;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸慜旔偗
;棟榑愢柧
;崱夞偼旔偗側偺偱摉偨傝敾掕傕偄傜側偄堏摦偺傒偺僗僥乕僩偱偡丅
;偟偐偟悽偺拞丄慜偺傒偱偼側偄丄乽屻傠旔偗乿傕偁傝傑偡丅
;偲偄偆傢偗偱岠棪壔傪栚巜偟偰傒傛偆丒丒丒埨堈丠(-_-;)
;傑偢僗僾儔僀僩傪暘妱偡傞偲奐巒丄夞揮丄廔椆偵側傝傑偡丅
;側偤暘妱偡傞偐偲偄偆偲乽屻傠旔偗乿傪嶌傞偐傜丅
;慜偺僗僾儔僀僩弴傪侾丆俀丆俁偲偡傞側傜屻傠偼俁丆俀丆侾偲偡傟偽僆僢働乕偵側傞偲偄偆傢偗偩丅
;偙偺帪揰偱僗僥乕僩俇屄丄俙俬俼偑俁屄丒丒丒丒岠棪壔惉岟偟偰傞丒丒丒偐丠乮暥嬪偼尵傢側偄偱(-_-;)

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸慜旔偗偺奐巒
[Statedef 2200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 3,0
anim = 2220
sprpriority = 2

[State 2200, 巆憸]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2
length = 10
palbright =0,0,0

[State 2200, 巆憸昞帵帪娫]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 65
time = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 2210
ctrl = 0

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸慜旔偗偺夞揮
[Statedef 2210]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 10,0
anim = 2221
sprpriority = 2

[State 2210, 巆憸]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2
length = 10
palbright =0,0,0

[State 2210, 巆憸昞帵帪娫]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 65
time = 2



[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 2220
ctrl = 0

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸慜旔偗偺廔椆
[Statedef 2220]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2222
sprpriority = 2

[State 2220, 巆憸]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2
length = 10
palbright =0,0,0

[State 2220, 巆憸昞帵帪娫]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 65
time = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1









;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸屻旔偗偺奐巒
[Statedef 2250]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = -3,0
anim = 2230;仼慜旔偗偺俁偵偁偨傞僗僾儔僀僩
sprpriority = 2

[State 2250, 巆憸]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2
length = 10
palbright =0,0,0

[State 2250, 巆憸昞帵帪娫]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 65
time = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 2260
ctrl = 0

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸屻旔偗偺夞揮
[Statedef 2260]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = -10,0
anim = 2231;仼慜旔偗偺俀偵偁偨傞僗僾儔僀僩
sprpriority = 2

[State 2260, 巆憸]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2
length = 10
palbright =0,0,0

[State 2260, 巆憸昞帵帪娫]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 65
time = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 2270
ctrl = 0

;仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸仸屻旔偗偺廔椆
[Statedef 2270]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
velset = 0,0
anim = 2232;仼慜旔偗偺侾偵偁偨傞僗僾儔僀僩
sprpriority = 2

[State 2270, 巆憸]
type = AfterImage
trigger1 = AnimElem = 2, 1
time = 2
length = 10
palbright =0,0,0

[State 2270, 巆憸昞帵帪娫]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1 && Time < 65
time = 2

[State -1, Kung Fu Throw]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
