[State 3020, 1]
type = HitDef
trigger1 =  AnimElem = 6
trigger2 =  AnimElem = 7
trigger3 =  AnimElem = 13
trigger4 =  AnimElem = 14
trigger5 =  AnimElem = 19
trigger6 =  AnimElem = 20
trigger7 =  AnimElem = 25
trigger8 =  AnimElem = 26
trigger9 =  AnimElem = 32
trigger10 =  AnimElem = 33
trigger11 =  AnimElem = 38
trigger12 =  AnimElem = 39
trigger13 =  AnimElem = 45
trigger14 =  AnimElem = 46
trigger15 =  AnimElem = 51
trigger16 =  AnimElem = 52
trigger17 =  AnimElem = 58
trigger18 =  AnimElem = 59
trigger19 =  AnimElem = 63
trigger20 =  AnimElem = 64
attr = S, HA
damage = 10
animtype = Hard
air.animtype =hard
guardflag = M
hitflag = MA;F
getpower = 0,0
pausetime = 3,3
sparkno = S4010
guard.sparkno = S8110
sparkxy = -5, -90
hitsound = S7,8
guardsound = S2,1
ground.type = High
ground.slidetime = 525
ground.hittime  = 525
ground.velocity = -0,-0
air.velocity =-1,-1
ground.cornerpush.veloff = 0
air.fall = 1
kill =0
;---------------------------------------------------------------------------
; ここからは通常攻撃技のステート
;---------------------------------------------------------------------------
; 立ち弱パンチ

[Statedef 200]
type     = S                 ;キャラの状態を指定
                             ;S=立ち　C=しゃがみ　A=空中　L=倒れている　U=前のステートの状態を引き継ぐ
movetype = A                 ;キャラの行動内容を指定 I=何もしない　A=攻撃している　H=攻撃を食らっている
physics  = S                 ;キャラの物理的な体勢
                             ;S=立ち　C=しゃがみ　A=空中　N=重力や摩擦の影響を受けない　U=前のステートの体勢を引き継ぐ
juggle   = 8                 ;攻撃を当てた時に溜まるジャグルポイントの設定
velset   = 0,0               ;移動初速度の設定（このステートでは0,0なので移動せず止まります）
ctrl     = 0                 ;コントロールの可否（0=キー操作不可・1=キー操作可能）
anim     = 200               ;airファイルの[Begin Action 200]のアニメを使っています
poweradd = 20                ;パワーゲージの増加量を設定
sprpriority = 2              ;画像表示優先度　数値が多いと手前に、少ないと奥に優先されます
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 200,]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 6,0
channel = 4

[State 200,]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0

[State 200, ヒット定義]
type = HitDef                ;攻撃ヒット定義（Hit Definition）のステートコントローラ
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3      ;攻撃判定ボックスがあればアニメーション３番目のコマで適用されます
attr = S, NA                 ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）、重要項目です
damage = 28, 0               ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Light             ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp
guardflag = MA               ;相手が立ち・しゃがみ・空中どのガードが出来るかを決めます（MiddleAir 全部ガードされます）
hitflag = MAF                ;相手がどの状態の時で攻撃を当てられるかを決めます（MiddleAirFall）
priority = 3, Hit            ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト・種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 12, 12             ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = S4000                  ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = S10150          ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -10, -76           ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound = s4,0              ;ヒットサウンド（Sを付けると自分のSNDファイルから）
guardsound = s4,9            ;ガードサウンド（Sを付けないとMUGENデフォルトから）
ground.type = High           ;当たった時の地上の相手のアニメの属性　High：頭、体, Low：足, Trip：足払い
ground.slidetime = 13         ;当たった時の地上の相手がのけぞる時間
ground.hittime = 9         ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -5,0       ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -1.9,-.8 ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = High              ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -3.5,-6       ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime = 12             ;当たった時の空中の相手のやられ状態の時間
guard.velocity = -5
getpower = 53,53
givepower = 21,21
guard.pausetime = 12,12
guard.slidetime = 10
guard.hittime = 8
guard.ctrltime = 20
yaccel = .5

[State 200, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0 ;アニメーション時間が０、つまりアニメが終了した時に有効になります。
value = 0
ctrl = 1 

;---------------------------------------------------------------------------
;近距離 立ち弱パンチ
[Statedef 201]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 20
ctrl     = 0
velset   = 0,0
anim     = 201
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 200,]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 6, 0
channel = 4

[State 200,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 201, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3      ;攻撃判定ボックスがあればアニメーション３番目のコマで適用されます
attr = S, NA                 ;攻撃属性: これは Standing, Normal Attack（立ち通常攻撃）、重要項目です
damage = 28, 0               ;相手に与えるダメージ（ヒットした時,ガードされた時）
animtype = Light             ;当たった時の相手のアニメの種類: Light, Medium, Hard, Back, Up, DiagUp
guardflag = MA               ;相手が立ち・しゃがみ・空中どのガードが出来るかを決めます（MiddleAir 全部ガードされます）
hitflag = MAF                ;相手がどの状態の時で攻撃を当てられるかを決めます（MiddleAirFall）
priority = 3, Hit            ;攻撃優先度: 0 (最低) 7 (最高) 4がデフォルト・種類はHit/Miss/Dodge (デフォルト：Hit)
pausetime = 12, 12             ;攻撃を当てた時の自分と相手の硬直時間（自分,相手）
sparkno = S4000                 ;ヒットスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
guard.sparkno = S10150           ;ガードスパーク (デフォルト：[Data]の項目で設定したモノが適用される) ★３
sparkxy = -10, -76           ;ヒットスパークの位置（Ｘ軸,Ｙ軸）
hitsound =  s4, 0              ;ヒットサウンド（Sを付けると自分のSNDファイルから）
guardsound = s4, 9            ;ガードサウンド（Sを付けないとMUGENデフォルトから）
ground.type = High           ;当たった時の地上の相手のアニメの属性　High：頭、体, Low：足, Trip：足払い
ground.slidetime = 13         ;当たった時の地上の相手がのけぞる時間
ground.hittime  = 10         ;当たった時の地上の相手のやられ状態の時間
ground.velocity = -6.5,0       ;当たった時の地上の相手の初速度（Ｘ軸,Ｙ軸）
airguard.velocity = -1.9,-.8 ;ガードされた時の空中の相手の初速度 (デフォルト：(air.xvel*1.5, air.yvel/2))
air.type = High              ;当たった時の空中の相手のアニメの属性: High, Low, Trip (デフォルト：ground.typeと同じになる)
air.velocity = -3.5,-6      ;当たった時の空中の相手の初速度（Ｘ軸,Ｙ軸）
air.hittime = 12             ;当たった時の空中の相手のやられ状態の時間
getpower = 53,53
givepower = 21,21
guard.pausetime = 12,12
guard.slidetime = 10
guard.hittime = 8
guard.ctrltime = 20
yaccel = .5

[State 201, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0 ;アニメーション時間が０、つまりアニメが終了した時に有効になります。
value = 0
ctrl = 1 ;★４


;---------------------------------------------------------------------------
; 立ち強パンチ
[Statedef 210]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 210
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 200,]
type = PlaySnd
trigger1 = Time =2
trigger1 = random < 500
value = 0,0
channel = 4
volume = 255

[State 200,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 210, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Medium
damage    = 91,0
guardflag = MA
pausetime = 12,12
sparkno = s4010
guard.sparkno = S10150
sparkxy = -10,-70
hitsound   = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,0
air.velocity = -3,-4
airguard.velocity = -4,-5
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State 210, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近距離 立ち強パンチ
; CNS レベル: 基本
[Statedef 211]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 211
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 200,voice]
type = PlaySnd
trigger1 = Time = 4
trigger1 = random < 500
value = 0,1
channel = 4
volume = 255

[State 200,]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 211, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 84,0
guardflag = MA
pausetime = 12,12
sparkno = S4010
guard.sparkno = S10150
sparkxy = -10,-70
hitsound   = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -3,0
air.velocity = -3,-4
airguard.velocity = -4,-5 
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State 211, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち弱キック
[Statedef 230]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 20
ctrl     = 0
velset   = 0,0
anim     = 230
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 200]
type = PlaySnd
trigger1 = Time = 4
trigger1 = random < 500
value = 6, 1
channel = 4

[State 200]
type = PlaySnd
trigger1 = time = 4
value = 1, 0

[State 230, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 56,0
guardflag = MA
pausetime = 12,12
sparkno = S4000
guard.sparkno = S10150
sparkxy = -10,-57
hitsound   = s4,1
guardsound = s4,9
ground.type = Low
ground.slidetime = 30
ground.hittime  = 13
ground.velocity = -5
air.velocity = -2.5,-3.5
guard.pausetime = 12,12
guard.slidetime = 10
guard.hittime = 9
guard.ctrltime = 20
getpower = 53,53
givepower = 21,21
;air.juggle = 15
yaccel = .5

[State 230, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近立ち弱キック
[Statedef 231]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 20
ctrl     = 0
velset   = 0,0
anim     = 231
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 200,]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 6, 1
channel = 4

[State 200,]
type = PlaySnd
trigger1 = time = 3
value = 1, 0

[State 231, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 49,0
hitflag = MAF
guardflag = LA
pausetime = 12,12
sparkno = S4000
guard.sparkno = S10150
sparkxy = -10,-37
hitsound   = s4,1
guardsound = s4,9
ground.type = Low
ground.slidetime = 8
ground.hittime  = 14
ground.velocity = -5
air.velocity = -2.5,-3.5
getpower = 53,53
givepower = 21,21

[State 231, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 立ち強キック

[Statedef 240]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 240
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 500
value = 6, 3
channel = 4
volume = 255

[State 200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 240, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 98,0
guardflag = MA
pausetime = 12,12
sparkno = S4010
guard.sparkno = S10150
sparkxy = -10,-60
hitsound   = s4,3
guardsound = s4,9
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9.4
air.velocity = -3,-4
airguard.velocity = -4,-5 
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State 240, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 近立ち強キック

[Statedef 241]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 241
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 440]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 500
value = 0, 1
channel = 4
volume = 255

[State 440]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random >= 500
value = 0, 7
channel = 4
volume = 255

[State 200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 241, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = S, NA
animtype  = Medium
damage    = 84,0
guardflag = MA
pausetime = 12,12
sparkno = S4010
guard.sparkno = S10150
sparkxy = -10,-60
hitsound   = s4,3
guardsound = s4,9
ground.type = Low
ground.slidetime = 18
ground.hittime  = 21
ground.velocity = -9.4
air.velocity = -3,-4
airguard.velocity = -4,-5 
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State 241, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ弱パンチ

[Statedef 400]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 20
ctrl     = 0
anim     = 400
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 400]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 6, 0
channel = 4

[State 400]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 400, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = C, NA
damage    = 28,0
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = S4000
guard.sparkno = S10150
sparkxy = -10,-42
hitsound =  s4, 0
guardsound = s4,9
ground.type = Low
ground.slidetime = 10         
ground.hittime  = 11         
ground.velocity = -6,0
air.velocity = -1.5,-3
getpower = 53,53
givepower = 21,21

[State 400, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
ctrl = 1
value = 11
;---------------------------------------------------------------------------
; しゃがみ強パンチ

[Statedef 410]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 50
ctrl     = 0
anim     = 410
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 410]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 500
value = 0, 7
channel = 4
volume = 255

[State 410]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 1

[State 410]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 4
attr = C, NA
damage    = 84,0
animtype  = Medium
hitflag = MAF
guardflag = MA
pausetime = 12,12
sparkno = s4010
guard.sparkno = S10150
sparkxy = -10,-83
hitsound   = s4,2
guardsound = s4,9
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8.8
air.velocity = -3,-4
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State 410, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ弱キック
[Statedef 430]
type     = C
movetype = A
physics  = C
juggle   = 8
poweradd = 20
ctrl     = 0
anim     = 430
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 430]
type = PlaySnd
trigger1 = Time = 3
trigger1 = random < 500
value = 6, 1
channel = 4

[State 430]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

[State 430, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = C, NA
damage    = 28,0
animtype  = Light
hitflag = M
guardflag = L
pausetime = 12,12
sparkno = S4000
guard.sparkno = S10150
sparkxy = -10,-8
hitsound   = s4,1
guardsound = s4,9
ground.type = Low
ground.slidetime = 6
ground.hittime  = 15
ground.velocity = -6
air.velocity = -2,-3
;down.velocity = -5,0
;down.hittime = 20
getpower = 53,53
givepower = 21,21

[State 430, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; しゃがみ強キック

[Statedef 440]
type     = C
movetype = A
physics  = C
juggle   = 15
poweradd = 50
ctrl     = 0
anim     = 440
sprpriority = 2
facep2 = 1

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 440]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 1
channel = 4

[State 200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 440, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = time =0
attr = C, NA
damage    = 91,0
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S4010
guard.sparkno = S10150
sparkxy = -5,-10
hitsound   = s4,3
guardsound = s4,9
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -2.5,-4
guard.hittime = 10
guard.velocity = -12
air.velocity = -2.2,-4
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
fall = 1
getpower = 53,53
givepower = 21,21

[State 1300, 6]
type = PosAdd
trigger1 = AnimElem = 1 || AnimElem = 2
x = 6

[State 1300, 6]
type = PosAdd
trigger1 = AnimElem = 3 || AnimElem = 4 || AnimElem = 5
x = 4

[State 1300, 6]
type = PosAdd
trigger1 = AnimElem = 8
x = 5

[State 440, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; ジャンプ弱パンチ

[Statedef 600]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 20
ctrl     = 0
anim     = 600
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 600]
type = PlaySnd
trigger1 = Time = 5
value = 6, 0

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

[State 600, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks（空中通常攻撃）
damage    = 49,0
guardflag = HA ;HighAir（相手はしゃがみガードが出来ません）
priority = 3
pausetime = 12,12
sparkno = s4000
guard.sparkno = S10150
sparkxy = -10,-58
hitsound =  s4, 0
guardsound = s4,9
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5.1
air.velocity = -3.3,-3.8
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5

;---------------------------------------------------------------------------
; ジャンプ強パンチ

[Statedef 610]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 50
ctrl     = 0

anim     = 610
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 440]
type = PlaySnd
trigger1 = time = 7
value = 0, 7
channel = 4
volume = 255

[State 610]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 610, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = Time = 0
attr = A, NA
damage = 84,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = S4010
guard.sparkno = S10150
sparkxy = -10,-55
hitsound   = s4,2
guardsound = s4,9
animtype = Medium
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3.3,-3.8
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5

;---------------------------------------------------------------------------
; ジャンプ弱キック

[Statedef 630]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 20
ctrl     = 0
anim     = 630
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 630]
type = PlaySnd
trigger1 = Time = 5
value = 6, 1

[State 630]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 0

[State 630, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = 49,0
guardflag = HA
priority = 3
pausetime = 8,8
sparkno = s4000
guard.sparkno = S10150
sparkxy = -5,-60
hitsound   = s4,1
guardsound = s4,9
ground.type = High
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5.1
air.velocity = -2,-3
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5

;---------------------------------------------------------------------------
; ジャンプ強キック
[Statedef 640]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 50
ctrl     = 0
anim     = 640
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 440]
type = PlaySnd
trigger1 = time = 7
value = 0, 1
channel = 4

[State 640]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 1

[State 640, ヒット定義]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 84,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s4010
guard.sparkno = S10150
sparkxy = -15,-50
hitsound   = s4,3
guardsound = s4,9
animtype = Hard
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -7
air.velocity = -3,-4
getpower = 53,53
givepower = 21,21
ground.cornerpush.veloff = -8.5
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -8.5

;---------------------------------------------------------------------------
;ぶっ飛ばし攻撃
[Statedef 245]
type     = S
movetype = A
physics  = S
juggle   = 16
poweradd = 50
ctrl     = 0
anim     = 245
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 245, 1]
type = null;PlaySnd
trigger1 = Time = 0
value = 0,3

[State 245, 2]
type = PlaySnd
trigger1 = Time = 0 ;&& Random < 400
value = 0,3
channel = 0

[State 245, 3]
type = null;VelSet
trigger1 = AnimElem = 5
x = 7.2

[State 245, 5]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 3|| AnimElem = 4
x = 8

[State 245, 4]
type = null;VelSet
trigger1 = AnimElem = 6
x = 0

[State 245, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 3
attr = S, NA
damage = 98,0
hitflag = MAF
guardflag = MA
animtype = Hard
ground.animtype = low
pausetime = 12,12
sparkxy = -10,-76
sparkno = s4010
guard.sparkno = S10150
hitsound = s4,4
guardsound = s4,9
ground.velocity = -4,-9
air.velocity = -4,-6
guard.velocity = -11
fall = 1
fall.recovertime = 35
guard.velocity = -12
getpower = 184,184
givepower = 21,21
fall.yvelocity = -3.4
guard.pausetime = 12,12
guard.slidetime = 15
guard.hittime = 30
guard.ctrltime = 15
yaccel = .55
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

[State 245, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;ジャンプぶっとばし攻撃
[Statedef 650]
type     = A
movetype = A
physics  = A
juggle   = 16
poweradd = 50
ctrl     = 0
anim     = 650
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 650, 1]
type = null;PlaySnd
trigger1 = Time = 0
value = 9,0

[State 650, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0,3
channel = 0

[State 650, 3]
type = null;VelSet
trigger1 = AnimElem = 5
x = 7.2

[State 650, 5]
type = null;PosAdd
trigger1 = AnimElem = 4 || AnimElem = 5
x = 4

[State 650, 4]
type = null;VelSet
trigger1 = AnimElem = 6
x = 0

[State 650, ヒット定義]
type = HitDef
trigger1 = (p2stateno != [5020,5040])  
trigger1 = p2stateno != [154,155]
trigger1 = AnimElem = 5
attr = A, NA
damage = 84,0
hitflag = MAF
guardflag = MA
animtype = Hard
ground.animtype = low
pausetime = 12,12
sparkno = s4010
guard.sparkno = S10150
hitsound = s4,4
guardsound = s4,9
ground.velocity = -4,-9
air.velocity = -4,-6
guard.velocity = -11
fall = 1
fall.recovertime = 35
guard.velocity = -12
getpower = 184,184
givepower = 21,21
fall.yvelocity = -3.4
guard.pausetime = 12,12
guard.slidetime = 15
guard.hittime = 15
guard.ctrltime = 15
yaccel = .55
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12

;---------------------------------------------------------------------------
;轟斧
[Statedef 215]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = 2


[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = random < 500
value = 6, 5
channel = 4

[State 200]
type = velset
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
x = 2


[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 1

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 10
movetype = I

[State 215, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
damage = 131,0
getpower = 50
givepower = 20,20
guardflag = H
hitflag = MAF
pausetime = 12,12
sparkno = s3
guard.sparkno = S10150
sparkxy = -15,-60
guard.sparkno = 41
hitsound = s5,4
guardsound = S4,9
ground.type = High
ground.slidetime = 28
ground.hittime = 16
ground.velocity = -8
air.velocity = -4,8
guard.hittime = 16
guard.velocity = -13
fall = ifelse(p2statetype = A,1,0)
getpower = 53,53
givepower = 21,21
air.fall = 1
envshake.time = 7
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1


[State 215, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;キャンセル轟斧
[Statedef 216]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 215
sprpriority = 2

[State 200]
type = velset
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
trigger4 = AnimElem = 5
trigger5 = AnimElem = 6
x = 2

[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
;trigger1 = random < 500
value = 6, 5
channel = 4

[State 200]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1, 1

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 216, ヒット定義]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
damage = 75,0
getpower = 50
givepower = 20,20
guardflag = HA
hitflag = MAF
pausetime = 12,12
sparkno = s3
guard.sparkno = S10150
sparkxy = -15,-60
guard.sparkno = 41
hitsound = s5,4
guardsound = S4,9
ground.type = High
ground.slidetime = 30
ground.hittime = 17
ground.velocity = -8
air.velocity = -4,8
guard.hittime = 20
guard.velocity = -13
ground.cornerpush.veloff = -12
air.cornerpush.veloff = 0
guard.cornerpush.veloff = -12
air.fall = 1
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 25
palfx.add = 30,-40,-140
palfx.sinadd = 60,60,50,10
palfx.color = 0
palfx.invertall = 1

[State 216, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------
;夢弾
[Statedef 435]
type     = S
movetype = A
physics  = S
juggle   = 8
poweradd = 50
ctrl     = 0
velset   = 0,0
anim     = 435
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 1000, 5]
type = Explod
trigger1 = time = 3
anim = 10111111
sprpriority = -1
postype = p1
pos = 45,10
bindtime = 1
supermove = 1
under = 0
ownpal = 1


[State 200, ヒット定義]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 79, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 12, 12
sparkno = s31
guard.sparkno = S10150
sparkxy = -15, -60
hitsound = s5,221
guardsound = s4,9
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -9.5
airguard.velocity = -2.3,-1.8
air.type = High
air.velocity = -2.5,-3.5
air.hittime = 12
air.fall = 1
ground.cornerpush.veloff = -10
getpower = 53,53
givepower = 21,21
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 30
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4

[State 200]
type = PlaySnd
trigger1 = Time = 0 ;AnimElem = 3
value = 6,2
channel = 4

[State 200]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1, 0

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


;---------------------------------------------------------------------------
;百合折り

[Statedef 635]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 50
ctrl     = 0
anim     = 635
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 1101, 5]
type = posadd
trigger1 = Time = 0 && prevstateno = 106
y = 1.32
x = -15.5

[State 1001, 3]
type = null;VelSet
trigger1 = Time = 0 && prevstateno = 106
x = -10.5
y = -2.5

[State 1101, 5]
type = VelAdd
trigger1 = Time = 0 && prevstateno = 106
y = .2;.4

[State 440]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1
channel = 4
volume = 255

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 1, 1

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 640, ヒット定義]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 140,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s3
guard.sparkno = s4110
sparkxy = -20,-60
hitsound   = s5,4
guardsound = s4,9
animtype = hard
ground.type = High
ground.slidetime = 30
ground.hittime  = 17
ground.velocity = 3,-0
air.velocity = 3,-0
getpower = 53,53
givepower = 21,21
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 20
palfx.add = 100,-30,-120
palfx.sinadd = 40,30,0,10
palfx.color = 0
palfx.invertall = 1
kill = 0

-------------------------------------------------

[Statedef 636]
type     = A
movetype = A
physics  = A
juggle   = 8
poweradd = 50
ctrl     = 0
anim     = 636
sprpriority = 2

[State -2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 1101, 5]
type = posadd
trigger1 = Time = 0 && prevstateno = 106
y = 1.32
x = -15.5

[State 1001, 3]
type = null;VelSet
trigger1 = Time = 0 && prevstateno = 106
x = -10.5
y = -2.5

[State 1101, 5]
type = VelAdd
trigger1 = Time = 0 && prevstateno = 106
y = .2;.4

[State 440]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 1
channel = 4
volume = 255

[State 200, 音を鳴らす]
type = PlaySnd
trigger1 = Time = 0
value = 1, 1

[State 5040, 4]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 640, ヒット定義]
type = HitDef
trigger1 =time =0
attr = A, NA
damage    = 140,0
guardflag = HA
priority = 4
pausetime = 12,12
sparkno = s23
guard.sparkno = s4110
sparkxy = -20,-60
hitsound   = s5,4
guardsound = s4,9
animtype = hard
ground.type = High
ground.slidetime = 30
ground.hittime  = 17
ground.velocity = 5,-6
air.velocity = 5,-6
getpower = 53,53
fall = 23
givepower = 21,21
envshake.time = 12
envshake.ampl = 3
envshake.freq = 100
palfx.time = 20
palfx.color = 60
palfx.invertall = 1
palfx.add = 1,1,1
palfx.mul = 256,256,256
palfx.sinadd = 126,126,126,4
kill = 0

;---------------------------------------------------------------------------
; 投げ掴みモーション
; 投げステートでは特別な形式のHitDefを設定します。
; 投げのHitDefにおける大事なパラメータは「p1stateno」と「p2stateno」です。
; 掴む事を成功した時にChangeStateを使わずに自分のステートの変更を行えるのが「p1stateno」、
; 同時に相手の行動をこちら側のステートで制御出来るのが「p2stateno」です。
; それぞれ専用のステートを新しく作る必要があります。
; 投げ以外の攻撃のHitDefにも付ける事が可能ですが、同じ位の注意力が必要です。
;
; p2statenoで相手がこちら側の制御を受けている状態を確認する事も出来ます。
; デバッグモードだと白い文字が色々出てきますが、
; 相手側の情報の時に黄色い文字に変化すれば、相手が制御を受けている事になります。

[Statedef 800]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2

; hitflagのパラメータの後に「-」を付けると、やられ状態の相手には攻撃を当てる事が出来なくなります。
; これは打撃攻撃から掴む連続技にならないようにするためです。
;
; priorityが低く設定されているのは出来るだけ通常攻撃よりも攻撃優先度を低くするためです。
; "Miss" や "Dodge"だと相手のpriorityによっては阻止されたり空振りする事になります。
; が、投げが通常攻撃よりも強くなると、後でとんでもない事になるので注意しましょう。

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, NT          ;攻撃属性: これは Standing, Normal Throw（立ち通常投げ）
hitflag = M-          ;相手がやられ状態ではない地上の時でしか掴む事が出来ません
priority = 1, Miss    ;投げなので優先度を低く、かつmissかdodgeの属性でなければなりません
sparkno = -1          ;-1にすればヒットスパークが表示しなくなります
p1sprpriority = 1     ;攻撃が当たった時に自分の画像表示優先度を1にします
p2sprpriority = 0     ;攻撃が当たった時に相手の画像表示優先度を0にします
;p1facing = ifelse(command = "holdfwd", -1, 1) ;攻撃が当たった時の自分の向き ★６
p1facing = 1          ;以前は上の記述を使っていました
p2facing = 1          ;攻撃が当たった時の相手の向き
p1stateno = 810
p2stateno = 820
sparkno =  S10150
sparkxy = -10,-60
hitsound   = s5,16
guard.dist = 0        ;相手がガード状態に移行出来る距離（現在は0なのでガード不可）
fall = 1

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;K投げ
[Statedef 900]
type     = S
movetype = A
physics  = S
juggle   = 0
velset   = 0,0
ctrl     = 0
anim     = 800
sprpriority = 2

[State 800, ヒット定義（投げ用）]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p2sprpriority = 0
p1facing = -1
p2facing = 1
p1stateno = 810
p2stateno = 820
sparkno = S10150
sparkxy = -10,-60
hitsound   = s5,16
guard.dist = 0 
fall = 1

[State 800, ステート変更]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 投げ成功モーション
; このステートはカンフーマンが相手を掴む事に成功し放り投げる部分です。
; 担ぐために相手の位置を自分のアニメに合わせる必要があります。
; 例えば[State 810, 掴んだ相手の位置１]では、彼の軸位置から前に２８ピクセル移動させて相手を拘束します。
; そこは丁度彼が伸ばしている手の位置なので、実際に掴んでいるように見せます。
; 相手を縛るためには、TargetBindのステートコントローラを投げ切るまで使い続けなければいけません。
;
; カンフーマンが投げている間、相手側の投げられアニメにやられ判定ボックス(Clsn2)が設定されている場合は重要です。
; 投げ終わったカンフーマンに攻撃された時や、彼が投げている途中で
; Simulチームバトルのパートナーに攻撃をヒットさせられたら、その相手は必ず「吹っ飛び状態」になるでしょう。
; 逆に投げているカンフーマン自身にやられ判定ボックスが存在している場合、
; 途中で攻撃を食らってしまうと相手側は投げられた状態のまま止まります。
; 制御を解除する記述が無いとバグになってしまうので、それなりの配慮が必要です。

[Statedef 810]
type     = S
movetype = A
physics  = N
anim     = 810
;poweradd = 60

[State 2000]
type = Explod
trigger1 = time = 25
anim = 4010
pos = 20,-60
sprpriority = 3
ownpal = 1
bindtime = 1

[State 810, 1]
type = PlaySnd
Trigger1 = time = 0
value = 13,0

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 0,4
;channel = 0
volume = 255

[State 810, 1]
type = PlaySnd
Trigger1 = AnimElem = 5
value = 5,9
;channel = 0
volume = 100

[State 810, 掴んだ相手の位置１]
type = TargetBind
trigger1 = AnimElemtime(1) > 0
trigger1 = AnimElemtime(4) < 4
pos = 25, 0

[State 810, 物理的なキャラの幅]
type = Width
trigger1 = AnimElemTime(2) >= 0 && AnimElemTime(12) < 0
edge = 60,0 ;前方の画面端を押す幅のみを変えています


[State 810, ターン] ;前を押していた場合、ここで向きを変える
type = null;Turn
trigger1 = var(2)
trigger1 = AnimElem = 6

[State 810, 相手もターン] ;前を押していた場合、相手の向きも変える
type = null;TargetFacing
trigger1 = var(2)
trigger1 = AnimElem = 6
value = -1

[State 810, 掴んだ相手の体力ゲージの増減]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -112

[State 810, ステート変更]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; 相手側の投げられモーション１
; これはカンフーマンの投げ掴みステートのHitDefで移行した、相手側を制御しているステートです。
; ここで重要なのは「ChangeAnim2」のステートコントローラを使用している事です。
; 通常Statedefの下に置くanimやChangeAnimは「そのステートを所有するキャラのairファイル」からアニメを呼び出しますが、
; このコントローラを使うと「制御した側のキャラのairファイル」で相手のアニメーションを設定する事が出来ます。
;
; 相手側の投げられアニメについて
; 掴んで投げを成功させた時に、相手の行動を制御出来るステートで使われる、相手側のやられアニメです。
; 通常は「必須スプライト」という決まりの食らい画像（全てのキャラに共通）しか使う事が出来ません。
; 詳しくはdocsフォルダの「spr.txt」と「spr.gif」を参照してください。
; アニメのタイミングをカンフーマン側（投げる側）に合わせる必要があります。
; どんなキャラでも正しく見栄えの良い画像とアニメに仕上げるのも重要です。

[Statedef 820]
type     = A
movetype = H
physics  = N
velset   = 0,0

[State 820, 制御した相手のアニメ変更]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 821, 速度加算] ;重力
type = VelAdd
Trigger1 = AnimElemtime(5) > 0
y = .5

[State 1322]
type = velset
trigger1 = AnimElem = 5
x = -5
y = -8

[State 820, 2];バグ回避用
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100
