;-------------------------------------------------------------------
; Kikoken
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = ifelse(command="HCF_z",1002,ifelse(command="HCF_y",1001,1000))
poweradd = 80
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = 25,-10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, Width]
type = Width
trigger1 = AnimElemTime(6)>=0&&AnimElemTime(10)<0
value = 25,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=3
value = S3,20
volume = 0
channel = 5

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10
value = ifelse(command="HCF_z",2,ifelse(command="HCF_y",1,0))

[State 0, Helper]
type = Helper
trigger1 = AnimElem=6
helpertype = normal ;player
name = "Kikouken"
ID = 1000
stateno = 1005
pos = ceil(85*const(size.xscale)),ceil(-55*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale = const(size.xscale)
size.yscale = const(size.yscale)

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
; Tenshou Kyaku Weak
[StateDef 1100]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 80
sprpriority = 2

[State 0, Explod]
type = Explod
triggerall = anim = 1100
trigger1 = AnimElem=2
anim = 7023
ID = 7023
pos = 25,-10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1100
trigger1 = AnimElem=3
trigger2 = AnimElem=8
value = S10,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1100
trigger1 = AnimElem=3
value = S3,22
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1100
trigger1 = AnimElem=2
statetype = A
physics = N

[State 0, VelSet]
type = VelSet
triggerall = anim = 1100
trigger1 = AnimElem=4
x = 4
y = -9

[State 0, VelAdd]
type = VelAdd
triggerall = anim = 1100
trigger1 = AnimElemTime(8)>=0
y = .6

[State 0, VelMul]
type = VelMul
triggerall = anim = 1100
trigger1 = AnimElemTime(8)>=0
x = .85

[State 1100, hit]
type=hitdef
trigger1=AnimElem=2
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-48
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-12
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -8,ifelse(p2dist Y >= 25, -13.5,-11))
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=5
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-12
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -8,-11)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=10
attr=A,SA
damage=25,2
animtype=DiagUp
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-117
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -8,-12
air.type=Low
air.hittime=18
air.velocity=-8,-12
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 15
envshake.ampl = 3
getpower=0

[State 0, FX1]
type = Explod
triggerall = anim = 1100
trigger1 = AnimElem=3
anim = 1190
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0
[State 0, FX2]
type = Explod
triggerall = anim = 1100
trigger1 = AnimElem=8
anim = 1191
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1100
trigger1 = animtime=0
value = 44

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

[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

;-------------------------------------------------------------------
; Tenshou Kyaku Medium
[StateDef 1101]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1101
poweradd = 80
sprpriority = 2

[State 0, Explod]
type = Explod
triggerall = anim = 1101
trigger1 = AnimElem=2
anim = 7023
ID = 7023
pos = 25,-10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1101
trigger1 = AnimElem=3
trigger2 = AnimElem=8
trigger3 = AnimElem=13
value = S10,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1101
trigger1 = AnimElem=3
value = S3,22
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1101
trigger1 = AnimElem=2
statetype = A
physics = N

[State 0, VelSet]
type = VelSet
triggerall = anim = 1101
trigger1 = AnimElem=4
x = 5
y = -12

[State 0, VelAdd]
type = VelAdd
triggerall = anim = 1101
trigger1 = AnimElemTime(8)>=0
y = .6

[State 0, VelMul]
type = VelMul
triggerall = anim = 1101
trigger1 = AnimElemTime(12)>=0
x = .85

[State 1100, hit]
type=hitdef
trigger1=AnimElem=2
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-48
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -10,ifelse(p2dist Y >= 25, -16.5,-14))
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=5
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -8,-12)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=10
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-117
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -6,-10)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=15
attr=A,SA
damage=25,2
animtype=DiagUp
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -8,-14
air.type=Low
air.hittime=18
air.velocity=-8,-14
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 15
envshake.ampl = 3
getpower=0

[State 0, FX1]
type = Explod
triggerall = anim = 1101
trigger1 = AnimElem=3
trigger2 = AnimElem=13
anim = 1190
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0
[State 0, FX2]
type = Explod
triggerall = anim = 1101
trigger1 = AnimElem=8
anim = 1191
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1101
trigger1 = animtime=0
value = 44

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

[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

;-------------------------------------------------------------------
; Tenshou Kyaku Heavy
[StateDef 1102]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1102
poweradd = 80
sprpriority = 2

[State 0, Explod]
type = Explod
triggerall = anim = 1102
trigger1 = AnimElem=2
anim = 7023
ID = 7023
pos = 25,-10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1102
trigger1 = AnimElem=3
trigger2 = AnimElem=8
trigger3 = AnimElem=13
trigger4 = AnimElem=18
value = S10,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1102
trigger1 = AnimElem=3
value = S3,22
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
triggerall = anim = 1102
trigger1 = AnimElem=2
statetype = A
physics = N

[State 0, VelSet]
type = VelSet
triggerall = anim = 1102
trigger1 = AnimElem=4
x = 6
y = -15

[State 0, NotHitBy]
type = NotHitBy
triggerall = prevstateno = 750
trigger1 = !time
value = SCA
time = 20

[State 1100, hit]
type=hitdef
trigger1=AnimElem=2
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-48
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-18
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -13,ifelse(p2dist Y >= 25, -19.5,-17))
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=5
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-18
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -10.5,-14.5)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=10
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-117
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -8,-12)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=15
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -5.5,-9.5)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=20
attr=A,SA
damage=25,2
animtype=DiagUp
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-117
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -8,-15
air.type=Low
air.hittime=18
air.velocity=-8,-15
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 15
envshake.ampl = 3
getpower=0

[State 0, FX1]
type = Explod
triggerall = anim = 1102
trigger1 = AnimElem=3
trigger2 = AnimElem=13
anim = 1190
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0
[State 0, FX2]
type = Explod
triggerall = anim = 1102
trigger1 = AnimElem=8
trigger2 = AnimElem=18
anim = 1191
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0

[State 0, VelAdd]
type = VelAdd
triggerall = anim = 1102
trigger1 = AnimElemTime(8)>=0
y = .6

[State 0, VelMul]
type = VelMul
triggerall = anim = 1102
trigger1 = AnimElemTime(16)>=0
x = .85

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1102
trigger1 = animtime=0
value = 44

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

[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

;-------------------------------------------------------------------
; Air Tenshou Kyaku Weak
[StateDef 1105]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1105
poweradd = 80
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1105
trigger1 = AnimElem=2
trigger2 = AnimElem=7
value = S10,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1105
trigger1 = AnimElem=2
value = S3,22
volume = 0
channel = 5

[State 0, VelSet]
type = VelSet
triggerall = anim = 1105
trigger1 = AnimElem=3
x = 4
y = -9

[State 0, VelAdd]
type = VelAdd
triggerall = anim = 1105
trigger1 = AnimElemTime(7)>=0
y = .6

[State 0, VelMul]
type = VelMul
triggerall = anim = 1105
trigger1 = AnimElemTime(7)>=0
x = .85

[State 1100, hit]
type=hitdef
trigger1=AnimElem=1
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-48
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-12
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -8,ifelse(p2dist Y >= 25, -13.5,-11))
snap = 20,-25
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=4
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-12
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -8,-11)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=9
attr=A,SA
damage=25,2
animtype=DiagUp
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-117
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -8,-12
air.type=Low
air.hittime=18
air.velocity=-8,-12
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 15
envshake.ampl = 3
getpower=0

[State 0, FX1]
type = Explod
triggerall = anim = 1105
trigger1 = AnimElem=2
anim = 1190
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0
[State 0, FX2]
type = Explod
triggerall = anim = 1105
trigger1 = AnimElem=7
anim = 1191
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1105
trigger1 = animtime=0
value = 44

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

[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

;-------------------------------------------------------------------
; Air Tenshou Kyaku Medium
[StateDef 1106]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1106
poweradd = 80
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1106
trigger1 = AnimElem=2
trigger2 = AnimElem=7
trigger3 = AnimElem=12
value = S10,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1106
trigger1 = AnimElem=2
value = S3,22
volume = 0
channel = 5

[State 0, VelSet]
type = VelSet
triggerall = anim = 1106
trigger1 = AnimElem=3
x = 5
y = -12

[State 0, VelAdd]
type = VelAdd
triggerall = anim = 1106
trigger1 = AnimElemTime(7)>=0
y = .6

[State 0, VelMul]
type = VelMul
triggerall = anim = 1106
trigger1 = AnimElemTime(11)>=0
x = .85

[State 1100, hit]
type=hitdef
trigger1=AnimElem=1
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-48
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -10,ifelse(p2dist Y >= 25, -16.5,-14))
snap = 20,-25
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=4
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -8,-12)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=9
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-117
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -6,-10)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=14
attr=A,SA
damage=25,2
animtype=DiagUp
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -8,-14
air.type=Low
air.hittime=18
air.velocity=-8,-14
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 15
envshake.ampl = 3
getpower=0

[State 0, FX1]
type = Explod
triggerall = anim = 1106
trigger1 = AnimElem=2
trigger2 = AnimElem=12
anim = 1190
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0
[State 0, FX2]
type = Explod
triggerall = anim = 1106
trigger1 = AnimElem=7
anim = 1191
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1106
trigger1 = animtime=0
value = 44

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

[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

;-------------------------------------------------------------------
; Air Tenshou Kyaku Heavy
[StateDef 1107]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1107
poweradd = 80
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1107
trigger1 = AnimElem=2
trigger2 = AnimElem=7
trigger3 = AnimElem=12
trigger4 = AnimElem=17
value = S10,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1107
trigger1 = AnimElem=2
value = S3,22
volume = 0
channel = 5

[State 0, VelSet]
type = VelSet
triggerall = anim = 1107
trigger1 = AnimElem=3
x = 6
y = -15

[State 1100, hit]
type=hitdef
trigger1=AnimElem=1
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-48
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-18
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -13,ifelse(p2dist Y >= 25, -19.5,-17))
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
snap = 20,-25
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=4
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-18
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -10.75,-14.75)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=9
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-117
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -8.25,-12.25)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=14
attr=A,SA
damage=25,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-116
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-15
air.type=Low
air.hittime=18
air.velocity=-2,ifelse(p2dist Y <= -25, -5.75,-9.75)
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 1100, hit]
type=hitdef
trigger1=AnimElem=19
attr=A,SA
damage=25,2
animtype=DiagUp
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=15,15
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-117
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
ground.velocity = -8,-15
air.type=Low
air.hittime=18
air.velocity=-8,-15
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 15
envshake.ampl = 3
getpower=0

[State 0, FX1]
type = Explod
triggerall = anim = 1107
trigger1 = AnimElem=2
trigger2 = AnimElem=12
anim = 1190
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0
[State 0, FX2]
type = Explod
triggerall = anim = 1107
trigger1 = AnimElem=7
trigger2 = AnimElem=17
anim = 1191
ID = 1100
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = const(size.xscale),const(size.yscale)
sprpriority = 3
removeongethit = 1
ignorehitpause=0

[State 0, VelAdd]
type = VelAdd
triggerall = anim = 1107
trigger1 = AnimElemTime(7)>=0
y = .6

[State 0, VelMul]
type = VelMul
triggerall = anim = 1107
trigger1 = AnimElemTime(15)>=0
x = .85

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1107
trigger1 = animtime=0
value = 44

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

[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

;-------------------------------------------------------------------
; Tenshou Kyaku Land
[StateDef 1110]
type = S
movetype= A
physics = S
juggle  = 0
ctrl = 0
anim = 1110
poweradd = 0
sprpriority = 2

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

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

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
; Sen’en Shuu
[StateDef 1200]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10
value = ifelse(command="HCB_c",2,ifelse(command="HCB_b",1,0))
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = AnimElem=5
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem=6
x = ifelse(var(10)=2,10,ifelse(var(10)=1,5,1.5))
y = ifelse(var(10)=2,-15,ifelse(var(10)=1,-12.5,-10))

[State 0, VelAdd]
type = VelAdd
trigger1 = Time >= 15
y = ifelse(var(10)=2,1.5,ifelse(var(10)=1,1.25,1))

[State 1000, end]
type = ChangeState
trigger1 = AnimElemTime(7)>=0
trigger1 = Vel Y >= 0
value = 1201

;-------------------------------------------------------------------
; Sen’en Shuu
[StateDef 1201]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1201
poweradd = 0
sprpriority = 2

[State 0, Width]
type = Width
trigger1 = 1
value = 12,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=1
value = S10,2
volume = 0
channel = -1
freqmul=1.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=1
value = S3,4
volume = 0
channel = 5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = ifelse(var(10)=2,1.5,ifelse(var(10)=1,1.25,1))

[State 0, VelSet]
type = VelSet
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
y = 0

[State 225, hit]
type=hitdef
trigger1=!time
attr=A,SA
damage=50,3
animtype=Hard
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=3,1
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-68
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,12
air.type=Low
air.hittime=18
air.velocity=-2,12
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
yaccel=.5
fall=1
fall.recover=0
fall.yvelocity=0
;p2stateno = 5051
envshake.time = 3
envshake.ampl = 3
getpower=0

[State 0, Explod]
type = Explod
trigger1 = AnimElem=1
anim = 1205
ID = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 1

[State 1000, end]
type = ChangeState
trigger1 = AnimElemTime(2)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1202

;-------------------------------------------------------------------
; Sen’en Shuu
[StateDef 1202]
type = S
movetype= A
physics = S
juggle  = 1
ctrl = 0
anim = 1202
poweradd = 0
sprpriority = 2

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

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

[State 0, EnvShake]
type = EnvShake
trigger1 = time=1
time = 12
freq = 80
ampl = -4

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S181,2
volume = 0
channel = -1

[State 225, hit]
type=hitdef
trigger1=!time
attr=S,SA
damage=30,2
animtype=Hard
guardflag=MA
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-8
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
down.hittime=18
ground.velocity = -12,0
air.type=Low
air.hittime=18
air.velocity=-2,12
ground.cornerpush.veloff=0
air.cornerpush.veloff=0
down.velocity=0,0
yaccel=.5
;p2stateno = 5051
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 1000, end]
type = ChangeState
trigger1 = AnimTime=0
value = 0
ctrl=1

;-------------------------------------------------------------------
; Spinning Bird Kick
[StateDef 1300]
type = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 80
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
triggerall = prevstateno = 750
trigger1 = !time
value = SCA
time = 20

[State 0, VarSet]
type = VarSet
trigger1 = prevstateno = 750
v = 10
value = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10
value = ifelse(command="QCF_c",2,ifelse(command="QCF_b",1,0))

[State 0, Explod]
type = Explod
trigger1 = !time
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=1
value = S3,23
volume = 0
channel = 5

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem=7
x = 3
y = -6

[State 225, hit]
type=hitdef
trigger1=!time
attr=A,SA
damage=10,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-83
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -2,-2.5
air.type=Low
air.hittime=18
air.velocity=-2,-1.5
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 12
envshake.ampl = 3
getpower=0

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1301

;-------------------------------------------------------------------
; Spinning Bird Kick
[StateDef 1301]
type = A
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1301
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=2
trigger2 = AnimElem=6
value = S10,3
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem=2
x = 6;ifelse(var(10)=2, 5,ifelse(var(10)=1,4,3))

[State 0, VelSet]
type = VelAdd
trigger1 = time >= ifelse(var(10)=2, 30,ifelse(var(10)=1,20,10))
x = -.13
y = const(movement.yaccel)

[State 225, hit]
type=hitdef
triggerall = time < ifelse(var(10)=2, 35,ifelse(var(10)=1,25,15))
trigger1=AnimElem=4
trigger2=AnimElem=8
attr=A,SA
damage=18,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-62
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -3,-5
air.type=Low
air.hittime=18
air.velocity=-3,-2.5
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 6
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
triggerall = time >= ifelse(var(10)=2, 35,ifelse(var(10)=1,25,15))
trigger1=AnimElem=4
trigger2=AnimElem=8
attr=A,SA
damage=20,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-62
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -8,-7
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 1000, end]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 1302

;-------------------------------------------------------------------
; Spinning Bird Kick
[StateDef 1302]
type = A
movetype= I
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1302
poweradd = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=6
value = S100,0
volume = 0
channel = -1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=6
statetype = S       ;S,A,C,L
physics = S         ;A,C,S,N

[State 0, Landing Anim]
type = Explod
trigger1= AnimElem=6
anim = 7503
ID = 8030
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 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
; Spinning Bird Kick
[StateDef 1305]
type = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1305
velset=0,0
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10
value = ifelse(command="QCF_c",2,ifelse(command="QCF_b",1,0))

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=1
value = S3,23
volume = 0
channel = 5

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 1306

;-------------------------------------------------------------------
; Air Spinning Bird Kick
[StateDef 1306]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1301
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 1301
trigger1 = AnimElem=2
trigger2 = AnimElem=6
value = S10,3
volume = 0
channel = -1

[State 0, VelSet]
type = VelSet
triggerall = anim = 1301
trigger1 = AnimElem=2
x = 5;ifelse(var(10)=2, 5,ifelse(var(10)=1,4,3))

[State 0, VelSet]
type = VelSet
triggerall = anim=1301&&var(11)=1
trigger1 = AnimElem=2
y = -8
persistent=0

[State 0, VelSet]
type = VelAdd
triggerall = anim = 1301&&var(11)=1
trigger1 = time >= ifelse(var(10)=2, 15,ifelse(var(10)=1,10,5))
x = -.13
y = const(movement.yaccel)

[State 0, VelSet]
type = VelAdd
triggerall = anim = 1301&&var(11)=0
trigger1 = time >= ifelse(var(10)=2, 35,ifelse(var(10)=1,25,15))
x = -.13
y = const(movement.yaccel)

[State 225, hit]
type=hitdef
triggerall = time < ifelse(var(10)=2, 40,ifelse(var(10)=1,30,20))
trigger1=AnimElem=4
trigger2=AnimElem=8
attr=A,SA
damage=18,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-62
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -3,-3
air.type=Low
air.hittime=18
air.velocity=-3,ifelse(var(11)=1,((vel y)-.2),-1.5)
air.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 6
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
triggerall = time >= ifelse(var(10)=2, 40,ifelse(var(10)=1,30,20))
trigger1=AnimElem=4
trigger2=AnimElem=8
attr=A,SA
damage=20,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-62
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -8,-7
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, ChangeAnim]
type = ChangeAnim
triggerall=anim=1301
trigger1 = time >= ifelse(var(10)=2, 45,ifelse(var(10)=1,35,25))
value = 45

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=45
movetype = I
physics=A

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=45
trigger1 = Vel X >= -2.5
trigger1 = command = "holdback"
x = -.5

[State 7001, VelAdd]
type = VelAdd
triggerall=var(11)=1&&anim=45
trigger1 = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = .5

[State 0, VelMul]
type = VelMul
trigger1=var(11)=1&&anim=45
x = .95

[State 1000, end]
type = ChangeState
triggerall = anim = 1301
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 1302

;-------------------------------------------------------------------
; Hyakuretsu Kyaku Start
[StateDef 1400]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 80
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 7023
ID = 7023
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10
value = ifelse(command="tap_c",3,ifelse(command="tap_b",2,1))
ignorehitpause = 1

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
value = ifelse(var(10)=3,1403,ifelse(var(10)=2,1402,1401))
;-------------------------------------------------------------------
; Hyakuretsu Kyaku Weak
[StateDef 1401]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1401
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno!=1401
trigger1 = AnimElem=1
value = S3,21
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem=2
trigger2=AnimElem=4
trigger3=AnimElem=6
trigger4=AnimElem=8
value = S10,3
volume = 0
channel = -1

[State 225, hit]
type=hitdef
trigger1=AnimElem=2
attr=S,SA
damage=20,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-76
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=14
ground.hittime=14
ground.velocity = -3,0
ground.cornerpush.veloff = -6
air.type=Low
air.hittime=14
air.velocity=-3,-3
air.cornerpush.veloff=-6
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=4
attr=S,SA
damage=20,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=14
ground.hittime=14
ground.velocity = -3,0
ground.cornerpush.veloff = -6
air.type=Low
air.hittime=14
air.velocity=-3,-3
air.cornerpush.veloff=-6
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=20,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-58
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=14
ground.hittime=14
ground.velocity = -3,0
ground.cornerpush.veloff = -6
air.type=Low
air.hittime=14
air.velocity=-3,-3
air.cornerpush.veloff=-6
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=20,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-14
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=14
ground.hittime=14
ground.velocity = -3,0
ground.cornerpush.veloff = -6
air.type=Low
air.hittime=14
air.velocity=-3,-3
air.cornerpush.veloff=-6
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c"
trigger2 = command ="tap_b"
trigger3 = command ="tap_a"
v = 10
value = ifelse(command="tap_c",3,ifelse(command="tap_b",2,1))
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c_cont"
trigger2 = command ="tap_b_cont"
trigger3 = command ="tap_a_cont"
v = 10
value = ifelse(command="tap_c_cont",3,ifelse(command="tap_b_cont",2,1))
ignorehitpause=1
[State 0, varset]
type = varset
trigger1 = animelem=1
v = 10
value = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = numhelper(1400)=0
trigger1 = !time
helpertype = normal ;player
name = "Kick Effects"
ID = 1400
stateno = 1490
postype = p1    ;p2,front,back,left,right
ownpal = 0

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 3
value = 1403
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 2
value = 1402
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 1
value = 1401

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 0
value = 1410

;-------------------------------------------------------------------
; Hyakuretsu Kyaku Medium
[StateDef 1402]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1402
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno!=1402
trigger1 = AnimElem=1
value = S3,21
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem=2
trigger2=AnimElem=4
trigger3=AnimElem=6
trigger4=AnimElem=8
value = S10,3
volume = 0
channel = -1

[State 225, hit]
type=hitdef
trigger1=AnimElem=2
attr=S,SA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-76
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity = -5,0
ground.cornerpush.veloff = -8
air.type=Low
air.hittime=16
air.velocity=-5,-3
air.cornerpush.veloff=-8
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=4
attr=S,SA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity = -5,0
ground.cornerpush.veloff = -8
air.type=Low
air.hittime=16
air.velocity=-5,-3
air.cornerpush.veloff=-8
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-58
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity = -5,0
ground.cornerpush.veloff = -8
air.type=Low
air.hittime=16
air.velocity=-5,-3
air.cornerpush.veloff=-8
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-14
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity = -5,0
ground.cornerpush.veloff = -8
air.type=Low
air.hittime=16
air.velocity=-5,-3
air.cornerpush.veloff=-8
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c"
trigger2 = command ="tap_b"
trigger3 = command ="tap_a"
v = 10
value = ifelse(command="tap_c",3,ifelse(command="tap_b",2,1))
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c_cont"
trigger2 = command ="tap_b_cont"
trigger3 = command ="tap_a_cont"
v = 10
value = ifelse(command="tap_c_cont",3,ifelse(command="tap_b_cont",2,1))
ignorehitpause=1
[State 0, varset]
type = varset
trigger1 = animelem=1
v = 10
value = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = numhelper(1400)=0
trigger1 = !time
helpertype = normal ;player
name = "Kick Effects"
ID = 1400
stateno = 1490
postype = p1    ;p2,front,back,left,right
ownpal = 0

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 3
value = 1403
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 2
value = 1402
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 1
value = 1401

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 0
value = 1410

;-------------------------------------------------------------------
; Hyakuretsu Kyaku Heavy
[StateDef 1403]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1403
poweradd = 0
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno!=1403
trigger1 = AnimElem=1
value = S3,21
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1=AnimElem=2
trigger2=AnimElem=4
trigger3=AnimElem=6
trigger4=AnimElem=8
value = S10,3
volume = 0
channel = -1

[State 225, hit]
type=hitdef
trigger1=AnimElem=2
attr=S,SA
damage=22,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-76
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -7,0
ground.cornerpush.veloff = -12
air.type=Low
air.hittime=18
air.velocity=-7,-3
air.cornerpush.veloff=-12
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=4
attr=S,SA
damage=22,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -7,0
ground.cornerpush.veloff = -12
air.type=Low
air.hittime=18
air.velocity=-7,-3
air.cornerpush.veloff=-12
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=22,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-58
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -7,0
ground.cornerpush.veloff = -12
air.type=Low
air.hittime=18
air.velocity=-7,-3
air.cornerpush.veloff=-12
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=22,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-14
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -7,0
ground.cornerpush.veloff = -12
air.type=Low
air.hittime=18
air.velocity=-7,-3
air.cornerpush.veloff=-12
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c"
trigger2 = command ="tap_b"
trigger3 = command ="tap_a"
v = 10
value = ifelse(command="tap_c",3,ifelse(command="tap_b",2,1))
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c_cont"
trigger2 = command ="tap_b_cont"
trigger3 = command ="tap_a_cont"
v = 10
value = ifelse(command="tap_c_cont",3,ifelse(command="tap_b_cont",2,1))
ignorehitpause=1
[State 0, varset]
type = varset
trigger1 = animelem=1
v = 10
value = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = numhelper(1400)=0
trigger1 = !time
helpertype = normal ;player
name = "Kick Effects"
ID = 1400
stateno = 1490
postype = p1    ;p2,front,back,left,right
ownpal = 0

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 3
value = 1403
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 2
value = 1402
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 1
value = 1401

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 0
value = 1410

;-------------------------------------------------------------------
; Air Hyakuretsu Kyaku Start
[StateDef 1405]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1405
poweradd = 80
sprpriority = 2

[State 0, VelSet]
type = VelSet
trigger1 = vel y < -2.5
y = -2.5

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

[State 0, VelSet]
type = VelAdd
trigger1 = vel y < 1
y = 0.05

[State 0, VelSet]
type = VelSet
trigger1 = vel y > 1
y = 1

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10
value = ifelse(command="tap_c",3,ifelse(command="tap_b",2,1))
ignorehitpause = 1

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
value = ifelse(var(10)=3,1408,ifelse(var(10)=2,1407,1406))

[State 1000, end]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 1110
;-------------------------------------------------------------------
; Air Hyakuretsu Kyaku Weak
[StateDef 1406]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1406
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
triggerall = anim = 1406
trigger1 = vel y < -2.5
y = -2.5

[State 0, VelSet]
type = VelSet
triggerall = anim = 1406
trigger1 = !time
x = 0

[State 0, VelSet]
type = VelAdd
triggerall = anim = 1406
trigger1 = vel y < 1
y = 0.05

[State 0, VelSet]
type = VelSet
triggerall = anim = 1406
trigger1 = vel y > 1
y = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno!=1406&&anim=1406
trigger1 = AnimElem=1
value = S3,21
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=1406
trigger1=AnimElem=2
trigger2=AnimElem=4
trigger3=AnimElem=6
trigger4=AnimElem=8
value = S10,3
volume = 0
channel = -1

[State 225, hit]
type=hitdef
trigger1=AnimElem=2
attr=S,SA
damage=20,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-76
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=14
ground.hittime=14
ground.velocity = -3,0
ground.cornerpush.veloff = -6
air.type=Low
air.hittime=14
air.velocity=-3,-3
air.cornerpush.veloff=-6
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=4
attr=S,SA
damage=20,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=14
ground.hittime=14
ground.velocity = -3,0
ground.cornerpush.veloff = -6
air.type=Low
air.hittime=14
air.velocity=-3,-3
air.cornerpush.veloff=-6
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=20,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-58
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=14
ground.hittime=14
ground.velocity = -3,0
ground.cornerpush.veloff = -6
air.type=Low
air.hittime=14
air.velocity=-3,-3
air.cornerpush.veloff=-6
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=20,1
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-14
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=14
ground.hittime=14
ground.velocity = -3,0
ground.cornerpush.veloff = -6
air.type=Low
air.hittime=14
air.velocity=-3,-3
air.cornerpush.veloff=-6
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c"
trigger2 = command ="tap_b"
trigger3 = command ="tap_a"
v = 10
value = ifelse(command="tap_c",3,ifelse(command="tap_b",2,1))
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c_cont"
trigger2 = command ="tap_b_cont"
trigger3 = command ="tap_a_cont"
v = 10
value = ifelse(command="tap_c_cont",3,ifelse(command="tap_b_cont",2,1))
ignorehitpause=1
[State 0, varset]
type = varset
trigger1 = animelem=1
v = 10
value = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = numhelper(1405)=0
trigger1 = !time
helpertype = normal ;player
name = "Kick Effects"
ID = 1405
stateno = 1490
postype = p1    ;p2,front,back,left,right
ownpal = 0

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 3
value = 1408
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 2
value = 1407
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 1
value = 1406

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1406
trigger1 = var(10) = 0
trigger1 = animtime=0
value = 44

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

[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

[State 1000, end]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 1110

;-------------------------------------------------------------------
; Air Hyakuretsu Kyaku Medium
[StateDef 1407]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1407
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
triggerall = anim = 1407
trigger1 = vel y < -2.5
y = -2.5

[State 0, VelSet]
type = VelSet
triggerall = anim = 1407
trigger1 = !time
x = 0

[State 0, VelSet]
type = VelAdd
triggerall = anim = 1407
trigger1 = vel y < 1
y = 0.05

[State 0, VelSet]
type = VelSet
triggerall = anim = 1407
trigger1 = vel y > 1
y = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno!=1407&&anim=1407
trigger1 = AnimElem=1
value = S3,21
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=1407
trigger1=AnimElem=2
trigger2=AnimElem=4
trigger3=AnimElem=6
trigger4=AnimElem=8
value = S10,3
volume = 0
channel = -1

[State 225, hit]
type=hitdef
trigger1=AnimElem=2
attr=S,SA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-76
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity = -5,0
ground.cornerpush.veloff = -8
air.type=Low
air.hittime=16
air.velocity=-5,-3
air.cornerpush.veloff=-8
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=4
attr=S,SA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity = -5,0
ground.cornerpush.veloff = -8
air.type=Low
air.hittime=16
air.velocity=-5,-3
air.cornerpush.veloff=-8
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-58
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity = -5,0
ground.cornerpush.veloff = -8
air.type=Low
air.hittime=16
air.velocity=-5,-3
air.cornerpush.veloff=-8
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=21,2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-14
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity = -5,0
ground.cornerpush.veloff = -8
air.type=Low
air.hittime=16
air.velocity=-5,-3
air.cornerpush.veloff=-8
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c"
trigger2 = command ="tap_b"
trigger3 = command ="tap_a"
v = 10
value = ifelse(command="tap_c",3,ifelse(command="tap_b",2,1))
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c_cont"
trigger2 = command ="tap_b_cont"
trigger3 = command ="tap_a_cont"
v = 10
value = ifelse(command="tap_c_cont",3,ifelse(command="tap_b_cont",2,1))
ignorehitpause=1
[State 0, varset]
type = varset
trigger1 = animelem=1
v = 10
value = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = numhelper(1405)=0
trigger1 = !time
helpertype = normal ;player
name = "Kick Effects"
ID = 1405
stateno = 1490
postype = p1    ;p2,front,back,left,right
ownpal = 0

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 3
value = 1408
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 2
value = 1407
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 1
value = 1406

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1407
trigger1 = var(10) = 0
trigger1 = animtime=0
value = 44

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

[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

[State 1000, end]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 1110

;-------------------------------------------------------------------
; Air Hyakuretsu Kyaku Heavy
[StateDef 1408]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1408
poweradd = 0
sprpriority = 2

[State 0, VelSet]
type = VelSet
triggerall = anim = 1408
trigger1 = vel y < -2.5
y = -2.5

[State 0, VelSet]
type = VelSet
triggerall = anim = 1408
trigger1 = !time
x = 0

[State 0, VelSet]
type = VelAdd
triggerall = anim = 1408
trigger1 = vel y < 1
y = 0.05

[State 0, VelSet]
type = VelSet
triggerall = anim = 1408
trigger1 = vel y > 1
y = 1

[State 0, PlaySnd]
type = PlaySnd
triggerall = prevstateno!=1408&&anim=1408
trigger1 = AnimElem=1
value = S3,21
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=1408
trigger1=AnimElem=2
trigger2=AnimElem=4
trigger3=AnimElem=6
trigger4=AnimElem=8
value = S10,3
volume = 0
channel = -1

[State 225, hit]
type=hitdef
trigger1=AnimElem=2
attr=S,SA
damage=22,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-76
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -7,0
ground.cornerpush.veloff = -12
air.type=Low
air.hittime=18
air.velocity=-7,-3
air.cornerpush.veloff=-12
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=4
attr=S,SA
damage=22,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-37
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -7,0
ground.cornerpush.veloff = -12
air.type=Low
air.hittime=18
air.velocity=-7,-3
air.cornerpush.veloff=-12
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=22,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-58
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -7,0
ground.cornerpush.veloff = -12
air.type=Low
air.hittime=18
air.velocity=-7,-3
air.cornerpush.veloff=-12
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 225, hit]
type=hitdef
trigger1=AnimElem=6
attr=S,SA
damage=22,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-14
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=18
ground.hittime=18
ground.velocity = -7,0
ground.cornerpush.veloff = -12
air.type=Low
air.hittime=18
air.velocity=-7,-3
air.cornerpush.veloff=-12
yaccel=.5
;p2stateno = 5051
envshake.time = 4
envshake.ampl = 3
getpower=0

[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c"
trigger2 = command ="tap_b"
trigger3 = command ="tap_a"
v = 10
value = ifelse(command="tap_c",3,ifelse(command="tap_b",2,1))
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = command ="tap_c_cont"
trigger2 = command ="tap_b_cont"
trigger3 = command ="tap_a_cont"
v = 10
value = ifelse(command="tap_c_cont",3,ifelse(command="tap_b_cont",2,1))
ignorehitpause=1
[State 0, varset]
type = varset
trigger1 = animelem=1
v = 10
value = 0
ignorehitpause = 1

[State 0, Helper]
type = Helper
trigger1 = numhelper(1405)=0
trigger1 = !time
helpertype = normal ;player
name = "Kick Effects"
ID = 1405
stateno = 1490
postype = p1    ;p2,front,back,left,right
ownpal = 0

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 3
value = 1408
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 2
value = 1407
[State 1000, end]
type = ChangeState
trigger1 = animtime=0
trigger1 = var(10) = 1
value = 1406

[State 0, ChangeAnim]
type = ChangeAnim
triggerall=anim=1408
trigger1 = var(10) = 0
trigger1 = animtime=0
value = 44

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

[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

[State 1000, end]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y >= 0
value = 1110

;-------------------------------------------------------------------
; Hyakuretsu Kyaku End
[StateDef 1410]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1410
poweradd = 0
sprpriority = 2

[State 1000, end]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1

;-------------------------------------------------------------------
; Zenhou Tenshin
[StateDef 1500]
type = S
movetype= I
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 20
sprpriority = ifelse(facing=-1, 3,-1)

[State 0, VarSet]
type = VarSet
trigger1 = !time
v = 10
value = ifelse(command="QCB_z",2,ifelse(command="QCB_y",1,0))

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time <= 20
value = SCA

[State 0, PlayerPush]
type = PlayerPush
trigger1 = animelemtime(7)<0
value = 0
ignorehitpause=1

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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=2
statetype = C
physics = N
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem=8
statetype = S
physics = S
[State 0, SprPriority]
type = SprPriority
trigger1 = animelem=7
value = ifelse(facing=-1, 3,-1)

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem=3
value = S100,0
volume = 0
channel = -1
[State 0, Landing Anim]
type = Explod
trigger1 = AnimElem=3
anim = 7503
ID = 8030
pos = 0,0
postype = p1
bindtime = 1
removetime = -2
supermove = 9999
pausemove = 9999
scale = .6,.6
sprpriority = -2
ownpal = 1
removeongethit = 0
ignorehitpause =1

[State 0, VelSet]
type = VelAdd
trigger1 = AnimElem=2;time = [4,24]
x = ifelse(var(10)=2,11.5,ifelse(var(10)=1,8.5,5))
[State 0, VelMul]
type = VelMul
trigger1 = AnimElemTime(6)>=0
x = .85

[State 1000, end]
type = ChangeState
trigger1 = command = "holddown"&&AnimElem = 8
value = 11
ctrl = 1

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
