;---------------------------------------------------------------------------
; Standing Light Punch
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
;velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd =20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600
trigger1 = !time
value = S3,0+(random%2)
volume = 0
channel = 5

[State 200, hit]
type=hitdef
trigger1=!time
attr=S,NA
damage=10,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = -10, -68		;X-offset for the "hit spark" rel. to p2,
hitsound = s1,5			;Sound to play on hit
guardsound = s2,0
ground.type=High
ground.slidetime=8
ground.hittime=8
ground.velocity=-2
ground.cornerpush.veloff=-4
air.cornerpush.veloff=-4
air.type=Low
air.hittime=10
air.velocity=-2,-3
yaccel=.5
persistent=0
envshake.time = 8
envshake.ampl = 1
getpower=0

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
;velset = 0,0
anim = 210

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,106]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=500
trigger1 = AnimElem=2
value = S3,2+(random%2)
volume = 0
channel = 5

[State 205, hit]
type=hitdef
triggerall=Anim=210
trigger1 = !time
attr=S,NA
damage=20,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-60
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=12
ground.hittime=12
ground.velocity=-4
ground.cornerpush.veloff=-8
air.cornerpush.veloff=-8
air.type=Low
air.hittime=12
air.velocity=-4,-5
yaccel=.5
persistent=0
envshake.time = 10
envshake.ampl = 2
getpower=0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
;velset = 0,0
anim = ifelse(p2bodydist X <= 5, 221, 220)

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=400
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

[State 220, hit]
type=hitdef
trigger1=anim=220
attr=S,NA
damage=30,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-69
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-6
ground.cornerpush.veloff=-8
air.cornerpush.veloff=-8
air.type=Low
air.hittime=16
air.velocity=-6,-7
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 220, hit]
type=hitdef
trigger1=anim=221
attr=S,NA
damage=35,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-51
hitsound=s1,3
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=-8
ground.cornerpush.veloff=-12
air.cornerpush.veloff=-10
air.type=Low
air.hittime=16
air.velocity=-8,-7
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Fwd Fierce Punch
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd= 60
ctrl = 0
;velset = 0,0
anim = 225

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=2
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=4
value = S10,0
volume = 128
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

[State 220, hit]
type=hitdef
trigger1=(Time%19)=0
attr=S,NP
damage=40,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-69
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=ifelse(time>=15,-8,-4),-4
ground.cornerpush.veloff=-6
air.cornerpush.veloff=-6
air.type=Low
air.hittime=16
air.velocity=ifelse(time>=15,-12,-6),-3
yaccel=.5
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, Explod]
type = Explod
trigger1 = AnimElem=4
anim = 226
ID = 225
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1
removeongethit = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 = AnimElem=1
anim = 227
ID = 225
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
;velset = 0,0
anim = 230

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600
trigger1 = !time
value = S3,0+(random%2)
volume = 0
channel = 5

[State 215, hit]
type=hitdef
trigger1 = anim = 230
attr=S,NA
damage=30,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist x >=20,-15,-25),-55
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=-2
ground.cornerpush.veloff=-4
air.cornerpush.veloff=-4
air.type=Low
air.hittime=12
air.velocity=-2,-3
yaccel=.5
persistent=0
envshake.time = 8
envshake.ampl = 1
getpower=0

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close Standing Light Kick
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 20
ctrl = 0
;velset = 0,0
anim = 235

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600
trigger1 = !time
value = S3,0+(random%2)
volume = 0
channel = 5

[State 215, hit]
type=hitdef
trigger1 = anim = 235
attr=S,NA
damage=30,0
animtype=Light
guardflag=MA
hitflag=MAFD
priority=2,Hit
pausetime=4,4
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist x >=20,-15,-25),-13
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=-.5
ground.cornerpush.veloff=-1
air.cornerpush.veloff=-1
air.type=Low
air.hittime=12
air.velocity=-2.5,-1.5
down.velocity=-2.5,-3
yaccel=.5
persistent=0
envshake.time = 8
envshake.ampl = 1
getpower=0

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = ifelse(p2bodydist X <= 5, 245, 240)

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=500
trigger1 = !time
value = S3,2+(random%2)
volume = 0
channel = 5

[State 220, hit]
type=hitdef
triggerall = anim = 240
trigger1=!time
attr=S,NA
damage=60,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = -15,ifelse(p2bodydist X <= 20, -65,-77)
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-4
ground.cornerpush.veloff=-8
air.cornerpush.veloff=-8
air.type=Low
air.velocity=-4,-5
envshake.time=10
envshake.ampl=2

[State 220, hit]
type=hitdef
triggerall = anim = 245
trigger1=!time
attr=S,NA
damage=65,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = -15,ifelse(p2bodydist X <= 15, -74,-100)
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-4
ground.cornerpush.veloff=-8
air.cornerpush.veloff=-8
air.type=Low
air.velocity=-4,-5
envshake.time=10
envshake.ampl=2

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd=60
ctrl = 0
;velset = 0,0
anim = 250

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=400
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElemTime(6)<0
x = 7

[State 225, hit]
type=hitdef
trigger1=!time
attr=S,NA
damage=90,0
id=250
animtype=Up
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 10, -75,-100)
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = 0,-13.5
air.type=Low
air.hittime=18
air.velocity=-8,-7
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, Explod]
type = Explod
trigger1 = AnimElem=3
anim = 251
ID = 250
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
ownpal = 0
removeongethit = 1
ignorehitpause=0

[State 0, TargetState]
type = TargetState
triggerall = anim = 250
trigger1 = movehit=1
value = 6051
id=250
persistent = 0
ignorehitpause = 1

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Back Fierce Kick
[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd=60
ctrl = 0
;velset = 0,0
anim = 255

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

[State 0, Width]
type = Width
trigger1 = time = [3,15]
value = 20,-20

[State 225, hit]
type=hitdef
trigger1=anim=255
attr=S,NA
damage=90,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-68
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-10
air.cornerpush.veloff=-12
ground.cornerpush.veloff=-12
air.type=Low
air.hittime=16
air.velocity=-10,-7
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Fwd Fierce Kick
[Statedef 260]
type    = S
movetype= A
physics = S
juggle  = 7
poweradd=60
ctrl = 0
;velset = 0,0
anim = 260

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

[State 0, Width]
type = Width
trigger1 = time = [3,15]
value = 20,-20

[State 225, hit]
type=hitdef
trigger1=anim=260
attr=S,NA
damage=90,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-68
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity=-10
air.cornerpush.veloff=-12
ground.cornerpush.veloff=-12
air.type=Low
air.hittime=16
air.velocity=-10,-7
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 250, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 20
ctrl = 0
anim = 400

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,4
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600
trigger1 = !time
value = S3,0+(random%2)
volume = 0
channel = 5

[State 230, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=10,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-45
hitsound=s1,5
guardsound=s2,0
ground.type=Low
ground.slidetime=8
ground.hittime=8
ground.velocity=-2
ground.cornerpush.veloff=-4
air.cornerpush.veloff=-4
air.type=Low
air.hittime=10
air.velocity=-2,-3
yaccel=.5
envshake.time = 8
envshake.ampl = 1
getpower=0

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 40
ctrl = 0
anim = 410

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=500
trigger1 = !time
value = S3,2+(random%2)
volume = 0
channel = 5

[State 235, hit]
type=hitdef
trigger1=time=0
attr=C,NA
damage=20,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-48
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=12
ground.hittime=12
ground.velocity=-4
ground.cornerpush.veloff=-8
air.cornerpush.veloff=-8
air.type=Low
air.hittime=10
air.velocity=-4,-5
yaccel=.5
envshake.time = 10
envshake.ampl = 2
getpower=0

[State 410, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 60
ctrl = 0
anim = ifelse(p2bodydist X <= 20, 425, 420)

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != 100
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=400
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

[State 240, hit]
type=hitdef
trigger1=time=0
attr=C,NA
damage=30,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist X <= 20, -10, -15),-46
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity=-6
air.cornerpush.veloff=-8
ground.cornerpush.veloff=-8
air.type=Low
air.hittime=16
air.velocity=-6,-7
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Opponent Launched
[Statedef 6051]
type    = A
movetype= H
physics = N
velset = 0, 0
ctrl = 0

[State 5051, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 6051

;[State 0, ChangeAnim]
;type = ChangeAnim
;triggerall = selfanimexist(5051)
;trigger1 = anim!=5051&&animelem=2
;value = 5051

[State 5051, VelSet]
type = VelSet
trigger1 = anim!=5051&&AnimElem = 2
trigger2 = anim = 5051
y = ifelse(pos y <=-30,-11,-15);ifelse(pos y <=-30,-9.5,-13.5)
persistent=0

[State 5051, PlaySnd]
type = VelAdd
trigger1 = anim=5051
trigger2 = anim!=5051&&AnimElem = 2,>= 0
y = .44;.65

[State 5051, ChangeState]
type = SelfState
triggerall = alive = 1
trigger1 = Time > 27
trigger1 = Vel Y >= 0
value = 5040
ctrl = 1

[State 5051, ChangeState]
type = SelfState
triggerall = !alive
trigger1 = Time > 27
trigger1 = Vel Y >= 0
value = 5050

;---------------------------------------------------------------------------
; Crouching Light Kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 20
ctrl = 0
anim = 430

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600
trigger1 = !time
value = S3,0+(random%2)
volume = 0
channel = 5

[State 245, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=30,0
animtype=Light
guardflag=L
hitflag=MAFD
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= -10, -10,-7)
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=-2
ground.cornerpush.veloff=-4
air.cornerpush.veloff=-4
air.type=Low
air.hittime=12
air.velocity=-2,-3
down.velocity=-2,-2
yaccel=.5
envshake.time = 8
envshake.ampl = 1
getpower=0

[State 430, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 40
ctrl = 0
anim = 440

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=500
trigger1 = !time
value = S3,2+(random%2)
volume = 0
channel = 5

[State 0, Width]
type = Width
trigger1 = time = [2,15]
value = 15,-15

[State 250, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=60,0
animtype=Medium
guardflag=L
hitflag=MAFD
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist X <= 10, -25,-15),ifelse(p2bodydist X <= 10, -15,-13)
hitsound=s1,0
guardsound=s2,0
ground.type=Low
ground.slidetime=15
ground.hittime=15
ground.velocity=-4
ground.cornerpush.veloff=-8
air.cornerpush.veloff=-8
air.type=Low
air.hittime=12
air.velocity=-4,-5
down.velocity=-3,-3
yaccel=.5
envshake.time = 10
envshake.ampl = 2
getpower=0

[State 440, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 60
ctrl = 0
anim = 450

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=1
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=400
trigger1 = !time
value = S3,0+(random%2)
volume = 0
channel = 5

[State 255, hit]
type=hitdef
trigger1=!time
attr=C,NA
damage=80,0
animtype=Hard
guardflag=L
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= -15, -50,-54)
hitsound=s1,6
guardsound=s2,0
ground.type=Trip
ground.slidetime=16
ground.hittime=16
ground.velocity=-1.5,-6.85
air.velocity=-3,-6.85
ground.cornerpush.veloff=-6
air.cornerpush.veloff=-6
air.type=Low
air.hittime=15
down.velocity=-2,-5
getpower=0
yaccel=.5
fall=1
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 450, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Neck Breaker
[Statedef 455]
type    = C
movetype= A
physics = C
juggle  = 1
poweradd= 60
ctrl = 0
anim = 40

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 455
trigger1 = AnimTime = 0
value = 455

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600
trigger1 = Anim=455&&time=1
value = S3,4+(random%2)
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Anim=455
statetype = A
physics = N

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 455
trigger1 = time=1
value = S0,5
volume = 0
channel = -1

[State 255, hit]
type=hitdef
trigger1=AnimElem=6
attr=A,NA
damage=45,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-90
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-.75
air.velocity = -2,6
ground.cornerpush.veloff=-8
air.cornerpush.veloff=0
air.type=High
air.hittime=22
getpower=0
persistent=0
yaccel=.5
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 255, hit]
type=hitdef
triggerall = !movecontact
trigger1=AnimElem=7
attr=A,NA
damage=90,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-47
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-6
air.velocity = -8,4.5
ground.cornerpush.veloff=-8
air.cornerpush.veloff=0
air.type=High
air.hittime=22
getpower=0
persistent=0
yaccel=.5
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 255, hit]
type=hitdef
triggerall = !movecontact
trigger1=AnimElem=8
trigger2=AnimElem=9
attr=A,NA
damage=90,0
animtype=Hard
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-2
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=22
ground.hittime=22
ground.velocity=-1.5,-7.5
air.velocity = -3,4.5
ground.cornerpush.veloff=-8
air.cornerpush.veloff=0
air.type=High
air.hittime=22
getpower=0
persistent=0
yaccel=.5
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 0, Landing Sound]
type = PlaySnd
triggerall = anim = 455
trigger1 = AnimElem=1
value = s100,1

[State 0, VelSet]
type = VelSet
triggerall = Anim = 455
trigger1 = AnimElem = 1
y = -13.5

[State 0, VelSet]
type = VelSet
trigger1 = time = [0,30]
x = 2

[State 0, VelMul]
type = VelMul
trigger1 = time >= 30
x = .85

[State 0, VelAdd]
type = VelAdd
trigger1 = Anim = 455
y = const(movement.yaccel)+.31

[State 450, 5]
type = ChangeState
triggerall = anim = 455
triggerall = animelemtime(3)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= -20
value = 456

;---------------------------------------------------------------------------
; Jump Neck Breaker Land
[Statedef 456]
type    = C
movetype= I
physics = C
juggle  = 1
poweradd= 0
ctrl = 0
anim = 456

[State 0, VelAdd]
type = Velset
triggerall = prevstateno != [100,109]
trigger1 = time = 0
x = 0

[State 0, VelSet]
type = VelSet
trigger1 = !time
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State 0, Landing Sound]
type = PlaySnd
trigger1 = AnimElem=1
value = s100,0

[State 0, Landing Anim]
type = Explod
trigger1 = AnimElem = 1
anim = 7503
ID = 8030
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermove = 9999
pausemove = 9999
scale = .6,.6
sprpriority = -1
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 450, 5]
type = ChangeState
trigger1 = AnimTime=0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Ariel Assault/Assault Combo
[StateDef 500]
type = U
movetype= I
physics = N
velset = 0,0
sprpriority = 2

[State 3000, carga]
type=helper
trigger1=!time
helpertype=normal
stateno=7015
ID=7015
name="Charge"
postype=p1
pos = const(size.mid.pos.x),const(size.mid.pos.y)
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
triggerall = numhelper(7015)=0
trigger1=time >= 10
helpertype=normal
stateno=7021
ID=7021
name="hyperbg"
postype=p1
pos = 0,0
ownpal=1
persistent=0
supermovetime=9999
ignorehitpause = 1

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

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time<=20
value = anim
elem=animelemno(0)

[State 0, SuperPause]
type = SuperPause
trigger1 = !time
time = 20
anim=-1
sound = S3,34+(random%3)
movetime=20
poweradd=-1000
darken = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time >= 20
value = 600

;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(8)>=1, 0, 1)
poweradd= ifelse(var(8)=1,0,20)
ctrl = 0
anim = 600

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim!=44
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim=44
physics = A
[State 0, VelSet]
type = VelSet
triggerall = var(8)=1
trigger1 = time=1
x = 3
y = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600&&anim=600
trigger1 = !time
value = S3,0+(random%2)
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1&&anim=600
value = S0,4
volume = 0
channel = -1

[State 260, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=ifelse(var(8)>=1,50,10),0
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=ifelse(var(8)>=1,16,8),ifelse(var(8)>=1,21,8)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-61
hitsound=s1,ifelse(var(8)>=1,10,5)
guardsound=s2,0
ground.type=High
ground.slidetime=10
ground.hittime=10
ground.velocity=-3
ground.cornerpush.veloff=-6
air.cornerpush.veloff=0
air.type=Low
air.velocity = -1,((vel y)-.2)
getpower=0
envshake.time=ifelse(var(8)>=1,24,8)
envshake.ampl=1

[State 0, EnvColor]
type = EnvColor
triggerall = var(8)>=1
trigger1 = movehit=1
value = 255,255,255
time = 3
ignorehitpause=1
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=600
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(8)>=1, 0, 1)
poweradd= ifelse(var(8)=1,0,40)
ctrl = 0
anim = 610

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim!=44
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim=44
physics = A
[State 0, VelSet]
type = VelSet
triggerall = var(8)=1
trigger1 = time=1
x = 4
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1=time=2&&anim=610
value = S0,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600&&anim=610
trigger1 = !time
value = S3,2+(random%2)
volume = 0
channel = 5

[State 265, hit]
type=hitdef
trigger1= time = 0
attr=A,NA
damage=ifelse(var(8)>=1,100,20),0
animtype=Medium
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=ifelse(var(8)>=1,20,10),ifelse(var(8)>=1,25,10)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-93
hitsound=s1,ifelse(var(8)>=1,10,4)
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=12
ground.velocity=-6
ground.cornerpush.veloff=-9
air.cornerpush.veloff=0
air.type=High
air.velocity = -2,((vel y)-.2)
envshake.time=ifelse(var(8)>=1,30,10)
envshake.ampl=2
getpower=0

[State 0, EnvColor]
type = EnvColor
triggerall = var(8)>=1
trigger1 = movehit=1
value = 255,255,255
time = 3
ignorehitpause=1
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=610
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1
;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(8)>=1, 0, 1)
poweradd= ifelse(var(8)=1,0,60)
ctrl = 0
anim = 620

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim!=44
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim=44
physics = A
[State 0, VelSet]
type = VelSet
triggerall = var(8)=1
trigger1 = time=1
x = 5
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2&&anim=620
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=400&&anim=620
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

;[State 0, Width]
;type = Width
;trigger1 = time = [3,21]
;value = 15,0

[State 620, hit]
type=hitdef
trigger1=!time
attr=A,NA
damage=ifelse(var(8)>=1,150,30),0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=ifelse(var(8)>=1,24,12),ifelse(var(8)>=1,29,12)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-56
hitsound=s1,ifelse(var(8)>=1,10,6)
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-8
ground.cornerpush.veloff=-10
air.cornerpush.veloff=0
air.type=Low
air.velocity = -3,((vel y)-.2)
getpower=0
envshake.time=ifelse(var(8)>=1,36,12)
envshake.ampl=3

[State 0, EnvColor]
type = EnvColor
triggerall = var(8)>=1
trigger1 = movehit=1
value = 255,255,255
time = 3
ignorehitpause=1
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=620
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch2
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 60
ctrl = 0
anim = 625

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2&&anim=625
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600&&anim=625
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

[State 0, Helper]
type = Helper
triggerall = numhelper(9990)=0
trigger1 = var(8)=1&&movehit=1
helpertype = normal ;player
name = "Glass Shatter"
ID = 9990
stateno = 9990
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
supermovetime=9999
pausemovetime=9999
ignorehitpause=1
persistent=0

[State 620, hit]
type=hitdef
trigger1=!time
attr=A,NA
damage=ifelse(var(8)>=1,200,40),0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=ifelse(var(8)>=1,2,12),ifelse(var(8)>=1,2,12)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-44
hitsound=s1,ifelse(var(8)>=1,11,3)
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-8
ground.cornerpush.veloff=-10
air.cornerpush.veloff=0
air.type=Low
air.velocity = -8,8
getpower=0
envshake.time=12
envshake.ampl=3
;fall=1
air.fall=1
fall.recover=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=625
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1
;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(8)>=1, 0, 1)
poweradd= ifelse(var(8)=1,0,20)
ctrl = 0
anim = 630

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim!=44
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim=44
physics = A
[State 0, VelSet]
type = VelSet
triggerall = var(8)=1
trigger1 = time=1
x = 3
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1&&anim=630
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=600&&anim=630
trigger1 = !time
value = S3,0+(random%2)
volume = 0
channel = 5

[State 630, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=ifelse(var(8)>=1,150,30),0
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=ifelse(var(8)>=1,16,8),ifelse(var(8)>=1,21,8)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-54
hitsound=s1,ifelse(var(8)>=1,10,2)
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=12
ground.cornerpush.veloff = -6
ground.velocity=-3
air.cornerpush.veloff = 0
air.type=High
air.velocity=-1.5,((vel y)-.2)
getpower=0
envshake.time=ifelse(var(8)>=1,24,8)
envshake.ampl=1

[State 0, EnvColor]
type = EnvColor
triggerall = var(8)>=1
trigger1 = movehit=1
value = 255,255,255
time = 3
ignorehitpause=1
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=630
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;---------------------------------------------------------------------------
; Jump Up Light Kick
[Statedef 635]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(8)>=1, 0, 1)
poweradd= ifelse(var(8)=1,0,20)
ctrl = 0
anim = 635

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim!=44
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim=44
physics = A
[State 0, VelSet]
type = VelSet
triggerall = var(8)=1
trigger1 = time=1
x = 3
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1&&anim=635
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=550&&anim=635
trigger1 = !time
value = S3,0+(random%2)
volume = 0
channel = 5

[State 630, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=ifelse(var(8)>=1,150,30),0
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=ifelse(var(8)>=1,16,8),ifelse(var(8)>=1,21,8)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-101
hitsound=s1,ifelse(var(8)>=1,10,2)
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=12
ground.cornerpush.veloff = -6
ground.velocity=-3
air.cornerpush.veloff = 0
air.type=Low
air.velocity=-1.5,((vel y)-.2)
getpower=0
envshake.time=ifelse(var(8)>=1,24,8)
envshake.ampl=1

[State 0, EnvColor]
type = EnvColor
triggerall = var(8)>=1
trigger1 = movehit=1
value = 255,255,255
time = 3
ignorehitpause=1
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=635
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1
;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(8)>=1, 0, 1)
poweradd= ifelse(var(8)=1,0,40)
ctrl = 0
anim = 640

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim!=44
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim=44
physics = A
[State 0, VelSet]
type = VelSet
triggerall = var(8)=1
trigger1 = time=1
x = 3
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1&&anim=640
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=500&&anim=640
trigger1 = !time
value = S3,2+(random%2)
volume = 0
channel = 5

[State 280, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=ifelse(var(8)>=1,300,60),0
animtype=Medium
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=ifelse(var(8)>=1,20,10),ifelse(var(8)>=1,25,10)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-51
hitsound=s1,ifelse(var(8)>=1,10,0)
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = 0
air.type=Low
air.velocity=-2.5,((vel y)-.2)
getpower=0
envshake.time=ifelse(var(8)>=1,30,10)
envshake.ampl=2

[State 0, EnvColor]
type = EnvColor
triggerall = var(8)>=1
trigger1 = movehit=1
value = 255,255,255
time = 3
ignorehitpause=1
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=640
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;---------------------------------------------------------------------------
; Variable Medium Kick
[Statedef 641]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(8)>=1, 0, 1)
poweradd= ifelse(var(8)=1,0,40)
ctrl = 0
anim = 641

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim!=44
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim=44
physics = A
[State 0, VelSet]
type = VelSet
triggerall = var(8)=1
trigger1 = time=1
x = 3
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1&&anim=641
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=500&&anim=641
trigger1 = !time
value = S3,2+(random%2)
volume = 0
channel = 5

[State 280, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=ifelse(var(8)>=1,300,60),0
animtype=Medium
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=ifelse(var(8)>=1,20,10),ifelse(var(8)>=1,25,10)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-68
hitsound=s1,ifelse(var(8)>=1,10,0)
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = 0
air.type=Low
air.velocity=-2.5,((vel y)-.2)
getpower=0
envshake.time=ifelse(var(8)>=1,30,10)
envshake.ampl=2

[State 0, EnvColor]
type = EnvColor
triggerall = var(8)>=1
trigger1 = movehit=1
value = 255,255,255
time = 3
ignorehitpause=1
persistent=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=641
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;---------------------------------------------------------------------------
; Head Stomp
[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = ifelse(var(8)>=1, 0, 1)
poweradd= ifelse(var(8)=1,0,40)
ctrl = 0
anim = 645

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim!=44
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(8)=1
trigger1 = anim=44
physics = A
[State 0, VelSet]
type = VelSet
triggerall = var(8)=1
trigger1 = time=1
x = 4
y = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1&&anim=645
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=450&&anim=645
trigger1 = !time
value = S3,2+(random%2)
volume = 0
channel = 5

[State 280, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=ifelse(var(8)>=1,150,30),0
animtype=Medium
guardflag=HA
hitflag=MAFD
priority=4,Hit
pausetime=ifelse(var(8)>=1,20,10),ifelse(var(8)>=1,25,10)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-11
hitsound=s1,ifelse(var(8)>=1,10,0)
guardsound=s2,0
ground.type=High
ground.slidetime=15
ground.hittime=15
ground.velocity=-5
ground.cornerpush.veloff = -10
air.cornerpush.veloff = 0
down.velocity = 0,0
down.hittime=25
air.type=Low
air.velocity=-1.75,((vel y)-.2)-(var(19))
getpower=0
envshake.time=ifelse(var(8)>=1,30,10)
envshake.ampl=2

[State 0, EnvColor]
type = EnvColor
triggerall = var(8)>=1
trigger1 = movehit=1
value = 255,255,255
time = 3
ignorehitpause=1
persistent=0

[State 0, VelSet]
type = VelSet
triggerall = movecontact=1
trigger1 = FrontEdgeBodyDist >= 50
x = 3
y = -9.5
ignorehitpause = 1

[State 0, VelSet]
type = VelSet
triggerall = movecontact=1
trigger1 = FrontEdgeBodyDist < 50
x = -3
y = -9.5
ignorehitpause = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=645
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1
;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 60
ctrl = 0
anim = 650

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1&&anim=650
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=400&&anim=650
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 650
triggerall = AnimElemTime(6) < 0
trigger1 = movecontact = 1
value = anim
elem = (animelemno(0))+1
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = numhelper(9990)=0
trigger1 = var(8)=1&&movehit=1
helpertype = normal ;player
name = "Glass Shatter"
ID = 9990
stateno = 9990
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
supermovetime=9999
pausemovetime=9999
ignorehitpause=1
persistent=0

[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=ifelse(var(8)>=1,450,90),0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=ifelse(var(8)>=1,2,12),ifelse(var(8)>=1,2,12)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-80
hitsound=s1,ifelse(var(8)>=1,11,6)
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-8
air.type=High
air.velocity = -8,10
getpower=0
envshake.time=12
envshake.ampl=3
air.fall=1
fall.recover=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=650
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;---------------------------------------------------------------------------
; Jump Up Fierce Kick
[Statedef 655]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 60
ctrl = 0
anim = 655

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=2&&anim=655
trigger2 = AnimElem=5&&anim=655
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall=random<=350&&anim=655
trigger1 = !time
value = S3,4+(random%2)
volume = 0
channel = 5

[State 0, Helper]
type = Helper
triggerall = numhelper(9990)=0
trigger1 = var(8)=1&&movehit=1
helpertype = normal ;player
name = "Glass Shatter"
ID = 9990
stateno = 9990
postype = p1    ;p2,front,back,left,right
keyctrl = 0
ownpal = 0
supermovetime=9999
pausemovetime=9999
ignorehitpause=1
persistent=0

[State 285, hit]
type=hitdef
trigger1=AnimElem=3
attr=A,NA
damage=ifelse(var(8)>=1,250,50),0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=ifelse(var(8)>=1,2,8),ifelse(var(8)>=1,2,8)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-101
hitsound=s1,ifelse(var(8)>=1,11,6)
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-8
air.type=Low
air.velocity = ifelse(p2bodydist X >= 15,2,-2),((vel y)-.2)
getpower=0
envshake.time=12
envshake.ampl=3
air.fall=1
fall.recover=0

[State 285, hit]
type=hitdef
trigger1=AnimElem=6
attr=A,NA
damage=ifelse(var(8)>=1,250,50),0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=ifelse(var(8)>=1,2,15),ifelse(var(8)>=1,2,15)
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-103
hitsound=s1,ifelse(var(8)>=1,11,6)
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-8
air.type=Low
air.velocity = -8,10
getpower=0
envshake.time=12
envshake.ampl=3
air.fall=1
fall.recover=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=655
trigger1 = animtime=0
value = 44

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=44
movetype = I

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=44
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=44
x = .95

[State 0, CtrlSet]
type = CtrlSet
trigger1 = anim=44
value = 1

;-------------Dodge------------
[Statedef 700]
type=S
physics=S
movetype=I
anim=700
velset=0,0
ctrl=0
sprpriority=-1

[State 915, Dodge]
type=playsnd
trigger1= animelem=1
value=3,0
channel=0

[State 915, playerpush]
type = playerpush
trigger1 = 1
value = 0

[State 915, Hit By]
type=hitby
trigger1 = 1
value = SCA,AT
time = 1

[State 915, attack]
type = changestate
trigger1 = var(59)<=0 && (time=[15,25])
trigger1 = command="x" || command="y" || command="z" || command="a" || command="b" || command="c"
value= ifelse((command="x" || command="y" || command="z"),210,220)

[State 915, attack]
type = changestate
trigger1 = var(59)>=1 && (time=[15,25]) && (p2dist x=[0,60]) && p2movetype!=A
value = ifelse(random<500,210,220)

[State 915, end]
type = changestate
trigger1 = !animtime
value = 0
ctrl = 1
