
trigger1 = 1;time > 0
x = ifelse((animelem = 1),70,5)
y = ifelse((animelem = 1),-80.5,-6.5)

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5;1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 500,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit= 1
value = 500,6


[State 1201, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA			;Attribute: Standing, normal Attack
Damage = 25			;Damage that move inflicts, guard damage
animtype = Up			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 14			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 2			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -0.5,-8
air.type = High			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -0.5,-5
air.hittime = 20			;Time befre ppnent regains cntrl in air
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 8
envshake.ampl = 8

[State 1221, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 8
ampl = 8
persistent = 1

[State 1201, changestate]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Finisher (Diag Down)
[Statedef 1223]
type    = A
movetype= A
physics = S
poweradd= 10
juggle  = 30				;Number f air juggle pints move takes
velset = 0,0			;Set velocity (x,y) (Def: n change)
ctrl = 0
anim = 1214

[State 0, VelSet]
type = VelSet
trigger1 = 1;time > 0
x = ifelse((animelem = 1),70,7)
y = ifelse((animelem = 1),80.5,8.5)

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5;1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 500,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit= 1
value = 500,6


[State 1201, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA			;Attribute: Standing, normal Attack
Damage = 25			;Damage that move inflicts, guard damage
animtype = Up			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 14			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 2			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -0.5,-5
air.type = High			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -0.5,-5
air.hittime = 20			;Time befre ppnent regains cntrl in air
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 8
envshake.ampl = 8

[State 1222, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 8
ampl = 8
persistent = 1

[State 1201, changestate]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


[State 1201, changestate]
type = ChangeState
trigger1 = pos y >= -10
value = 1230
ctrl = 0


;---------------------------------------------------------------------------
; Drill Claw - Finisher (Up)
[Statedef 1224]
type    = A
movetype= A
physics = S
poweradd= 10
juggle  = 30				;Number f air juggle pints move takes
velset = 0,0			;Set velocity (x,y) (Def: n change)
ctrl = 0
anim = 1215

[State 0, VelSet]
type = VelSet
trigger1 = 1;time > 0
y = ifelse((animelem = 1),-100,-8)

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5;1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 500,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit= 1
value = 500,6


[State 1201, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA			;Attribute: Standing, normal Attack
Damage = 25			;Damage that move inflicts, guard damage
animtype = Up			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 14			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 2			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -0.5,-8
air.type = High			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -0.5,-5
air.hittime = 20			;Time befre ppnent regains cntrl in air
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 8
envshake.ampl = 8

[State 1224, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 8
ampl = 8
persistent = 1

[State 1201, changestate]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

;---------------------------------------------------------------------------
; Drill Claw - Finisher (Down)
[Statedef 1225]
type    = A
movetype= A
physics = S
poweradd= 10
juggle  = 30				;Number f air juggle pints move takes
velset = 0,0			;Set velocity (x,y) (Def: n change)
ctrl = 0
anim = 1216

[State 0, VelSet]
type = VelSet
trigger1 = 1;time > 0
y = ifelse((animelem = 1),100,11)

[State 1010, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 100,5;1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 500,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit= 1
value = 500,6


[State 1201, 1]
type = HitDef
trigger1 = Time = 0
attr = A, SA			;Attribute: Standing, normal Attack
Damage = 25			;Damage that move inflicts, guard damage
animtype = Up			;Animatin type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags f cnditins that move can hit
guardflag = MA			;Flags n hw move is t be guarded against
guard.pause = 5,7
priority = 3, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 14			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
guard.sparkno = s935;Y-ffset fr the spark rel. t p1
sparkxy = -10, -50		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 2			;sound t play n hit
guardsound = s130, 1			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 6		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -0.5,-5
air.type = High			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -0.5,-5
air.hittime = 20			;Time befre ppnent regains cntrl in air
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 8
envshake.ampl = 8

[State 1225, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 8
ampl = 8
persistent = 1

[State 1201, changestate]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


[State 1201, changestate]
type = ChangeState
trigger1 = pos y >= -10
value = 1230
ctrl = 0


;---------------------------------------------------------------------------
; Drill Claw - Early Landing
[Statedef 1230]
type    = C
movetype= I
physics = C
velset = 0,0			;Set velocity (x,y) (Def: n change)
ctrl = 0
anim = 1220

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


[State 1230, Landing]
type = PlaySnd
trigger1 = animelem = 1
value = 52,0

[State 1230, Landing FX]
type = Explod
trigger1 = time = 0;animelem = 1
anim = 925
ID = 52
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause =1


[State 1230, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 12
ctrl = 1

;----------------------------------------------------------------------
;Cannon Ball (L)
[Statedef 1300]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1300
ctrl = 0
poweradd = 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 5000,1

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1400,2


[State 1300, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 1305
ctrl = 0


;----------------------------------------------------------------------
;Cannon Ball (M)
[Statedef 1301]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1301
ctrl = 0
poweradd = 0

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 5000,1

[State 1301, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1400,2


[State 1301, End]
Type = ChangeState
Trigger1 = time = 20
Value = 1305
ctrl = 0


;----------------------------------------------------------------------
;Cannon Ball (H)
[Statedef 1302]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1302
ctrl = 0
poweradd = 0

[State 1302, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 5000,1

[State 1302, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1400,2


[State 1302, End]
Type = ChangeState
Trigger1 = time = 20
Value = 1305
ctrl = 0


;----------------------------------------------------------------------
;Cannon Ball - Attack
[Statedef 1305]
type = A
movetype = A
physics = S
anim = 1305
juggle = 20
ctrl = 0
poweradd = 0

[State 1305, StateTypeSet]
type = StateTypeSet
trigger1 = vel y >=0
physics = N         ;A,C,S,N

[State 1305, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,3

[State 1305, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
trigger3 = animelem = 9
trigger4 = animelem = 12
trigger5 = animelem = 15
trigger6 = animelem = 18
value = 250,2


[State 1305, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA
time = 10


[State 1305, Posadd]
type = Posadd
trigger1 = animelem = 1
trigger2 = animelem = 2
x = 15

[State 1305, VelSet]
type = VelSet
Triggerall = prevstateno = 1300
trigger1 = time > 0 && time <= 10
x = 7
y = -2

[State 1305, VelSet]
type = VelSet
Triggerall = prevstateno = 1301
trigger1 = time > 0 && time <= 15
x = 9
y = -2.1


[State 1305, VelSet]
type = VelSet
Triggerall = prevstateno = 1302
trigger1 = time > 0 && time <= 20
x = 11
y = -2.2

[State 1305, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
physics = A         ;A,C,S,N

[State 1305, Burst]
type = Explod
trigger1 = time = 0
anim = 930
postype = p1
pos= -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 1305, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = 50, 25			;Damage that move inflicts, guard damage
animtype = heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 6, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s970				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 3			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 10		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -8, -17		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -8, -17		;X-velocity at which ppnent is pushed,
air.hittime = 20
Fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 20			;Time befre ppnent regains cntrl in air
yaccel = .5
envshake.time = 8
envshake.ampl = 6
p2facing = 1

[State 1305, changestate]
type = ChangeState
trigger1 = moveguarded
value = 1209
ctrl = 0

[State 1305, End]
Type = ChangeState
Trigger1 = time > 20 && Pos y >= -10
Value = 1309
ctrl = 0

;----------------------------------------------------------------------
; Cannon Ball - Hit ground
[Statedef 1309]
type = S
movetype = I
physics = N
anim = 5080
velset = 0,0
ctrl = 0
poweradd = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,2

[State 1309, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 8
ampl = 20
persistent = 1

[State 1309, Landing FX]
type = Explod
trigger1 = time = 0;animelem = 1
anim = 925
ID = 52
pos= 0,0
postype = p1  ;p2,frnt,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause =1



[State 1309, End]
Type = ChangeState
Trigger1 = time = 5
Value = 1310
ctrl = 0

;----------------------------------------------------------------------
; Cannon Ball - Bounce
[Statedef 1310]
type = A
movetype = A
physics = S
anim = 1305
juggle = 20
ctrl = 0
poweradd = 0

[State 1310, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = 250,2

[State 1310, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA
time = 10

[State 1310, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 10
x = 2.5
y = -6


[State 1310, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
physics = A         ;A,C,S,N


[State 1310, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = 35, 16			;Damage that move inflicts, guard damage
animtype = heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 6, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 7			;Time attacker pauses, time ppnent shakes
sparkno = s970				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 3			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 10		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -4, -9		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -4, -9		;X-velocity at which ppnent is pushed,
air.hittime = 20
Fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 20			;Time befre ppnent regains cntrl in air
envshake.time = 6
envshake.ampl = 6
p2facing = 1

[State 1310, changestate]
type = ChangeState
trigger1 = moveguarded
value = 1209
ctrl = 0

[State 1310, End]
Type = ChangeState
Trigger1 = time = 15
Value = 660
ctrl = 0



;----------------------------------------------------------------------
; Deadly Backlash (L)
[Statedef 1400]
type = S
movetype = I
physics = S
anim = 1400
velset = 0,0
ctrl = 0
poweradd = 0


[State 1400, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 1408
ctrl = 0

;----------------------------------------------------------------------
; Deadly Backlash (M)
[Statedef 1401]
type = S
movetype = I
physics = S
anim = 1400
velset = 0,0
ctrl = 0
poweradd = 0


[State 1401, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 1408
ctrl = 0


;----------------------------------------------------------------------
; Deadly Backlash (H)
[Statedef 1402]
type = S
movetype = I
physics = S
velset = 0,0
anim = 1400
ctrl = 0
poweradd = 0


[State 1402, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 1408
ctrl = 0

;----------------------------------------------------------------------
;Deadly Backlash (End)
[Statedef 1403]
type = S
physics = S
anim = 1406
ctrl = 0

[State 1403, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 0
ctrl = 1

;----------------------------------------------------------------------
; Deadly Backlash - Normal Activate
[Statedef 1404]
type = S
physics = S
velset = 0,0
anim = 1403
ctrl = 0


[State 1404, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1400,0


[State 1404, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 20
pos= 25, -57
anim = 1401
sound = s50, 12


[State 1404, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
ID = 1410
stateno = 1410
pos= 0,0
postype = p1    ;p2,frnt,back,left,right
facing = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999
;size.xscale (flat)
;size.yscale (flat)


[State 1404, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 1406
ctrl = 0


;----------------------------------------------------------------------
; Deadly Backlash - Special Activate
[Statedef 1405]
type = S
physics = S
velset = 0,0
anim = 1403
ctrl = 0

[State 1405, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1400,0

[State 1405, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 20
pos= 25, -57
anim = 1401
sound = s50, 12


[State 1405, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Movement"
ID = 1410
stateno = 1410
pos= 0,0
postype = p1    ;p2,frnt,back,left,right
facing = 1
ownpal = 0
supermovetime = 9999
pausemovetime = 9999


[State 1405, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 1407
ctrl = 0


;----------------------------------------------------------------------
; Deadly Backlash - normal Attack
[Statedef 1406]
type = S
movetype = A
physics = S
velset = 0,0
poweradd = 60
anim = 1404
ctrl = 0

[State 1406, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA
time = 5

[State 1406, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1400,4

[State 1406, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = 1500,3

[State 1406, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 20
value = 1400,2


[State 1406, 1]
type = HitDef
trigger1 = time%4 = 0
attr = C, SA			;Attribute: Standing, normal Attack
damage = 12, 5			;Damage that move inflicts, guard damage
animtype = heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 7, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 3, 7			;Time attacker pauses, time ppnent shakes
sparkno = s965				;Spark anim n (Def: set abve)
sparkxy = -50, -40		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 7			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = low		;Type: High, low, Trip (def: normal)
ground.slidetime = 10		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -8, -4		;velocity at which ppnent is pushed
air.type = low			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -8,-4		;X-velocity at which ppnent is pushed,
air.hittime = 20
Fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 25			;Time befre ppnent regains cntrl in air
envshake.time = 6
envshake.ampl = 6
p2facing = 1

[State 1406, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 1403
ctrl = 0


;----------------------------------------------------------------------
; Deadly Backlash - Special Attack
[Statedef 1407]
type = S
movetype = A
physics = S
velset = 0,0
anim = 1405
poweradd = 60
ctrl = 0

[State 1407, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA
time = 5

[State 1406, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1400,4

[State 1406, PlaySnd]
type = PlaySnd
trigger1 = time = 15
value = 1500,3


[State 1407, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 10
trigger3 = time = 20
trigger4 = time = 20
value = 1400,2



[State 1407, 1]
type = HitDef
trigger1 = time%4 = 0
attr = S, SA			;Attribute: Standing, normal Attack
damage = 12, 5			;Damage that move inflicts, guard damage
animtype = heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 7, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 3, 7			;Time attacker pauses, time ppnent shakes
sparkno = s965				;Spark anim n (Def: set abve)
sparkxy = -50, -65		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s500, 7			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = low		;Type: High, low, Trip (def: normal)
ground.slidetime = 10		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = ifelse((p2dist x < -4),4,-4), -9		;velocity at which ppnent is pushed
air.type = low			;Type: High, low, Trip (def: same as ground.type)
air.velocity = ifelse((p2dist x < -4),4,-4),-9		;X-velocity at which ppnent is pushed,
air.hittime = 20
Fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 25			;Time befre ppnent regains cntrl in air
envshake.time = 6
envshake.ampl = 6
p2facing = 1

[State 1405, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 1403
ctrl = 0

;----------------------------------------------------------------------
; Deadly Backlash - Counter
[Statedef 1408]
type = S
physics = S
velset = 0,0
anim = 1408
ctrl = 0
poweradd = 50

[State 1408, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 260,3
channel = 3

[State 1408, StpSnd]
type = StopSnd
trigger1 = stateno = [1404,1405]
channel = 3


[State 1408, EnvShake]
type = EnvShake
triggerall = time > 10
trigger1 = time%6 = 0
time = 5
ampl = 10
persistent = 1

[State 1408, End]
Type = ChangeState
Trigger1 = enemynear, movetype = A && p2bodydist x <= 60 && p2bodydist y >= -100
Value = ifelse((enemynear, statetype = C),1404,1405)
ctrl = 0


[State 1408, End]
Type = ChangeState
triggerall = prevstateno = 1400
Trigger1 = time = 25
Value = 1403
ctrl = 0

[State 1408, End]
Type = ChangeState
triggerall = prevstateno = 1401
Trigger1 = time = 40
Value = 1403
ctrl = 0

[State 1408, End]
Type = ChangeState
triggerall = prevstateno = 1402
Trigger1 = time = 50
Value = 1403
ctrl = 0

;----------------------------------------------------------------------
; Deadly Backlash - Movement
[Statedef 1410]
type = S
physics = N
anim = ifelse((numhelper(7199) > 0),3999,1401)
ctrl = 0


[State 1410, ChangeAnim]
type = ChangeAnim
trigger1 = parent, stateno = 1405 && time = 0
value = ifelse((numhelper(7199) > 0),3999,1402)

[State 1410, End]
Type = Destroyself
Trigger1 = parent, stateno = 1406 || parent, stateno = 1407 || parent, movetype = H


;----------------------------------------------------------------------
; Deadly Backlash - Movement 2
[Statedef 1411]
type = S
physics = N
anim = 1402
ctrl = 0

[State 1411, End]
Type = Destroyself
Trigger1 = parent, stateno = 1407

;---------------------------------------------------------------------------
;Web Claw (L)
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1500

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,2

[State 1500, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 1500,3

[State 1500, PlaySnd]
type = PlaySnd
trigger1 =animelem = 3
value = 3000,3


[State 1500, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Web_Ball"
ID = 1510
stateno = 1505
pos= 56,-48
postype = p1    ;p2,frnt,back,left,right
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1503
ctrl = 0

;---------------------------------------------------------------------------
;Web Claw (M)
[Statedef 1501]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1501


[State 1501, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,2

[State 1501, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 1500,3


[State 1501, PlaySnd]
type = PlaySnd
trigger1 =animelem = 3
value = 3000,3

[State 1501, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Web_Ball"
ID = 1511
stateno = 1505
pos= 56,-48
postype = p1    ;p2,frnt,back,left,right
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1501, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1503
ctrl = 0

;---------------------------------------------------------------------------
;Web Claw (H)
[Statedef 1502]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 1502


[State 1502, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,2

[State 1502, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 1500,3

[State 1502, PlaySnd]
type = PlaySnd
trigger1 =animelem = 3
value = 3000,3

[State 1502, Helper]
type = Helper
trigger1 = animelem = 12
helpertype = normal ;player
name = "Web_Ball"
ID = 1512
stateno = 1505
pos= 56,-48
postype = p1    ;p2,frnt,back,left,right
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1

[State 1502, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1503
ctrl = 0

;---------------------------------------------------------------------------
;Web Claw - Finish
[Statedef 1503]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 1503
sprpriority = 7


[State 1503, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Web Claw - Web Ball
[Statedef 1505]
type    = S
movetype = A
physics = S
ctrl = 0
velset = 0,0
anim = 1505
sprpriority = 3

[State 1505, HitOverride]
type = HitOverride
trigger1 = time = 0
attr = SCA,NP,SP,HP
stateno = 1506
time = 9999

[State 1505, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,0


[State 1505, Slow]
type = VelSet
triggerall = numhelper(1510)
trigger1 = time > 0
x = 4.5


[State 1505, Med]
type = VelSet
triggerall = numhelper(1511)
trigger1 = time > 0
x = 6.5


[State 1505, Fast]
type = VelSet
triggerall = numhelper(1512)
trigger1 = time > 0
x = 8.5

[State 1505, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, normal Attack
damage = 30, 12			;Damage that move inflicts, guard damage
animtype = heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAFP			;Flags f cnditins that move can hit
priority = 4, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 0, 5			;Time attacker pauses, time ppnent shakes
sparkno = -1				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
guard.sparkno = s935
hitsound = s1500, 1			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 10		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = -6		;velocity at which ppnent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -6,-2		;X-velocity at which ppnent is pushed,
air.hittime = 16			;Time befre ppnent regains cntrl in air
envshake.time = 5
envshake.ampl = 5
p2facing = 1
ID = 1

[State 1505, Explod]
type = Explod
trigger1 = time = 0
anim =  1505
ID = 1506
pos = -10,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 999
removetime = 100
scale = 1,1
sprpriority = 6
ownpal = 0
removeongethit = 1

[State 1505, RemoveExplod]
type = RemoveExplod
trigger1 = frontedgebodydist <= -5
id = 1506

[State 1505, Helper]
type = Helper
Triggerall = enemynear, stateno != [130,155]
trigger1 = movehit && enemynear, movetype = H
helpertype = normal ;player
name = "Web_Activate"
ID = 1513
stateno = 1513
pos= 0,0
postype = p2    ;p2,frnt,back,left,right
facing = 1
ownpal = 1
size.xscale = ifelse((var(3) = 1),1.2, 0.8)
size.yscale = ifelse((var(3) = 1),1.2, 0.8)

[State 1505, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 999


[State 1505, ChangeState]
type = ChangeState
trigger1 = movecontact || movehit || moveguarded
value = 1506
ctrl = 0


[State 1505, Destroyself]
type = Destroyself
trigger1 = frontedgebodydist <= -10


;---------------------------------------------------------------------------
;Web Claw - Splat
[Statedef 1506]
type    = S
physics = N
ctrl = 0
velset = 0,0
anim = 1506

;Remove 2nd Web Claw
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 1506


[State 1506, Destroyself]
type = Destroyself
trigger1 = animtime = 0


;---------------------------------------------------------------------------
;Web Claw - Opponent Hit
[Statedef 1509]
type    = A
movetype = I
physics = N
ctrl = 0
velset = 0,0
sprpriority = 0

[State 0, PosSet]
type = PosSet
trigger1 =  pos y >= -10
y = 0


[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time = 0
value = 1509

[State 0, ChangeState]
type = ChangeState
Triggerall = time > 25 && time <= 34
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
value = 1510
ctrl = 1



[State 0, ChangeState]
type = ChangeState
trigger1 = time = 40
value = 1510
ctrl = 0

;---------------------------------------------------------------------------
;Web Claw - Opponent recover
[Statedef 1510]
type    = A
movetype = H
physics = N
ctrl = 0
velset = 0,ifelse((pos y < -10),-2,0)


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 0
value = 5000

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 10
value = ifelse((pos y >= -10),0,5040)

[State 1510, Selfstate]
type = SelfState
trigger1 = time >= 10
value = 5040
ctrl = 1

;---------------------------------------------------------------------------
;Web Claw - Bind
[Statedef 1511]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 1507
sprpriority = 3

[State 1510, Posset]
type = Posset
trigger1 = 1
x = enemynear, Pos x
y = enemynear, Pos y


[State 1506, Changestate]
type = Changestate
trigger1 = enemynear, movetype = H
trigger2 = time = 40
value = 1512
ctrl = 0


;---------------------------------------------------------------------------
;Web Claw - Web Activate
[Statedef 1513]
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 7015
sprpriority = -1


[State 1513, 1]
type = HitDef
Trigger1 = time = 0
attr = S, ST          ;Attributes: Standing, Normal Throw
hitflag = MA          ;Affect only ground people who are not being hit
priority = 7, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = -1;s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2stateno = 1509       ;If hit, p2 changes to state 820 in player's cns
ID = 2

[State 1505, Helper]
type = Helper
Triggerall = enemynear, stateno != [130,155]
trigger1 = movehit && enemynear, movetype = H
helpertype = normal ;player
name = "Web_Bind"
ID = 1511
stateno = 1511
pos= 0,0
postype = p2    ;p2,frnt,back,left,right
facing = 1
ownpal = 1
size.xscale = ifelse((var(3) = 1),1.2, 0.8)
size.yscale = ifelse((var(3) = 1),1.2, 0.8)


[State 1506, destroyself]
type = destroyself
trigger1 = time = 10


;---------------------------------------------------------------------------
;Web Claw - Unravel
[Statedef 1512]
type    = S
physics = S
ctrl = 0
velset = 0,0
anim = 1508
sprpriority = 3

[State 1505, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,1

[State 1506, Destroyself]
type = Destroyself
trigger1 = animtime = 0



;---------------------------------------------------------------------------
; Air Web Claw (L)
[Statedef 1600]
type    = A
movetype= A
physics = N
juggle  = 2
poweradd= 30
ctrl = 0
anim = 1600


[State 1600, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,2

[State 1600, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 1500,3


[State 1500, PlaySnd]
type = PlaySnd
trigger1 =animelem = 1
value = 3000,3

[State 1600, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 3 && time > 0
x = -1
y = -2



[State 1605, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Web_Ball"
ID = 1510
stateno = 1605
pos= 99,-27
postype = p1    ;p2,frnt,back,left,right
facing = 1
keyctrl = 0
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1


[State 1605, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


[State 1600, ChangeState]
type = ChangeState
trigger1 = Pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Air Web Claw (M)
[Statedef 1601]
type    = A
movetype= A
physics = N
juggle  = 2
poweradd= 30
ctrl = 0
anim = 1601


[State 1601, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,2

[State 1601, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 1500,3


[State 1601, PlaySnd]
type = PlaySnd
trigger1 =animelem = 1
value = 3000,3

[State 1601, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = 0

[State 1601, VelSet]
type = VelSet
trigger1 = animelem = 3 && time > 0
x = -1
y = -2

[State 1601, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Web_Ball"
ID = 1511
stateno = 1605
pos= 99,-27
postype = p1    ;p2,frnt,back,left,right
facing = 1
keyctrl = 0
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1


[State 1601, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


[State 1601, ChangeState]
type = ChangeState
trigger1 = Pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Air Web Claw (H)
[Statedef 1602]
type    = A
movetype= A
physics = N
juggle  = 2
poweradd= 30
ctrl = 0
anim = 1602


[State 1602, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,2

[State 1602, PlaySnd]
type = PlaySnd
trigger1 = time = 18
value = 1500,3


[State 1602, PlaySnd]
type = PlaySnd
trigger1 =animelem = 3
value = 3000,3

[State 1602, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 0
y = 0

[State 1602, VelSet]
type = VelSet
trigger1 = animelem = 3 && time > 0
x = -1
y = -2

[State 1602, Helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal ;player
name = "Web_Ball"
ID = 1512
stateno = 1605
pos= 99,-27
postype = p1    ;p2,frnt,back,left,right
facing = 1
keyctrl = 0
facing = 1
ownpal = 1
size.xscale = 1
size.yscale = 1


[State 1602, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

[State 1602, ChangeState]
type = ChangeState
trigger1 = Pos y >= 0
value = 52
ctrl = 0


;---------------------------------------------------------------------------
;Air Web Claw - Web Ball
[Statedef 1605]
type    = S
movetype = A
physics = N
ctrl = 0
velset = 0,0
anim = 1605
sprpriority = 3


[State 1605, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 1500,0

[State 1605, Slow]
type = VelSet
triggerall = numhelper(1510)
trigger1 = time > 0
x = 4
y = 4

[State 1605, Med]
type = VelSet
triggerall = numhelper(1511)
trigger1 = time > 0
x = 6
y = 6

[State 1605, Fast]
type = VelSet
triggerall = numhelper(1512)
trigger1 = time > 0
x = 8
y = 8

[State 1605, 1]
type = HitDef
trigger1 = time = 0
attr = A, SP			;Attribute: Standing, normal Attack
damage = 30, 12			;Damage that move inflicts, guard damage
animtype = heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAFP			;Flags f cnditins that move can hit
priority = 4, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 0, 5			;Time attacker pauses, time ppnent shakes
sparkno = -1				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
guard.sparkno = s935
hitsound = s1500, 1			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = High		;Type: High, low, Trip (def: normal)
ground.slidetime = 10		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = -6		;velocity at which ppnent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -6,-2		;X-velocity at which ppnent is pushed,
air.hittime = 16			;Time befre ppnent regains cntrl in air
envshake.time = 5
envshake.ampl = 5
p2facing = 1

[State 1605, Helper]
type = Helper
Triggerall = enemynear, stateno != [130,155]
trigger1 = movehit && enemynear, movetype = H
helpertype = normal ;player
name = "Web_Activate"
ID = 1513
stateno = 1513
pos= 0,0
postype = p2    ;p2,frnt,back,left,right
facing = 1
ownpal = 1
size.xscale = ifelse((var(3) = 1),1.2, 0.8)
size.yscale = ifelse((var(3) = 1),1.2, 0.8)


[State 1505, HitOverride]
type = HitOverride
trigger1 = movecontact || movehit || moveguarded
attr = SCA, NP,SP,HP
stateno = 1606
time = 999


[State 1605, ChangeState]
type = ChangeState
trigger1 = movecontact || movehit || moveguarded
value = 1606
ctrl = 0



[State 1505, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA,NA,SA,HA,NT,ST,HT
time = 999

[State 1605, ChangeState]
type = ChangeState
trigger1 = Pos y >= -10
value = 1607
ctrl = 0


[State 1605, Destroyself]
type = Destroyself
trigger1 = frontedgebodydist <= -10

;---------------------------------------------------------------------------
;Air Web Claw - Splat
[Statedef 1606]
type    = S
physics = N
ctrl = 0
velset = 0,0
anim = 1606


[State 1606, Destroyself]
type = Destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Web Claw - Hit ground
[Statedef 1607]
type    = S
physics = N
ctrl = 0
velset = 0,0
anim = 1607

[State 1607, Posset]
type = Posset
trigger1 = 1
y = 0

[State 1607, Destroyself]
type = Destroyself
trigger1 = animtime = 0

;---------------------------------------------------------------------------
;Instinctive Flip (L)
[Statedef 1700]
type    = A
movetype = A
physics = A
ctrl = 0
velset = 0,0
anim = 1700

[State 1700, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 250,2

[State 1700, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1705
ctrl = 0


;---------------------------------------------------------------------------
;Instinctive Flip (M)
[Statedef 1701]
type    = A
movetype = A
physics = A
ctrl = 0
velset = 0,0
anim = 1700

[State 1701, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 250,2


[State 1701, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1705
ctrl = 0


;---------------------------------------------------------------------------
;Instinctive Flip (H)
[Statedef 1702]
type    = A
movetype = A
physics = A
ctrl = 0
velset = 0,0
anim = 1700

[State 1702, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 250,2


[State 1702, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1705
ctrl = 0


;---------------------------------------------------------------------------
;Instinctive Flip - Attack
[Statedef 1705]
type    = A
movetype = A
physics = A
juggle = 10
ctrl = 0
poweradd = 50
velset = 0,0
anim = 1705


[State 680, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,2

[State 1705, VelSet]
type = VelSet
triggerall = prevstateno = 1700 || prevstateno = 710
trigger1 = time > 0 && time <= 15
x = 2
y = -2

[State 1705, VelSet]
type = VelSet
triggerall = prevstateno = 1701
trigger1 = time > 0 && time <= 15
x = 4
y = -0.3


[State 1705, VelSet]
type = VelSet
triggerall = prevstateno = 1702
trigger1 = time > 0 && time <= 15
x = 0.1
y = -3.5

[State 1705, 1]
type = HitDef
trigger1 = animelem = 1
attr = A, SA			;Attribute: Standing, normal Attack
damage = 30, 12			;Damage that move inflicts, guard damage
animtype = heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 4, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 10			;Time attacker pauses, time ppnent shakes
sparkno = s965				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 4			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 18		;Time ppnent is in hit state
ground.velocity = -4, -4		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -4,-4		;X-velocity at which ppnent is pushed,
air.hittime = 18
Fall = 1
air.fall = 1
fall.recover = 1
envshake.time = 5
envshake.ampl = 5

[State 1705, 1]
type = HitDef
triggerall = prevstateno = 1700 || prevstateno = 710
trigger1 = animelem = 3
attr = A, SA			;Attribute: Standing, normal Attack
damage = 30, 12			;Damage that move inflicts, guard damage
animtype = Back			;Animatin type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 4, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 7			;Time attacker pauses, time ppnent shakes
sparkno = s970				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 3			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 18		;Time ppnent is in hit state
ground.velocity = -12, -15		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -12,-15		;X-velocity at which ppnent is pushed,
air.hittime = 18
Fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 25
yaccel = .5
envshake.time = 5
envshake.ampl = 5


[State 1705, 1]
type = HitDef
triggerall = prevstateno = 1701
trigger1 = animelem = 3
attr = A, SA			;Attribute: Standing, normal Attack
damage = 30, 12			;Damage that move inflicts, guard damage
animtype = Back			;Animatin type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 4, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 7			;Time attacker pauses, time ppnent shakes
sparkno = s970				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 3			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 18		;Time ppnent is in hit state
ground.velocity = -16, -2		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -16,-2		;X-velocity at which ppnent is pushed,
air.hittime = 18
Fall = 1
air.fall = 1
fall.recover = 1
fall.recovertime = 25
envshake.time = 5
envshake.ampl = 5


[State 1705, 1]
type = HitDef
triggerall = prevstateno = 1702
trigger1 = animelem = 3
attr = A, SA			;Attribute: Standing, normal Attack
damage = 30, 12			;Damage that move inflicts, guard damage
animtype = Back			;Animatin type: Light, Medium, Heavy, Back (def: Light)
;guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 4, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 7			;Time attacker pauses, time ppnent shakes
sparkno = s970				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 3			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 18		;Time ppnent is in hit state
ground.velocity = 10, -20		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = 10,-20		;X-velocity at which ppnent is pushed,
air.hittime = 18
Fall = 1
air.fall = 1
fall.recover = 1
yaccel = .5
fall.recovertime = 25
envshake.time = 5
envshake.ampl = 5

[State 1705, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


;---------------------------------------------------------------------------
;Predatry Stride - Start
[Statedef 1800]
type    = S
movetype = I
physics = S
ctrl = 0
velset = 0,0
anim = 1800


[State 1801, Burst]
type = Explod
trigger1 = time = 2
anim = 1807
postype = p1
pos= ifelse((command = "holdback"),-20,20), 0
facing = ifelse((command = "holdback"),-1,1)
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 1, 1
trans = add1


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = ifelse((command = "holdback"),1802,1801)
ctrl = 0


;---------------------------------------------------------------------------
;Predatry Stride - Fwd
[Statedef 1801]
type    = A
movetype = I
physics = S
ctrl = 0
poweradd = 20
velset = 0,0
anim = 1801

[State 1801, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP,SP
time = 18

[State 1801, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,5


[State 1801, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,2

[State 1801, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1801, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
physics = A         ;A,C,S,N


[State 0, Posadd]
type = Posadd
trigger1 = animelem = 1
x = 15

[State 1802, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 10
y = -0.8


[State 1802, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 3
x = 20


[State 1802, VelSet]
type = VelSet
trigger1 = time > 3 && time <= 10
x = 6


[State 1801, ChangeState]
type = ChangeState
trigger1 = time > 10 && Pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;Predatry Stride - Back
[Statedef 1802]
type    = A
movetype = I
physics = S
ctrl = 0
poweradd = 20
velset = 0,0
anim = 1802

[State 1802, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1802, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,5


[State 1802, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 100,2

[State 1802, NotHitBy]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP,SP
time = 18


[State 1802, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
physics = A         ;A,C,S,N


[State 1802, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 10
y = -0.8


[State 1802, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 3
x = -18


[State 1802, VelSet]
type = VelSet
trigger1 = time > 3 && time <= 10
x = -5



[State 1802, ChangeState]
type = ChangeState
trigger1 = time > 10 && Pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
;Critical Lunge - Light
[Statedef 1803]
type    = A
movetype = A
physics = S
ctrl = 0
juggle = 30
poweradd = 70
velset = 0,0
anim = 1803

[State 1805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,13


[State 1805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,5;1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit= 1
value = 500,6

[State 1805, Burst]
type = Explod
trigger1 = Animelem = 1
anim = 930
postype = p1
pos= -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 1005, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1022
pos = -30,30
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1023
pos = -30,30
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1803, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 8
ampl = 8
persistent = 1


[State 1805, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1805, 0]
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0

[State 1805, Posset]
type = Posset
trigger1 = time = 0
y = 0

[State 0, VelSet]
type = Velset
triggerall = animelem = 2
trigger1 = time > 0 && time <= 12
x = 30

[State 0, VelSet]
type = VelSet
trigger1 = time > 12
x = 1.2

[State 1805, 1]
type = HitDef
trigger1 = time = 0
attr = C, SA			;Attribute: Standing, normal Attack
damage = 45, 15			;Damage that move inflicts, guard damage
animtype = heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = LA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 5, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 4, 15			;Time attacker pauses, time ppnent shakes
sparkno = s990				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
guard.sparkno = s980
hitsound = s500, 0			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = trip		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = 0, -5		;velocity at which ppnent is pushed
air.type = trip			;Type: High, low, Trip (def: same as ground.type)
air.velocity = 0,-5		;X-velocity at which ppnent is pushed,
air.hittime = 20
Fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 8
envshake.ampl = 8

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 40
value = 12
ctrl = 1


;---------------------------------------------------------------------------
;Critical Lunge - Medium
[Statedef 1804]
type    = A
movetype = A
physics = S
ctrl = 0
poweradd = 70
velset = 0,0
anim = 1804

[State 1805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,13

[State 1804, EnvShake]
type = EnvShake
trigger1 = animelem = 2
time = 8
ampl = 8
persistent = 1


[State 1805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,5;1

[State 1805, Burst]
type = Explod
trigger1 = Animelem = 1
anim = 930
postype = p1
pos= -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 1005, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1020
pos= -30,0
postype = p1  ;p2,frnt,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 2
anim = 1021
pos= -30,0
postype = p1  ;p2,frnt,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 0
removeongethit = 1


[State 1805, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1805, 0]
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0

[State 1805, Posset]
type = Posset
trigger1 = time = 0
y = 0

[State 0, VelSet]
type = Velset
triggerall = animelem = 2
trigger1 = time > 0 && time <= 12
x = 16
y = -11

[State 0, VelSet]
type = VelSet
trigger1 = time > 12
x = 1.2
y = -0.4

[State 1805, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = 60, 18			;Damage that move inflicts, guard damage
animtype = Up			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 5, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 4, 15			;Time attacker pauses, time ppnent shakes
sparkno = s990				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
guard.sparkno = s935
hitsound = s500, 0			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -8, -10		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -8,-10		;X-velocity at which ppnent is pushed,
air.hittime = 20
Fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 8
envshake.ampl = 8

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

;---------------------------------------------------------------------------
;Critical Lunge - Heavy
[Statedef 1805]
type    = S
movetype = A
physics = S
ctrl = 0
poweradd = 70
velset = 0,0
anim = 1805

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 13
x = 10


[State 0, Width]
type = Width
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 13
trigger4 = animelem = 18
value = 10,0

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 17
x = 50

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem = 18
x = 20

[State 1805, PlaySnd]
type = PlaySnd
trigger1 = animelem = 17
value = 260,13


[State 1805, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
value = 260,2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 7
value = 250,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 13
value = 500,1

[State 3004, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = animelem = 7
value = 260,4

[State 1805, Burst]
type = Explod
trigger1 = Animelem = 13
trigger2 = animelem = 17
anim = 930
postype = p1
pos= -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 1005, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 13
trigger3 = animelem = 18
anim = 1020
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 3
trigger2 = animelem = 13
trigger3 = animelem = 18
anim = 1021
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 9
trigger2 = animelem = 18
anim = 1022
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 9
trigger2 = animelem = 18
anim = 1023
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 13
anim = 1020
pos = -20,-60
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1

[State 1005, Explod]
type = Explod
trigger1 = animelem = 13
anim = 1021
pos = -20,-60
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 99
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 1805, 0]
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0

[State 1805, Posset]
type = Posset
trigger1 = time = 0
y = 0

[State 1805, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, SA			;Attribute: Standing, normal Attack
damage = 20, 6			;Damage that move inflicts, guard damage
animtype = Heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 5, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 10			;Time attacker pauses, time ppnent shakes
sparkno = s985;s955				;Spark anim no (Def: set above)
guard.sparkno = s935
sparkxy = -55, -75
hitsound = s500, 0			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = 5		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = 3,-3		;X-velocity at which ppnent is pushed,
air.hittime = 16
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9
air.cornerpush.veloff = -9
air.guard.cornerpush.veloff = -9
envshake.time = 8
envshake.ampl = 8

[State 1805, 1]
type = HitDef
trigger1 = animelem = 9
attr = S, SA			;Attribute: Standing, normal Attack
damage = 20, 6			;Damage that move inflicts, guard damage
animtype = Heavy			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 5, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 10			;Time attacker pauses, time ppnent shakes
sparkno = s990				;Spark anim no (Def: set above)
sparkxy = -60, -60		;X-offset for the "hit spark" rel. to p2,
guard.sparkno = s935
hitsound = s500, 0			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = Low		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 16		;Time ppnent is in hit state
ground.velocity = 5		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = 3,-3		;X-velocity at which ppnent is pushed,
air.hittime = 16
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9
air.cornerpush.veloff = -9
air.guard.cornerpush.veloff = -9
envshake.time = 8
envshake.ampl = 8

[State 1805, 1]
type = HitDef
trigger1 = animelem = 13
attr = S, SA			;Attribute: Standing, normal Attack
damage = 25, 7			;Damage that move inflicts, guard damage
animtype = Up			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 5, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 5, 10			;Time attacker pauses, time ppnent shakes
sparkno = s995				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
guard.sparkno = s935
hitsound = s500, 2			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -6, -5		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -6,-5		;X-velocity at which ppnent is pushed,
air.hittime = 20
Fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -12
air.guard.cornerpush.veloff = -12
envshake.time = 10
envshake.ampl = 10



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 18 && movehit
value = 500,6

[State 1805, 1]
type = HitDef
trigger1 = animelem = 18
attr = S, SA			;Attribute: Standing, normal Attack
damage = 30, 9			;Damage that move inflicts, guard damage
animtype = Back			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 5, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 6, 15			;Time attacker pauses, time ppnent shakes
sparkno = s990				;Spark anim n (Def: set abve)
sparkxy = 10, 0		;X-ffset fr the "hit spark" rel. t p2,
guard.sparkno = s935
hitsound = s500, 2			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 15		;Time that the ppnent slides back
ground.hittime  = 20		;Time ppnent is in hit state
ground.velocity = -18, -3		;velocity at which ppnent is pushed
air.type = high			;Type: High, low, Trip (def: same as ground.type)
air.velocity = -18,-3		;X-velocity at which ppnent is pushed,
air.hittime = 20
Fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -18
guard.cornerpush.veloff = -18
air.cornerpush.veloff = -18
air.guard.cornerpush.veloff = -18
envshake.time = 10
envshake.ampl = 10

[State 6005, EnvShake]
type = EnvShake
trigger1 = animelem = 3
trigger2 = animelem = 9
trigger3 = animelem = 13
time = 8
ampl = 8
persistent = 1

[State 6005, EnvShake]
type = EnvShake
trigger1 = animelem = 18
time = 10
ampl = 10
persistent = 1


[State -1, Twisted_X]
type = ChangeState
triggerall = time <= 40 && movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = time <= 40 && movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


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

;---------------------------------------------------------------------------
; Sudden Gust
[Statedef 1806]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= 60
ctrl = 0
anim = 1806

[State 1806, 0]
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0

[State 1805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,8

[State 1805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,2


[State 1806, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 3005
anim = 930
postype = p1
pos= -25, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 1806, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 8
x = 0.8
y = -3

[State 1806, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N


[State 1806, 1]
type = HitDef
trigger1 = time = 0
attr = A, SA			;Attribute: Standing, normal Attack
damage = 37, 0			;Damage that move inflicts, guard damage
animtype = back			;Animatin type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags n hw move is t be guarded against
hitflag = MAF			;Flags f cnditins that move can hit
priority = 4, Hit			;Attack priority: 0 (least) t 7 (mst), 4 default
pausetime = 8, 8			;Time attacker pauses, time ppnent shakes
guard.pause = 17
sparkno = s960				;Spark anim n (Def: set abve)
guard.sparkno = s935
sparkxy = -10, -65		;X-ffset fr the "hit spark" rel. t p2,
hitsound = s200, 50			;sound t play n hit
guardsound = s130, 0			;sound t play n guard
ground.type = high		;Type: High, low, Trip (def: normal)
ground.slidetime = 5		;Time that the ppnent slides back
ground.hittime  = 35		;Time ppnent is in hit state
ground.velocity = -0.3, -12; -0.3, -13.5		;velocity at which ppnent is pushed
airguard.velocity = -5,-4	;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 = -0.3,-12		;X-velocity at which ppnent is pushed,
air.hittime = 35
;air.fall = 1
fall.recover = 1
fall.recovertime = 35
envshake.time = 4
envshake.ampl = 4
p2facing = 1

[State 420, Launch FX]
type = Explod
trigger1 = movehit
anim = 910
ID = 420
removetime = -2
persistent = 0
pos= ceil(p2bodydist x)+0,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
;supermve = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64
trans = add

[State 420, Launch FX]
type = Explod
trigger1 = movehit
anim = 911
ID = 420
removetime = -2
persistent = 0
pos= ceil(p2bodydist x)+0,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64
trans = add


[State 420, Chase Jump]
type = ChangeState
value = 7000
triggerall = movehit && (time > 10) && (time <= 20) && enemynear, movetype = H
trigger1 = command = "holdup" && command = "holdfwd" || command = "holdup" && command = "holdback" || command = "holdup"

[State 1806, Changestate]
type = ChangeState
trigger1 = animtime = 0
value = 660


