;====================== EX-REPUUKEN===================
[Statedef 2000]
type=S
physics=S
movetype=A
ctrl=0
velset=0,0
poweradd=-500
juggle  = 7
anim = 2000

[State 3000, carga]
type=helper
trigger1=time = 0
helpertype=normal
stateno=7200
ID=7200
name="Fx"
postype=p1
pos = -18,-86
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1
size.xscale =1
size.yscale =1

[State 0, Width]
type = Width
trigger1 = time = 0
edge = 0,0
player = 10,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,1
channel = 1
volume = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
trigger2 = animelem = 10
trigger3 = animelem = 21
value = S2000,9
freqmul = 1.8
volume = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = S2000,2
freqmul = 2.0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 21
value = s3,2
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 30
value = S0,0

[State 0, Explod]
type = Explod
trigger1 = animelem = 3
anim = 2090
ID = 2090
pos = -40,20
postype = p1
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 10
anim = 2091
ID = 2091
pos = -10,20
postype = p1
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem = 21
anim = 2093
ID = 2091
pos = 25,-71
postype = p1
bindtime = -1
removetime = -2
scale = .5,.5
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(10)=0
trigger2 = animelemtime(2)=0
x = 4

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(21)=1
x = -4

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(22)=0
trigger2 = animelemtime(12)=0
trigger3 = animelemtime(4)=0
x = 0

[State 3305, Hit]
type=hitdef
triggerall = (var(15)=0) ;No Juggle
trigger1= animelem=6
attr = S,HP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 6,Hit
damage = 53,4
pausetime = 0, 12
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=180), var(36):=-68
hitsound = S1,6
guardsound = S2,1
ground.type = Low
air.type = Low
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 60
ground.velocity = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.31, -5.25
air.cornerpush.veloff = 0
getpower = 0, 0
givepower = 24, 24
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
envshake.time = 18
envshake.ampl = 6
envshake.freq = 60

[State 3305, Hit]
type=hitdef
triggerall = (var(15)=0) ;No Juggle
trigger1= animelem=12
attr = S,HP
hitflag = MAF
guardflag = MA
animtype = Hard
air.animtype = Back
fall.animtype = Back
priority = 6,Hit
damage = 53,4
pausetime = 0, 12
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=180), var(36):=-68
hitsound = S1,6
guardsound = S2,1
ground.type = high
air.type = high
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 60
ground.velocity = 0, 0
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.31, -5.25
air.cornerpush.veloff = 0
getpower = 0, 0
givepower = 24, 24
yaccel = .58
fall = 0
air.fall = 1
fall.recover = 0
forcestand = 1
envshake.time = 18
envshake.ampl = 6
envshake.freq = 60

[State 3307, Hit]
type=hitdef
triggerall = (var(15)=0) ;No Juggle
trigger1= animelem=21
attr = S,HP
hitflag = MAF
guardflag = M
priority = 6,Hit
air.animtype = Back
fall.animtype = Back
ground.type = Low
air.type = Low
damage = 75,4
pausetime = 0, 12
animtype = Hard
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=180), var(36):=-68
hitsound = S1,6
guardsound = S2,1
ground.hittime = 18
ground.slidetime = 18
guard.hittime = 18
air.hittime = 60
ground.velocity = -8, -4
ground.cornerpush.veloff = 0
guard.velocity = -10.52
guard.cornerpush.veloff = 0
air.velocity = -4.31, -7.36
air.cornerpush.veloff = 0
yaccel = .58
fall = 1
fall.recover = 0
forcestand = 1
getpower = 0, 0
givepower = 24, 24
envshake.time = 18
envshake.ampl = 6
envshake.freq = 60

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6000
ctrl = 1
;============================ EX - HARD EDGE ============================
[Statedef 2100]
type    = S
movetype = A
physics = S
juggle  = 7
ctrl = 0
poweradd=-500
velset = 0,0
anim = 2100

[State 3000, carga]
type=helper
trigger1=time = 0
helpertype=normal
stateno=7200
ID=7200
name="Fx"
postype=p1
pos = 4,-60
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1
size.xscale =1
size.yscale =1

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
trigger2 = AnimElem = 9
y = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 9
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = s1000,2
channel = 1

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 4
value = s100,4

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 12
value = s52,0

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 4
anim = 2190
pos = 10,-64
postype = p1
ownpal = 1
bindtime = -1
removetime = -1
scale = .4,.4
ID = 2190
sprpriority = 3
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 9
id = 2190

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 3
anim = 1190
pos = 0,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 4
anim = 1191
pos = 0,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1

[State 820, Spark]
type = Explod
triggerall = AnimElemTime(5) > 0
trigger1 = AnimElemTime(7) < 0
trigger2 = AnimElemTime(8) < 0
trigger3 = AnimElemTime(9) < 0
anim = 1192
pos = -30,0
postype = p1
ownpal = 1
bindtime = 1
ID =1190
sprpriority = 3
removeongethit = 1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 9
anim = 1191
pos = 40,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
facing = -1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
anim = 1192
pos = 40,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
facing = -1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
trigger3 = AnimElem = 12
anim = 1192
pos = 45,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
scale = .8,.8

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
trigger3 = AnimElem = 12
anim = 1192
pos = 52,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
scale = .6,.6

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
trigger3 = AnimElem = 12
anim = 1192
pos = 57,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
scale = .5,.5

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 4
x = 15.5

[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(9) > 0
x = .88

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 12
x = 0

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 9
StateType = S
physics = N

[State 1100, HitDef]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 5
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=70,5
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime=8,8
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=40), var(36):=-60
hitsound = S1,7
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8,0
guard.velocity = -8
air.velocity = -4,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0,0
givepower = 24,24
forcestand = 1

[State 1200, 2]
type = ChangeState
trigger1 = movehit
;trigger1 = AnimElem = 10
value = 2101
ctrl = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 1
;============================ EX - HARD EDGE ============================
[Statedef 2101]
type    = S
movetype = A
physics = N
juggle  = 0
ctrl = 0
poweradd=0
velset = 0,0
anim = 2101

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 4
y = 0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 7
value = s52,0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 4
id = 2190

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 3
anim = 1190
pos = 0,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 4
anim = 1191
pos = 0,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1

[State 820, Spark]
type = Explod
triggerall = AnimElemTime(1) > 0
trigger1 = AnimElemTime(3) < 0
trigger2 = AnimElemTime(4) < 0
trigger3 = AnimElemTime(5) < 0
anim = 1192
pos = -30,0
postype = p1
ownpal = 1
bindtime = 1
ID =1190
sprpriority = 3
removeongethit = 1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 4
anim = 1191
pos = 40,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
facing = -1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
anim = 1192
pos = 40,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
facing = -1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
anim = 1192
pos = 45,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
scale = .8,.8

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
anim = 1192
pos = 52,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
scale = .6,.6

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
anim = 1192
pos = 57,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
scale = .5,.5

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = 15.5

[State 1100, Velocity]
type = VelMul
trigger1 = AnimElemTime(4) > 0
x = .88

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 7
x = 0

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 9
StateType = S
physics = N

[State 1100, HitDef]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 2
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=50,5
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime=11,11
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=40), var(36):=-60
hitsound = S1,7
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8,0
guard.velocity = -8
air.velocity = -4,-6.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0,0
givepower = 24,24
forcestand = 1

[State 1200, 2]
type = ChangeState
trigger1 = movehit
;trigger1 = AnimElem = 10
value = 2121
ctrl = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 1
;================================= SECOND HIT ======================
[Statedef 2121]
type    = S
movetype = A
physics = N
juggle = 0
ctrl = 0
anim = 2121

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Time = 0
id = 2190

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 20,0
player = 15,0

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1000,3
channel = 1

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,2
channel = 3

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 1100, Velocity]
type = VelMul
trigger1 = 1
x = .88

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 2
x = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time = 0
id = 1190

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 1
anim = 1191
pos = 40,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
facing = -1

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 2
anim = 1192
pos = 45,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
scale = .8,.8

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 2
anim = 1192
pos = 52,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
scale = .6,.6

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 2
anim = 1192
pos = 57,0
postype = p1
ownpal = 1
bindtime = 1
ID = 1190
sprpriority = 3
removeongethit = 1
scale = .5,.5

[State 820, Spark]
type = Explod
trigger1 = AnimElem = 3
anim = 2191
pos = 60,-70
scale = .7,.3
postype = p1
ownpal = 1
bindtime = 1
ID = 2191
sprpriority = 3
removeongethit = 1

[State 1100, HitDef]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage=37,5
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime=10,10
sparkno = -1 + 0*(var(33):=8020)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=60), var(36):=-68
hitsound = S2000,1
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -9.8,-4.5
guard.velocity = -8
air.velocity = -9.8,-4.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 15
envshake.ampl = 5
fall.envshake.time = 10
fall.envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0,0
givepower = 24,24
forcestand = 1
palfx.color=32
palfx.sinadd=80,25,0,8
palfx.mul=512,256,128
palfx.time=40

[State 1025, p2fx]
type=helper
trigger1= movehit && numtarget && numhelper(7180)<1
trigger1= !(target,time) && (target,movetype=H)
helpertype=normal
stateno=7180
ID=7180
name="p2fx"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6000
ctrl = 1
;============================ EX-RAGE RUN ===========================
[Statedef 2200]
type    = S
movetype = I
physics = N
juggle = 7
anim = 2200
velset = 8,0
ctrl = 0
poweradd=-500

[State 3000, carga]
type=helper
trigger1=time = 0
helpertype=normal
stateno=7200
ID=7200
name="Fx"
postype=p1
pos = 20,-67
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1
size.xscale =1
size.yscale =1

[State 3001, Width]
type = Width
trigger1 = 1
edge = 1,0

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s100,0

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = s100,1
channel = 19

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = s100,2
channel = 20

[State 1200, 2]
type = ChangeState
triggerall = time >= 9
trigger1 = P2BodyDist X <= 15
value = 2202
ctrl = 0

[State 1035, 2]
type = ReversalDef
;triggerall = time >= 9
trigger1 = AnimElem = 2
attr = S, SA
reversal.attr = SCA, NP, SP, HP
pausetime = 5,5
sparkno = s8105
hitsound = S2,0
sprpriority = -1
p1stateno = 2220
guard.dist = 0
p2facing = 1
getpower = 0,0

[State 0, HitOverride]
type = HitOverride
trigger1 = 1
attr = SCA, NP, SP, HP
slot = 0
stateno = 2220
time = 1
;forceair = 0
;ignorehitpause =

[State 1200, 2]
type = ChangeState
trigger1 = time >= 28
value = 2201
ctrl = 0
;=========================== LAND 1 ================================
[Statedef 2201]
type = S
physics = N
ctrl = 0
anim = 1201

[State 100, 1]
type = VelMul
trigger1 = 1
x = .9

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 100,3
channel = 18

[State 100, 1]
type = VelSet
trigger1 = animtime = 0
x = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 1
;========================== AIR ATTACK ==============================
[Statedef 2202]
type    = A
movetype = A
physics = N
juggle = 8
anim =2202
ctrl = 0
poweradd = 0

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0
player = 15,0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = s1000,4
channel = 1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s40,1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 7
value = s1100,0

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = s0,2
;channel = 1

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 2
id = 7100
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 7100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999

[State 0, Explod]
type = Explod
trigger1 = animelem = 7
anim = 2290
ID = 2290
pos = 60,-50
postype = p1
bindtime = -1
removetime = -1
scale = .5,.5
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Pos Y >= 0 && Vel Y > 0

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 9
y = -11.5

[State 105, 1]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = .8

[State 1100, HitDef]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 2
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage=48,2
priority  = 6, Hit
hitflag = MAF
guardflag = MA
pausetime=13,13
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=60), var(36):=-64
hitsound   = S1,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2,-7.5
guard.velocity = -8
air.velocity = -2,-7.5
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .45
persistent = 0
getpower = 0,0
givepower = 24,24
forcestand = 1

[State 1100, HitDef]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=48,2
priority  = 6, Hit
hitflag = MAF
guardflag = HA
pausetime=10,10
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=50), var(36):=-60
hitsound = S1,2
guardsound = S2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -9,8
guard.velocity = -8
air.velocity = -9,8
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
getpower = 0,0
givepower = 24,24
forcestand = 1
palfx.time = 5
palfx.add = 100,0,100
palfx.mul = 70,20,74
palfx.sinadd = 85,110,55,10
palfx.invertall = 0
palfx.color = 0

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2205
;================================== ATTACK LAND =========================
[Statedef 2205]
type    = S
physics = S
ctrl = 0
anim = 1205
velset = 0,0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = 2291
ID = 2291
pos = 70,-40
postype = p1
bindtime = 1
removetime = -2
scale = .5,.5
sprpriority = 3
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6002
ctrl = 1
;=========================== SHIFT ================================
[Statedef 2220]
type = S
physics = N
ctrl = 0
anim = 2220
sprpriority = 2

[State 0, Pause]
type = Pause
trigger1 =time = 0
time =14
movetime = 14

[State 100, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1100,2

[State 100, 1]
type = VelSet
trigger1 = animelem = 1
x = 18

[State 100, 1]
type = VelMul
trigger1 = 1
x = .9

[State 100, 1]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 810, HitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA

[State 810, Push]
type = PlayerPush
trigger1 = AnimElemTime(4) < 0
value = 0

[State 8200, Transparency]
type = trans
trigger1 = Time = [0,5]
trans = addalpha
alpha = 256-(time*50),time*50

[State 8200, Transparency]
type = trans
trigger1 = Time = [6,8]
trans = addalpha
alpha = (time-6)*80,256-((time-6)*80)

[State 5201, 1]
type = posadd
trigger1 = AnimElemTime(3) = 0
;trigger1 = p2dist X < 0
x = (p2dist x) + 25

[State 5201, 1]
type = Turn
trigger1 = AnimElemTime(3) >= 0
trigger1 = p2dist X < 0

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6001
ctrl = 1
;============================ EX CRACK COUNTER ==========================
[Statedef 2300]
type = S
movetype= I
physics = S
ctrl = 0
velset = 0,0
poweradd=-500
anim = 2300

[State 3000, carga]
type=helper
trigger1=time = 0
helpertype=normal
stateno=7200
ID=7200
name="Fx"
postype=p1
pos = 20,-67
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1
size.xscale =1
size.yscale =1

[State 220, Position]
type = PosSet
trigger1 = Time = 0
y = 0

;[State 1100, StateTypeSet]
;type = StateTypeSet
;trigger1 = P2movetype = A
;trigger1 = AnimElemTime(2) < 0
;movetype = A

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 4
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s3,0
channel = 1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = s0,0

[State 1035, 2]
type = ReversalDef
trigger1 = AnimElem = 2
attr = S, SA
reversal.attr = SC, NA, SA
pausetime = 14,14
sparkno = s8105
sparkxy = 0,0
hitsound = S2,0
sprpriority = -1
p1stateno = 2301;2350
p2stateno = 2305
guard.dist = 0
;facing = -1
p2facing = -1
getpower = 0,0
id = 2300

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;throw punch
[Statedef 2301]
type    = S
movetype = A
physics = N
velset = 0,0
anim = 2301

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

[State 1201, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,9
channel = 2

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1000,11
channel = 1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 6
value = s3,2
channel = 1

[State 3001, Width]
type = Width
trigger1 = animelemtime(7) < 0
edge = 45,45

[State 3001, Width]
type = Width
trigger1 = animelemtime(7) >= 0 && animelemtime(8) < 0
edge = 60,0

[State 3001, Width]
type = Width
trigger1 = animelem = 8
edge = 105,0

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = -40,0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = -40,0
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 4
pos = -40, -79
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 5
pos = -20, -95
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 6
pos = 25, -90
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 7
pos = 85, 0
time = 1

[State 3001, AddHits]
type = HitAdd
trigger1 = AnimElem = 7
value = 1

[State 901, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 7
value = -178

[State 901, Hurt]
type = TargetPowerAdd
trigger1 = AnimElem = 7
value = 24

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 7
value = s2000,1

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 7
value = s1100,15

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 7
value = s1,7

[State 0, EnvShake]
type = EnvShake
trigger1 = AnimElem = 7
time = 16
ampl = -4

[State 0, Explod]
type = Explod
trigger1 =animelem =7
anim =2390
ID = 2390
pos = 90,-10
postype = p1
facing = -1
bindtime = 1
removetime = -2
supermove
pausemove
scale = .8,.75
sprpriority = 3
ownpal =1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 =animelem = 7
anim =2391
ID = 2391
pos = 90,0
postype = p1
facing = -1
bindtime = 1
removetime = 13
scale = .35,.35
sprpriority = -2
ownpal =1
removeongethit = 1

[State 0, ModifyExplod]
type = ModifyExplod
trigger1 = numexplod(2391)
ID = 2391
trans = addalpha
alpha = 256-((time-21)*20),256

[State 1025, p2fx]
type=helper
trigger1 =animelem = 7
helpertype=normal
stateno=7180
ID=7180
name="p2fx"
postype=p2
bindtime=1000
ownpal=1
facing=-1
size.ground.front=0
size.ground.back=0
ignorehitpause=1
persistent=0

[State 901, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;p2
[Statedef 2305]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

[State 1201, screenbound]
type = screenbound
trigger1 = anim = 2305
value = 1

[State 902, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2305

[State 902, 1]
type = ChangeAnim2
trigger1 = anim = 2305 && AnimTime = 0
value = 2306

[State 0, Turn]
type = Turn
trigger1 = anim = 2306 && AnimElemTime(1) = 0
persistent = 0

[State 903, Vel]
type = VelSet
trigger1 = anim = 2306 && AnimElemTime(1) = 0
x = 3
y = -9.5

[State 0, PalFX]
type = PalFX
trigger1 = anim = 2306 && AnimElemTime(1) = 0
color=32
sinadd=80,25,0,8
mul=512,256,128
time=32

[State 903, Vel]
type = veladd
trigger1 = anim = 2306
y = .49

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 1300,Turn]
type = Turn
trigger1 = anim = 2306 && AnimElemTime(1) = 0

[State 903, 2]
type = SelfState
trigger1 = anim = 2306 && AnimElemTime(1) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;p2
[Statedef 2306]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1205, ChangeState]
type = selfstate
trigger1 = Time > 5
value = 5100

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
;========================= EX - RISING TACKLE ======================
[StateDef 2400]
type = S
movetype= A
physics = N
juggle  = 7
velset = 0,0
ctrl = 0
anim = 2400
poweradd=-500
sprpriority = 2

[State 3000, carga]
type=helper
trigger1=time = 0
helpertype=normal
stateno=7200
ID=7200
name="Fx"
postype=p1
pos = 4,-80
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1
size.xscale =1
size.yscale =1

[State 3001, Width]
type = Width
trigger1 = 1
edge = 5,0

[State 3001, Super]
type = Helper
trigger1 = AnimElem = 6
id = 7100
name = "jump Effect"
pos = 0,0
postype = P1
stateno = 7100
helpertype = normal
keyctrl = 0
ownpal = 1
ignorehitpause = 1
supermovetime = 99999999999999

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 15
movetype = I

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1000,6
channel = 1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 6
value = s40,1

[State 1100, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
trigger3 = AnimElem = 10
trigger4 = AnimElem = 13
value = s0,2
channel = 2

[State 810, HitBy]
type = NotHitBy
trigger1 = AnimElemTime(5) < 0
value = SCA
ignorehitpause = 1

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 1
x = 2.5

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 6
y = -11

[State 1100, Velocity]
type = VelAdd
trigger1 = animelemtime(6) > 0
y = .5

[State 1100, Velocity]
type = VelSet
trigger1 = AnimElem = 15
x = 0

[State 1100, StateType]
type = StateTypeSet
trigger1 = AnimElem = 6
StateType = A
physics = N

[State 1100, HitDef]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage=70,6
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime=13,13
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=60), var(36):=-64
hitsound   = S1,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -2,-9
guard.velocity = -8
air.velocity = -2,-9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .45
persistent = 0
getpower = 0,0
givepower = 24,24
forcestand = 1

[State 1100, HitDef]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 7
trigger2 = AnimElem = 8
trigger3 = AnimElem = 9
trigger4 = AnimElem = 10
trigger5 = AnimElem = 11
trigger6 = AnimElem = 12
trigger7 = AnimElem = 13
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage=18,4
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime=6,6
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=60), var(36):=-75
hitsound   = S1,2
guardsound = S2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1.3,-9
guard.velocity = -8
air.velocity = -1.3,-9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .5
persistent = 1
getpower = 0,0
givepower = 12,12
forcestand = 1

[State 1100, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1405
;====================== EX - SHINKU NAGE ===========================
[Statedef 2500]
type    = S
movetype = A
physics = S
juggle = 7
velset = 0,0
ctrl = 0
anim = 2500
poweradd = -500

[State 3000, carga]
type=helper
trigger1=time = 0
helpertype=normal
stateno=7200
ID=7200
name="Fx"
postype=p1
pos = 20,-67
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1
size.xscale =1
size.yscale =1

[State 220, Position]
type = PosSet
trigger1 = AnimElem = 1
y = 0

[State 901, Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = s1000, 9
channel = 1

[State 900, 1]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
triggerall = P2MoveType != H
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-5,42]
trigger1 = AnimElem = 4
attr = S, ST
hitflag = M-
priority = 3, Miss
sparkno = -1
p1facing = -1
p2facing = -1
p1stateno = 2501
p2stateno = 2506
guard.dist = 0
getpower =0,0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
numhits = 0
id = 2500

[State 900, 1]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
;triggerall = var(16)
triggerall = P2StateNo != [150,155]
triggerall = P2bodydist X = [-5,42]
trigger1 = AnimElem = 4
attr = S, ST
hitflag = MF
priority = 3, Miss
sparkno = -1
p1facing = -1
p2facing = -1
p1stateno = 2501
p2stateno = 2506
guard.dist = 0
getpower = 0,0
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
numhits = 0
id = 2500
;nochainID = var(40)

[State 105, 1]
type = statetypeset
trigger1 = AnimElem = 5
movetype = I

[State 900, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;success
[Statedef 2501]
type    = S
movetype = A
physics = N
velset = 0,0

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

[State 1501, Throw]
type = TargetState
trigger1 = Time = 0
value = 2505

[State 820, Anim]
type = ChangeAnim
trigger1 = Time = 0
value = 2501
persistent = 0

[State 1501, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s0,2
;channel = 3

[State 1501, Effect]
type = PlaySnd
trigger1 = AnimElem = 10
value = s0,0
;channel = 3

[State 1501, Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = s1,9
channel = 2

[State 1501, Effect]
type = PlaySnd
trigger1 = AnimElem = 2
value = s3000,6
channel = 1

[State 3001, Width]
type = Width
trigger1 = animelemtime(5) < 0
edge = 15,0

[State 3001, Width]
type = Width
trigger1 = animelemtime(5) = 0
edge = 20,0

[State 901,1]
type = TargetBind
trigger1 = animelem = 1
pos = -50,-55
time = -1

[State 901,1]
type = TargetBind
trigger1 = animelem = 2
pos = -26,-89
time = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = S2000,27
volume = 200
channel = 9

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = animelem = 2
value = -80
ID = 2500
kill = 0
absolute = 0

[State 3000, AfterImage]
type = AfterImage
trigger1 = AnimElem = 2
time = 2
timegap=1
framegap=8
length=18
palbright=0,0,0
palcontrast=128,128,128
palpostbright=0,0,0
paladd=0,0,0
palmul=.75,.75,.75
trans=add1

[State 0, Explod]
type = Explod
trigger1 =animelem =4
anim = 2591
ID = 2591
pos = 6,-105
postype = p1
facing = -1
bindtime = -1
removetime = -2
supermove
pausemovetime = 999
scale = .5,.5
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 1100, HitDef]
type = HitDef
triggerall = (var(15)=0) ;No Juggle
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Heavy
air.animtype  = Back
damage=70,6
priority  = 7, Hit
hitflag = MAF
guardflag = MA
snap = 5,-55
pausetime=35,35
sparkno = -1 + 0*(var(33):=8021)
guard.sparkno =  -1 + 0*(var(34):=8105)
sparkxy = -10 + 0*(var(35):=60), var(36):=-100
hitsound   = S1,2
guardsound = S2,1
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -3,-8.9
guard.velocity = -8
air.velocity = -3,-8.9
airguard.velocity = -6.67,-1
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -11.2
air.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 35
envshake.ampl = 6
fall.envshake.time = 12
fall.envshake.ampl = 4
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .45
persistent = 0
getpower = 0,0
givepower = 24,24
forcestand = 1
chainid = 2500

[State 0, Helper]
type = Helper
trigger1 = movehit
helpertype = normal
name = "fx"
ID = 2590
stateno = 2590
pos = 160,120
postype = back
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemovetime = 99999
ignorehitpause = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = movehit
value = S2000,1
volume = -100
persistent = 0
freqmul = 0.7
ignorehitpause = 1

[State 1000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 6000
ctrl = 1
;---------------------------------------------------------------------------
;p2 statenos
[Statedef 2505]
type    = A
movetype = H
physics = N
velset = 0,0
sprpriority = -1

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

[State 1502, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2505

[State 1201, screenbound]
type = screenbound
trigger1 = AnimElemTime(3) <= 0
value = 1

[State 903, Vel]
type = VelSet
trigger1 = AnimElemTime(3) = 0
x = 1
y = -14

[State 903, Vel]
type = veladd
trigger1 = AnimElemTime(3) >= 0
y = .72

[State 903, EnvShake]
type = EnvShake
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
time = 20

[State 903, 2]
type = SelfState
trigger1 = AnimElemTime(3) > 0
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;p2 statenos
[Statedef 2506]
type    = A
movetype = H
physics = N
velset = 0,0
ctrl = 0

[State 1205, ChangeState]
type = selfstate
trigger1 = Time > 5
value = 5100

[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA

