;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; LOSE (Time over)
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0;,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;----------------------------------------

; DRAWGAME (Time over)
[Statedef 175]
type = S
ctrl = 0
velset = 0,0

[State 175, 1] ; If no anim, use go to lose state.
type = ChangeState
trigger1 = Time = 0
trigger1 = !AnimExist(175)
value = 170

[State 175, 2]
type = ChangeAnim
trigger1 = Time = 0
value = 175

[State 175, 3]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 175, 3]
type = playsnd
trigger1 = animelem = 1
value = 0,15

;---------------------------------------------------------------------------
; WIN
[Statedef 180]
type = S
facep2 = 1

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

[State 180, 1]
type = ChangeState
trigger1 = MatchOver = 1
value = 182

;---------------------------------------------------------------------------
; WIN1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0;,0
facep2 = 1

[State 181, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,13

[State 181, begin]
type = AssertSpecial
trigger1 = Time = [0,160]
flag = roundnotover

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

; WIN2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0;,0

[State 182, begin]
type = AssertSpecial
trigger1 = Time = [0,300]
flag = roundnotover

[State 182, 1]
type = explod
trigger1 = animelem = 9
anim = 183
sprpriority = 0
postype = p1
pos = 0,0
;shadow = 68,68,68
bindtime = -1

[State 181, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 0,14

;------------------------------------------------
; INTRO
[Statedef 190]
type = S
ctrl = 0
anim = 190
velset = 0,0;,0

[State 190, 1] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = Time = [0,273]
flag = Intro

[State 190, 2]
type = explod
trigger1 = animelem = 145
anim = 1750
sprpriority = 2
postype = p1
pos = 0,0
bindtime = -1
ignorehitpause = 1

[State 190, 2]
type = playsnd
trigger1 = animelem = 140
value = 0,24

[State 190, 0]
type = PlaySnd
trigger1 = animelem = 145
value = 0,42

[State 190, 0]
type = PlaySnd
trigger1 = animelem = 3
value = 0,50


;---------------------------------------------------------------------------
; Standing light punch (far)
[Statedef 230]
type = S
movetype = A
physics = S
anim = 240
velset = 0
ctrl = 0
poweradd = 50

[State 230, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,27

[State 230, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 230, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 230, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 230, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 230, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = light
damage = 30
getpower = 50,25
givepower = 30,15
guardflag = MA
pausetime = 8,10
sparkno = -1
guard.sparkno = -1
ground.type = high
hitsound = S0,31
guardsound = S0,28
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2.5
guard.velocity = -2.5
air.velocity = -3,-1
airguard.velocity = -2,-1

[State 230, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 230, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3600
pos = 0,-62
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 230, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing light punch (near)
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
velset = 0
ctrl = 0
poweradd = 50

[State 240, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,27

[State 240, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 240, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 240, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 240, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 240, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = light
damage = 30
getpower = 50,25
givepower = 30,15
guardflag = MA
pausetime = 8,10
sparkno = -1
guard.sparkno = -1
ground.type = high
hitsound = S0,31
guardsound = S0,28
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2.5
guard.velocity = -2.5
air.velocity = -3,-1
airguard.velocity = -2,-1

[State 240, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 240, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3600
pos = 0,-62
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------

; Standing middle punch (far)
[Statedef 330]
type = S
movetype = A
physics = S
anim = 340
velset = 0
ctrl = 0
poweradd = 90

[State 330, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,26

[State 330, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 330, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 330, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 330, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 330, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype = medium
damage = 60
getpower = 90,45
givepower = 40,20
guardflag = MA
pausetime = 9,12
sparkno = -1
guard.sparkno = -1
hitsound = S0,32
guardsound = S0,29
ground.type = high
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
guard.velocity = -2.5
air.velocity = -3,-1
airguard.velocity = -2,-1

[State 330, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3200
pos = 180,-235
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 330, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3300
pos = 224,-224
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 330, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 4200
pos = 203,-218
postype = p2
sprpriority = 7
bindtime = 1
ignorehitpause = 1


[State 330, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3700
pos = 0,-55
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 330, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing middle punch (near)
[Statedef 340]
type = S
movetype = A
physics = S
anim = 340
velset = 0
ctrl = 0
poweradd = 90

[State 340, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,26

[State 340, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 340, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 340, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 340, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 340, 3]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype = medium
damage = 60
getpower = 90,45
givepower = 40,20
guardflag = MA
pausetime = 9,12
sparkno = -1
guard.sparkno = -1
hitsound = S0,32
guardsound = S0,29
ground.type = high
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
guard.velocity = -2.5
air.velocity = -3,-1
airguard.velocity = -2,-1

[State 340, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3200
pos = 180,-235
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 340, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3300
pos = 224,-224
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 340, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 4200
pos = 203,-218
postype = p2
sprpriority = 7
bindtime = 1
ignorehitpause = 1


[State 340, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3700
pos = 0,-55
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 340, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------

; Standing strong punch (far)
[Statedef 430]
type = S
movetype = A
physics = S
anim = 430
velset = 0
ctrl = 0
poweradd = 150

[State 430, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,26

[State 430, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 430, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,17
persistent = 0

[State 430, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,18
persistent = 0

[State 430, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,19
persistent = 0

[State 430, 1]
type = Explod
trigger1 = movehit
persistent = 0

anim = 432
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 430, 1]
type = Explod
trigger1 = moveguarded
persistent = 0

anim = 432
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 430, 1]
type = Explod
trigger1 = AnimElem = 4
persistent = 1

anim = 431
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 0


[State 430, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = hard
damage = 120
getpower = 80,40
givepower = 40,20
guardflag = MA
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
hitsound = S0,33
guardsound = S0,30
ground.type = high
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
guard.velocity = -2.5
air.velocity = -3,-1
airguard.velocity = -2,-1

[State 430, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3200
pos = 180,-242
postype = p2
sprpriority = 4
bindtime = 1
ignorehitpause = 1


[State 430, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3300
pos = 224,-231
postype = p2
sprpriority = 4
bindtime = 1
ignorehitpause = 1


[State 430, 3]
type = Explod
trigger1 = movehit

persistent = 0
anim = 4100
pos = 180,-231
postype = p2
sprpriority = 7
bindtime = 1
ignorehitpause = 1


[State 430, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3400
pos = 0,-54
postype = p2
sprpriority = 6
bindtime = 1
ignorehitpause = 1


[State 430, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Standing strong punch (near)
[Statedef 440]
type = S
movetype = A
physics = S
anim = 440
velset = 0
ctrl = 0
poweradd = 150

[State 440, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,26

[State 440, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 440, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,17
persistent = 0

[State 440, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,18
persistent = 0

[State 440, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,19
persistent = 0

[State 440, 4]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
animtype = hard
damage = 120
getpower = 80,40
givepower = 40,20
guardflag = MA
pausetime = 10,12
sparkno = -1
guard.sparkno = -1
hitsound = S0,32
guardsound = S0,30
ground.type = high
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
guard.velocity = -2.5
air.velocity = -3,-1
airguard.velocity = -2,-1

[State 440, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3200
pos = 180,-239
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 440, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3300
pos = 224,-228
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 440, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 4100
pos = 180,-218
postype = p2
sprpriority = 7
bindtime = 1
ignorehitpause = 1


[State 440, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3700
pos = 0,-54
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1


[State 440, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------
;dashx
[Statedef 250]
type = S
movetype = A
physics = N
poweradd = 80
ctrl = 0
anim = 250
poweradd = 100

[State 250, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,27

[State 250, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 250, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 250, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 250, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 250, 1]
type = VelMul
trigger1 = Vel X < 0
x = 0.9

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
getpower = 100,50
givepower = 50,25
animtype = light
hitflag = MADF
guardflag = HA
pausetime = 6,12
sparkno = -1
guard.sparkno = -1
hitsound = S0,31
guardsound = S0,28
ground.type = high
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2,-7
guard.velocity = -1
air.velocity = -2,-7
airguard.velocity = -1,-1
down.bounce = 1
fall.animtype = back
fall = 1
air.fall = 1

[State 250, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 250, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3700
pos = 0,-55
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 250, 3]
type = VelMul
trigger1 = Time >= 3
x = 0.95

[State 250, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------
;dashy
[Statedef 350]
type = S
movetype = A
physics = N
poweradd = 80
ctrl = 0
anim = 350
poweradd = 100

[State 350, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,27

[State 350, 0]
type = PlaySnd
trigger1 = animelem = 4
value = 0,27

[State 350, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 0,27

[State 350, 0]
type = PlaySnd
trigger1 = animelem = 12
value = 0,27

[State 350, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 350, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 350, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 350, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 350, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 20
getpower = 25,15
givepower = 15,10
animtype = medium
hitflag = MAF
guardflag = HA
pausetime = 6,10
sparkno = -1
guard.sparkno = -1
hitsound = S0,31
guardsound = S0,28
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -1,-1

[State 350, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 20
getpower = 25,15
givepower = 15,10
animtype = medium
guardflag = HA
pausetime = 6,10
sparkno = -1
guard.sparkno = -1
hitsound = S0,31
guardsound = S0,28
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -1,-1

[State 350, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
damage = 20
getpower = 25,15
givepower = 15,10
animtype = medium
guardflag = HA
pausetime = 6,10
sparkno = -1
guard.sparkno = -1
hitsound = S0,31
guardsound = S0,28
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -1,-1

[State 350, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = S, NA
damage = 20
getpower = 25,15
givepower = 15,10
animtype = medium
guardflag = HA
pausetime = 6,10
sparkno = -1
guard.sparkno = -1
hitsound = S0,31
guardsound = S0,28
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -1,-1

[State 350, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 350, 3]
type = Explod
triggerall = moveguarded
trigger1 = animelem = 5
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 350, 3]
type = Explod
triggerall = moveguarded
trigger1 = animelem = 9
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 350, 3]
type = Explod
triggerall = moveguarded
trigger1 = animelem = 13
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 350, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3700
pos = 0,-65
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 350, 3]
type = Explod
triggerall = movehit
trigger1 = animelem = 5
persistent = 0
anim = 3700
pos = 0,-65
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 350, 3]
type = Explod
triggerall = movehit
trigger1 = animelem = 9
persistent = 0
anim = 3700
pos = 0,-65
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 350, 3]
type = Explod
triggerall = movehit
trigger1 = animelem = 13
persistent = 0
anim = 3700
pos = 0,-65
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 350, 1]
type = VelMul
trigger1 = Vel X < 0
x = 0.9

[State 350, 3]
type = VelMul
trigger1 = Time >= 3
x = 0.95

[State 350, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------
;dashz
[Statedef 450]
type = S
movetype = A
physics = N
poweradd = 80
ctrl = 0
anim = 450
poweradd = 100

[State 450, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,26

[State 450, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 450, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,17
persistent = 0

[State 450, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,18
persistent = 0

[State 450, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,19
persistent = 0

[State 450, 1]
type = VelMul
trigger1 = Vel X < 0
x = 0.9

[State 450, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NT;A
priority = 1,miss
damage = 110
getpower = 100,50
givepower = 60,30
guardflag = H
hitflag = MAF
animtype = hard
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
hitsound = S0,32
guardsound = S0,30
ground.type = low
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -1
guard.velocity = -1
air.velocity = -1,-1
airguard.velocity = -1,-1
p2facing = 1
p2stateno = 451
p2getp1state = 1


[State 450, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3200
pos = 180,-242
postype = p2
sprpriority = 4
bindtime = 1
ignorehitpause = 1

[State 450, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3300
pos = 224,-231
postype = p2
sprpriority = 4
bindtime = 1
ignorehitpause = 1

[State 450, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 4100
pos = 180,-218
postype = p2
sprpriority = 7
bindtime = 1
ignorehitpause = 1

[State 450, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3700
pos = 0,-55
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 450, 3]
type = VelMul
trigger1 = Time >= 3
x = 0.95

;[State 450, 4]
;type = EnvShake
;trigger1 = movehit
;time = 20

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 451]
type = L
movetype = H
physics = N
ctrl = 0

;[State 451, 0]
;type = EnvShake
;trigger1 = time = 1
;time = 20

[State 451, 1]
type = SelfState
value = 5100
trigger1 = time = 0

;--------------------------------------------------
;dashc
[Statedef 560]
type = S
movetype = A
physics = N
poweradd = 80
ctrl = 0
anim = 560
poweradd = 100

[State 560, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,27

[State 560, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 560, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 560, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 560, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 560, 1]
type = VelMul
trigger1 = Vel X < 0
x = 0.9

[State 560, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 50
getpower = 100,50
givepower = 50,25
guardflag = L
hitflag = MAFD
animtype = hard
pausetime = 6,8
sparkno = -1
guard.sparkno = -1
hitsound = S0,31
guardsound = S0,28
ground.type = trip
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -1,-5
guard.velocity = -1
air.velocity = -1,-5
airguard.velocity = -1,-1
down.bounce = 1
fall.animtype = back
fall = 1
air.fall = 1

[State 560, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3100
pos = 150,-150
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 560, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3700
pos = 0,-5
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 560, 3]
type = VelMul
trigger1 = Time >= 3
x = 0.95

[State 560, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------
;CROUCH light punch
[Statedef 220]
type    = C
movetype= A
physics = C
ctrl = 0
anim = 220
poweradd = 50

[State 220, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,27

[State 220, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 220, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 220, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 220, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 30
animtype  = Light
getpower  = 50,25
givepower = 20,10
hitflag = MAFD
guardflag = L
pausetime = 8,10
sparkno = -1
guard.sparkno = -1
ground.type = Low
hitsound = S0,31
guardsound = S0,28
ground.slidetime = 8
ground.hittime  =  8
ground.velocity = -2.5
guard.velocity = -2.5
air.velocity = -3,-1
airguard.velocity = -2,-1
down.velocity = -3,0
down.hittime = 20

[State 220, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3100
pos = 150,-182
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 220, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3600
pos = 0,-39
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 220, 3]
type = CtrlSet
trigger1 = Time = 3
trigger1 = var(59) = 0
trigger2 = var(59) >= 1
trigger2 = animelemtime(5) > 0
value = 1

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;-------------------------------------------------

;CROUCH middle punch
[Statedef 320]
type    = C
movetype= A
physics = C
poweradd= 90
ctrl = 0
anim = 320

[State 320, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,26

[State 320, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 320, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 320, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 320, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 320, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = C, NA
damage    = 45
animtype  = medium
getpower  = 90,45
givepower = 50,25
hitflag = MAFD
guardflag = L
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
ground.type = Low
hitsound = S0,32
guardsound = S0,29
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -2.5
guard.velocity = -2.5
air.velocity = -3,-1
airguard.velocity = -2,-1
down.velocity = -3,0
down.hittime = 20

[State 320, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3200
pos = 180,-220
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 320, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3300
pos = 224,-209
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 320, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 4200
pos = 203,-202
postype = p2
sprpriority = 7
bindtime = 1
ignorehitpause = 1

[State 320, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3700
pos = 0,-40
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 320, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;-----------------------------------------------------

;CROUCH strong punch
[Statedef 420]
type    = C
movetype= A
physics = C
poweradd= 150
ctrl = 0
anim = 421

[State 420, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,26

[State 420, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 420, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,17
persistent = 0

[State 420, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,18
persistent = 0

[State 420, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,19
persistent = 0

[State 420, 1]
type = Explod
trigger1 = AnimElem = 4
persistent = 1
anim = 422
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 0

[State 420, 1]
type = Explod
trigger1 = movehit
persistent = 0
anim = 423
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 420, 1]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 423
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 420, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage    = 50
animtype  = hard
getpower  = 120,60
givepower = 80,40
hitflag = MAFD
guardflag = L
pausetime = 10,13
sparkno = -1
guard.sparkno = -1
ground.type = Low
hitsound = S0,34
guardsound = S0,30
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -2.5
guard.velocity = -2.5
air.velocity = -3,-1
airguard.velocity = -2,-1
down.velocity = -3,0
down.hittime = 20

[State 420, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3200
pos = 180,-214
postype = p2
sprpriority = 4
bindtime = 1
ignorehitpause = 1

[State 420, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3300
pos = 224,-203
postype = p2
sprpriority = 4
bindtime = 1
ignorehitpause = 1

[State 420, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 4100
pos = 180,-200
postype = p2
sprpriority = 7
bindtime = 1
ignorehitpause = 1

[State 420, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3500
pos = 0,-22
postype = p2
sprpriority = 6
bindtime = 1
ignorehitpause = 1

[State 420, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------

;JUMP light punch
[Statedef 210]
type    = A
movetype= A
physics = A
poweradd= 60
ctrl = 0
anim = 210

[State 210, 0]
type = PlaySnd
trigger1 = animelem = 2
value = 0,27

[State 210, 0]
type = PlaySnd
trigger1 = animelem = 4
value = 0,27

[State 210, 0]
type = PlaySnd
trigger1 = animelem = 6
value = 0,27

[State 210, 0]
type = PlaySnd
trigger1 = animelem = 8
value = 0,27

[State 210, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 210, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 210, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 210, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 40
getpower  = 15,10
givepower = 10,5
animtype = light
guardflag = HA
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
ground.type = High
hitsound = S0,31
guardsound = S0,28
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -2,-1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage    = 40
getpower  = 15,10
givepower = 10,5
animtype = light
guardflag = HA
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
ground.type = High
hitsound = S0,31
guardsound = S0,28
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -2,-1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = A, NA
damage    = 40
getpower  = 15,10
givepower = 10,5
animtype = light
guardflag = HA
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
ground.type = High
hitsound = S0,31
guardsound = S0,28
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -2,-1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = A, NA
damage    = 40
getpower  = 15,10
givepower = 10,5
animtype = light
guardflag = HA
pausetime = 7,8
sparkno = -1
guard.sparkno = -1
ground.type = High
hitsound = S0,31
guardsound = S0,28
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -2,-1

[State 210, 4]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 210, 5]
type = Explod
triggerall = moveguarded
trigger1 = AnimElem = 5
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 210, 7]
type = Explod
triggerall = moveguarded
trigger1 = AnimElem = 7
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 210, 9]
type = Explod
triggerall = moveguarded
trigger1 = AnimElem = 9
persistent = 0
anim = 3100
pos = 150,-204
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 210, 10]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3600
pos = 0,-55
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 210, 11]
type = Explod
triggerall = movehit
trigger1 = animelem = 5
persistent = 0
anim = 3600
pos = 0,-55
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 210, 12]
type = Explod
triggerall = movehit
trigger1 = animelem = 7
persistent = 0
anim = 3600
pos = 0,-55
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 210, 13]
type = Explod
triggerall = movehit
trigger1 = animelem = 9
persistent = 0
anim = 3600
pos = 0,-55
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1
;------------------------------------------------
;JUMP middle punch
[Statedef 310]
type    = A
movetype= A
physics = A
poweradd= 100
ctrl = 0
anim = 310

[State 310, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,26

[State 310, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 310, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,15
persistent = 0

[State 310, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,16
persistent = 0

[State 310, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,17
persistent = 0

[State 310, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 80
getpower  = 80,40
givepower = 40,20
animtype = medium
guardflag = HA
priority = 3
pausetime = 6,17
sparkno = -1
guard.sparkno = -1
ground.type = High
hitsound = S0,34
guardsound = S0,29
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -2,-1

[State 310, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3200
pos = 180,-235
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 310, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3300
pos = 224,-224
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 320, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 4200
pos = 203,-218
postype = p2
sprpriority = 7
bindtime = 1
ignorehitpause = 1

[State 310, 4]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3500
pos = 0,-54
postype = p2
sprpriority = 6
bindtime = 1
ignorehitpause = 1

;----------------------------------------------------

;JUMP strong punch
[Statedef 410]
type    = A
movetype= A
physics = A
poweradd= 150
ctrl = 0
anim = 410

[State 410, 0]
type = PlaySnd
trigger1 = animelem = 1
value = 0,26

[State 410, 0]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,75

[State 410, 0]
type = PlaySnd
trigger1 = Var(1) = [0,25]
value = 0,17
persistent = 0

[State 410, 0]
type = PlaySnd
trigger1 = Var(1) = [26,50]
value = 0,18
persistent = 0

[State 410, 0]
type = PlaySnd
trigger1 = Var(1) = [51,75]
value = 0,19
persistent = 0

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 120
getpower  = 120,60
givepower = 80,40
animtype = hard
guardflag = HA
priority = 3
pausetime = 10,22
sparkno = -1
guard.sparkno = -1
ground.type = High
hitsound = S0,32
guardsound = S0,30
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2
guard.velocity = -1
air.velocity = -2,-1
airguard.velocity = -2,-1

[State 410, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3200
pos = 180,-235
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 410, 3]
type = Explod
trigger1 = moveguarded
persistent = 0
anim = 3300
pos = 224,-224
postype = p2
sprpriority = 2
bindtime = 1
ignorehitpause = 1

[State 410, 3]
type = Explod
trigger1 = movehit
persistent = 0
anim = 4100
pos = 180,-218
postype = p2
sprpriority = 7
bindtime = 1
ignorehitpause = 1

[State 410, 4]
type = Explod
trigger1 = movehit
persistent = 0
anim = 3700
pos = 0,-54
postype = p2
sprpriority = 6
bindtime = 1
ignorehitpause = 1

;---------------------------------------------------------------