;===========================================================================
;========================_____________________________======================
;========================|                           |======================
;========================| MARVEL VS CAPCOM 2 |======================
;========================|                           |======================
;========================|        GAMBIT  |======================
;========================|___________________________|======================
;===========================================================================
;===========================================================================

;----------------------------________________-------------------------------
;---------------------------|                |------------------------------
;---------------------------| Configuration  |------------------------------
;---------------------------|________________|------------------------------

;---------------------------------------------------------------------------
[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 30
airjuggle = 15
sparkno = 1
guard.sparkno = 40
KO.echo = 0
volume = -100

[Size]
xscale = 0.5
yscale = 0.5
ground.back = 22
ground.front = 20
air.back = 20
air.front = 20
z.width = 3
height = 60
attack.width = 4,4
attack.dist = 16
proj.attack.dist = 90
proj.doscale = 1
head.pos = -22,-96
mid.pos = -14,-58
shadowoffset = 0

[Movement]
yaccel = .48
stand.friction = .84
crouch.friction = .84

[Velocity]
walk.fwd  = 2.6
walk.back = -2.3
run.fwd = 8
run.back = -8,-2.8
jump.neu = 0,-10.8
jump.back = -3.2
jump.fwd = 3.7

;---------------------------------------------------------
; Stand to Crouch
[Statedef 10]
type    = C
physics = C
anim = 10

[State 10, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 10, 2]
type = Velset
trigger1 = Time = 0
y = 0

[State 10, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11

;---------------------------------------------------------
; Jump Initiate
[Statedef 40]
type    = S
physics = S
ctrl = 0

[State 40, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 40, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 40, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 40

[State 40, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = command = "holdfwd" || command = "holdback"
value = 48

[State 40, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 40, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 40, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 40, 6]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, const(velocity.jump.fwd.x), const(velocity.jump.back.x)))
y = const(velocity.jump.y)

[State 40, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------
;Super Jump
[Statedef 41]
type    = S
physics = S
ctrl = 0

[State 41, 1]
type = ChangeAnim
trigger1 = Time = 0
value = 40

[State 41, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = command = "holdfwd" || command = "holdback"
value = 48

[State 41, 3]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 41, 4]
type = VarSet
trigger1 = command = "holdfwd"
sysvar(1) = 1

[State 41, 5]
type = VarSet
trigger1 = command = "holdback"
sysvar(1) = -1

[State 41, 6]
type = VelSet
trigger1 = AnimTime = 0
x = ifelse(sysvar(1)=0, const(velocity.jump.neu.x), ifelse(sysvar(1)=1, 1.5, -1.5))
y = -16.5

[State 660, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 9,2
volume = 255

[State 42, 9]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 41, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 42
ctrl = 1

;---------------------------------------------------------
; Super Jump - up
[Statedef 42]
type    = A
physics = N
ctrl = 1

[State 42, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 91, VelAdd]
type = VelAdd
trigger1 = Vel Y > 0
y= - 0.17

[State 42, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 50, ifelse((vel x)>0, 51, 52))

[State 42, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 7001, Explod]
type = Explod
trigger1 = Time = 0
ID = 474
anim = 9200
postype = p1
pos = -120, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 2
scale = 0.54,0.48

[State 42, 4]
type = VarSet
triggerall = time = 0
trigger1 = Vel X = 0
var(1) = 0

[State 42, 5]
type = VarSet
triggerall = time = 0
trigger1 = Vel X > 0
trigger2 = Vel X < 0
var(1) = 1

[State 42, 6]
type = VelAdd
trigger1 = command = "holdback"
x = -.05

[State 42, 7]
type = VelAdd
trigger1 = command = "holdfwd"
x = .05

[State 42, 8]
type = VelAdd
trigger1 = 1
y = .4

[State 42, 9]
type = VarSet
trigger1 = Time = 0
var(3) = 0

[State 42, 10]
type = VarSet
trigger1 = Time = 1
var(3) = 1

[State 42, 10]
type = VarSet
trigger1 = Time = 1
var(6) = 1

[State 42, 11]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 50, ifelse((vel x)>0, 41, 42))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

[State 50, 4]
type = VarSet
triggerall = time = 0
trigger1 = Vel X = 0
var(1) = 0

[State 50, 5]
type = VarSet
triggerall = time = 0
trigger1 = Vel X > 0
trigger2 = Vel X < 0
var(1) = 1

;---------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
velset = 0,0
ctrl = 0

[State 52, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 0
value = 47

[State 52, 2]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Var(1) = 1
value = 49

[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 4]
type = CtrlSet
trigger1 = Time = 1
value = 1

[State 52, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Dash Forward
[Statedef 100]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.back.y)

[State 100, 2]
type = VelAdd
trigger1 = 1
y = .25

[State 100, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 100, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,9

[State 100, 6]
type = Explod
trigger1 = time < 35
trigger1 = (time % 14) = 1
ID = 41
anim = 9201
scale = 0.6,0.6
postype = p1
pos = -5, -80
bindtime = 1
removetime = -2
vel = -1, 0
ownpal = 1
random = 20, 60
sprpriority = 2

[State 100, 5]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 100, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2

[State 100, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 101

;---------------------------------------------------------
; Dash Forward (land)
[Statedef 101]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 101

[State 101, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 101, 2]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Dash Back
[Statedef 105]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
y = const(velocity.run.back.y)

[State 105, 2]
type = VelAdd
trigger1 = 1
y = .25

[State 105, 3]
type = CtrlSet
trigger1 = Time = 2
value = 1

[State 105, 4]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 105, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0

[State 105, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 106

;---------------------------------------------------------
; Dash Back (land)
[Statedef 106]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 106

[State 106, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 106, 2]
type = MakeDust
trigger1 = Time = 2
pos = -5,-2
spacing = 1

[State 106, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0

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

;---------------------------------------------------------
; Win Initate
[Statedef 180]
type = S

[State 180, 1]
type = VarRandom
trigger1 = Time = 0
v = 7
range = 0,14

[State 180, 2]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(7) = [0,4]
value = 181

[State 180, 3]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(7) = [5,9]
value = 182

[State 180, 4]
type = ChangeState
trigger1 = Time = 0
trigger1 = Var(7) = [10,14]
value = 183

[State 180, sound1] 
type=PlaySnd 
trigger1 = time=0 && var(17)>=10 && ishometeam!=1
value = F180,0
persistent = 0 
channel = 1 

[State 180, sound2-perfect] 
type=PlaySnd 
trigger1 = time=0 && var(17)>=10 && ishometeam!=1
triggerall = numpartner=0
trigger1 = const(Data.life) = life
value = F180,1 + (!NumEnemy)
persistent = 0 
channel = 1 

[State 180, sound2-perfect] 
type=PlaySnd 
trigger1 = time=0 && var(17)>=10 && ishometeam!=1
triggerall = numpartner=1
trigger1 = partner,const(Data.life) = partner,life
trigger1 = const(Data.life) = life
value = F180,1 + (!NumEnemy)
persistent = 0 
channel = 1 

[State 180, 1]; Win Screen
type = Helper
trigger1 = !NumHelper(8700) && SelfAnimExist(8700)
trigger1 = MatchOver
stateno = 8700
postype = p1
pos = 0,0
name = "Win Screen"
id = 8700

[State 180, 1]; Score Bonus
type = Helper
trigger1 = time=0 && ishometeam!=1 && numenemy!=0
postype = p1
pos = 50,0
name = "Score Bonus"
id = 8750
stateno = 8750

;---------------------------------------------------------
; Win Pose 1
[Statedef 181]
type = S
anim = 180

[State 181, 1]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver

[State 181, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,3

;---------------------------------------------------------
; Win Pose 2
[Statedef 182]
type = S
anim = 181

[State 182, 1]
type = AssertSpecial
trigger1 = Time = [0,100]
flag = RoundNotOver

[State 182, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,1

;---------------------------------------------------------
; Win Pose 3
[Statedef 183]
type = S
anim = 182

[State 183, 1]
type = AssertSpecial
trigger1 = Time = [0,150]
flag = RoundNotOver

[State 183, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,2

;---------------------------------------------------------
; Introduction
[Statedef 190]
type   = A
physics= N
anim = 999
ctrl = 0

[State 190, 1]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 190, 2]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 190, 3]
type = PosFreeze
trigger1 = Time = [0,106]

[State 190, 4]
type = ChangeAnim
trigger1 = Time = 106
value = 42

[State 190, 4]
type = Velset
trigger1 = Time = 106
x = 5
y = -6

[State 190, 5]
type = PosAdd
trigger1 = Time = 1
x = -150
y = -60

[State 190, 6]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 190, 7]
type = Explod
trigger1 = Time = 0
anim = 190
pos = 35,0
postype = p1
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 1000, 3]
type = Explod
trigger1 = time = 109
ID = 1005
anim = 7112
postype = p1
pos = 150,70
ownpal = 1
bindtime = 1
sprpriority = -6
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1000, 3]
type = Explod
trigger1 = time = 109
ID = 1005
anim = 7112
postype = p1
pos = 90,70
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1000, 3]
type = Explod
trigger1 = time = 109
ID = 1005
anim = 7112
postype = p1
pos = 120,70
ownpal = 1
bindtime = 1
sprpriority = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1000, 3]
type = Explod
trigger1 = time = 109
ID = 1005
anim = 7112
postype = p1
pos = 180,70
ownpal = 1
bindtime = 1
sprpriority = -3
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 190, 8]
type = PlaySnd
trigger1 = Time = 81
trigger2 = Time = 87
trigger3 = Time = 93
trigger4 = Time = 99
value = 9,3

[State 190, 8]
type = PlaySnd
trigger1 = Time = 100
value = 9,4

[State 190, 9]
type = ChangeState
trigger1 = time > 1
trigger1 = Pos y >= 0
value = 191

;---------------------------------------------------------
; Introduction (Land)
[Statedef 191]
type   = S
physics= S
velset = 0,0
anim = 191

[State 191, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 191, 2]
type = PlaySnd
trigger1 = Time = 0
value = 9,0

[State 191, 2]
type = PlaySnd
trigger1 = AnimElem = 14
value = 4,0

[State 197, 3]
type = AssertSpecial
trigger1 = 1
flag = Intro

[State 191, ChangeState]
type = ChangeState
trigger1 = Time = 73
value = 194

[State 191]
type = destroyself
trigger1 = parent,stateno = 194

[Statedef 194];開幕移動可能ステート
type = S
physics = S
sprpriority = 0

[State 0]
type = varset
trigger1 = time = 1
var(50) = 0

[State 0]
type = posset
trigger1 = 1
y = 0

[State 0]
type = VelSet
trigger1 = Time = 0
y = 0

[State 20, 1]
type = VelSet
trigger1 = command = "holdfwd"
x = 1.2

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = -1.0

[State 2]
type = ChangeAnim
trigger1 = command = "holdfwd"
trigger1 = Anim != 22
value = 22

[State 2]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = Anim != 22
value = 22

[State 2]
type = ChangeAnim
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
trigger1 = Anim != 0
value = 0

[State 20, 2]
type = VelSet
trigger1 = command != "holdback"
trigger1 = command != "holdfwd"
x = 0

[State var]
type = VarSet
trigger1 = roundstate != 2
var(9) = floor(pos x)

[State F]
type = posset
trigger1 = roundstate = 2
trigger1 = var(9) != 0
x = var(9)

[State F]
type = varset
trigger1 = roundstate = 2
var(9) = 0

[State F]
type = changestate
trigger1 = ctrl
value = ifelse((command = "holdfwd") || (command ="holdback"),20,0)

;---------------------------------------------------------
; Taunt
[Statedef 195]
type    = S
movetype= I
physics = S
velset = 0
ctrl = 0
anim = 195

[State 195, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
;Standing Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
poweradd= 30
juggle = 1
anim = 200
ctrl = 0

[State 200, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 200, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
damage = 20, 0
getpower = 10
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = 10,12                 
sparkno = -1                    
sparkxy = -10, -76              
hitsound = s6,1                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = High
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -6            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -3.3,-4.4         
air.hittime = 12                
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -10
airguard.cornerpush.veloff = -5

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 80
anim = 9202
scale = 0.48,0.48

[State 200, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 200, 2]
type = VarSet
trigger1 = command = "y" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 1

[State 200, 2]
type = VarSet
trigger1 = command = "z" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 2

[State 200, 2]
type = VarSet
trigger1 = command = "a" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 3

[State 200, 2]
type = VarSet
trigger1 = command = "b" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 4

[State 200, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 5

[State 200, 2]
type = VarSet
trigger1 = command = "y" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 6

[State 200, 2]
type = VarSet
trigger1 = command = "z" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 7

[State 200, 2]
type = VarSet
trigger1 = command = "a" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 8

[State 200, 2]
type = VarSet
trigger1 = command = "b" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 9

[State 200, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 10

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 1 && Time = 9 
value = 210

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 2 && Time = 9 
value = 220

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 3 && Time = 9 
value = 230

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 4 && Time = 9 
value = 240

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 5 && Time = 9 
value = 250

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 6 && Time = 9 
value = 410

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 7 && Time = 9 
value = 420

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 8 && Time = 9 
value = 430

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 9 && Time = 9 
value = 440

[State 200, 3]
type = ChangeState
trigger1 = Var(2) = 10 && Time = 9 
value = 450

[State 200, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0,0

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
;Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd= 50
juggle = 1
anim = 210
ctrl = 0

[State 210, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 210, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 210, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                   
damage = 45 , 0                 
animtype = med              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 13,14
sparkno = -1
sparkxy = -10,-76
hitsound = s6,2                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -10            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -4.3,-4.4         
air.hittime = 12                
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -5.5
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -5.5

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 74
anim = 9204
scale = 0.58,0.58

[State 210, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 210, 2]
type = VarSet
trigger1 = command = "z" && command != "holddown" && movecontact = 1 && time <=15
var(2) = 2

[State 210, 2]
type = VarSet
trigger1 = command = "b" && command != "holddown" && movecontact = 1 && time <=15
var(2) = 4

[State 210, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=15
var(2) = 5

[State 210, 2]
type = VarSet
trigger1 = command = "z" && command = "holddown" && movecontact = 1 && time <=15
var(2) = 7

[State 210, 2]
type = VarSet
trigger1 = command = "b" && command = "holddown" && movecontact = 1 && time <=15
var(2) = 9

[State 210, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=15
var(2) = 10

[State 210, 3]
type = ChangeState
trigger1 = Var(2) = 2 && Time = 16 
value = 220

[State 210, 3]
type = ChangeState
trigger1 = Var(2) = 4 && Time = 16 
value = 240

[State 210, 3]
type = ChangeState
trigger1 = Var(2) = 5 && Time = 16 
value = 250

[State 210, 3]
type = ChangeState
trigger1 = Var(2) = 7 && Time = 16 
value = 420

[State 210, 3]
type = ChangeState
trigger1 = Var(2) = 9 && Time = 16 
value = 440

[State 210, 3]
type = ChangeState
trigger1 = Var(2) = 10 && Time = 16 
value = 450

[State 210, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1

[State 210, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 8,3

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

;---------------------------------------------------------
;Standing Hard Punch
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= 80
juggle = 1
anim = 220
ctrl = 0

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

[State 220, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 220, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Hard
damage = 50
hitflag = MAF
guardflag = MA
pausetime = 13, 14               
sparkno = s9204
sparkxy = -5, -80
hitsound = s6,3                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -13,-6
air.type = Low
air.velocity = -13,-4
fall = 1
p2stateno = 225

[State 220, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 220, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=19
var(2) = 5

[State 220, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=19
var(2) = 10

[State 220, 3]
type = ChangeState
trigger1 = Var(2) = 5 && Time = 20 
value = 250

[State 220, 3]
type = ChangeState
trigger1 = Var(2) = 10 && Time = 20 
value = 450

[State 220, 4]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 10

[State 220, 4]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 20

[State 220, 4]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 30

[State 220, 4]
type = Width
trigger1 = AnimElem = 4, >= 0
value = 40

[State 220, 5]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1,3

[State 220, 5]
type = PlaySnd
trigger1 = AnimElem = 5
value = 8,4

[State 220, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Hit by Fierce
[Statedef 225]
type    = A
movetype= H
physics = N
velset = 0,0

[State 225, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 225

[State 225, 2]
type = ChangeState
trigger1 = Time = 9
value = 226

;---------------------------------------------------------
; Hit by Fierce - Flying
[Statedef 226]
type    = A
movetype= H
physics = N

[State 226, 1]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 226, 2]
type = VelAdd
trigger1 = 1
y = .45

[State 226, 3]
type = Null;Explod
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
anim = 7000
persistent = 0
pos = 0, floor (screenpos y) - 50
postype = back
sprpriority = 3
scale = const(size.xscale),const(size.yscale)

[State 226, 4]
type = ChangeState
trigger1 = (Vel y > 0) && (Pos y >= 25)
trigger1 = alive
value = 227

[State 226, 5]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
trigger1 = alive = 0
value = 5100

;---------------------------------------------------------
; Hit by Fierce - Recover
[Statedef 227]
type    = A
movetype= I
physics = N
anim = 5200

[State 227, 1]
type = VelSet
trigger1 = Time = 0
y = -4

[State 227, 2]
type = VelSet
trigger1 = Time = 0
trigger1 = vel x > 0
x = 3

[State 227, 2]
type = VelSet
trigger1 = Time = 0
trigger1 = vel x < 0
x = -3

[State 227, 4]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 227, 5]
type = PosSet
trigger1 = Time = 0
y = 0

[State 227, 6]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 52
ctrl = 1

;---------------------------------------------------------
;Stading Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
poweradd= 30
juggle = 1
anim = 230
ctrl = 0

[State 230, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 230, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 230, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                   
damage = 30 , 0                 
animtype = Light              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 13,14
sparkno = -1
sparkxy = -10,-25
hitsound = s6,1                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = low
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -6            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -3.3,-4.4         
air.hittime = 12                
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -10
airguard.cornerpush.veloff = -5

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 80
anim = 9202
scale = 0.48,0.48

[State 230, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 230, 2]
type = VarSet
trigger1 = command = "y" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 1

[State 230, 2]
type = VarSet
trigger1 = command = "z" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 2

[State 230, 2]
type = VarSet
trigger1 = command = "b" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 4

[State 230, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 5

[State 230, 2]
type = VarSet
trigger1 = command = "y" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 6

[State 230, 2]
type = VarSet
trigger1 = command = "z" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 7

[State 230, 2]
type = VarSet
trigger1 = command = "b" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 9

[State 230, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 10

[State 230, 3]
type = ChangeState
trigger1 = Var(2) = 1 && Time = 9 
value = 210

[State 230, 3]
type = ChangeState
trigger1 = Var(2) = 2 && Time = 9 
value = 220

[State 230, 3]
type = ChangeState
trigger1 = Var(2) = 4 && Time = 9 
value = 240

[State 230, 3]
type = ChangeState
trigger1 = Var(2) = 5 && Time = 9 
value = 250

[State 230, 3]
type = ChangeState
trigger1 = Var(2) = 6 && Time = 9 
value = 410

[State 230, 3]
type = ChangeState
trigger1 = Var(2) = 7 && Time = 9 
value = 420

[State 230, 3]
type = ChangeState
trigger1 = Var(2) = 9 && Time = 9 
value = 440

[State 230, 3]
type = ChangeState
trigger1 = Var(2) = 10 && Time = 9 
value = 450

[State 230, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0,0

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

;---------------------------------------------------------
;Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
poweradd= 50
juggle = 1
anim = 240
ctrl = 0

[State 240, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 240, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 240, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                   
damage = 45 , 0                 
animtype = med              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 13,14
sparkno = -1
sparkxy = -10,-50
hitsound = s6,2                
guardsound = s6,0  
guard.sparkno = s9203  
ground.type = low             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -11            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -4.3,-4.4         
air.hittime = 12                
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -5.5
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -5.5

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 95
anim = 9204
scale = 0.58,0.58

[State 240, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 240, 2]
type = VarSet
trigger1 = command = "z" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 2

[State 240, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 5

[State 240, 2]
type = VarSet
trigger1 = command = "z" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 7

[State 240, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 10

[State 240, 3]
type = ChangeState
trigger1 = Var(2) = 2 && Time = 9 
value = 220

[State 240, 3]
type = ChangeState
trigger1 = Var(2) = 5 && Time = 9 
value = 250

[State 240, 3]
type = ChangeState
trigger1 = Var(2) = 7 && Time = 9 
value = 420

[State 240, 3]
type = ChangeState
trigger1 = Var(2) = 10 && Time = 9 
value = 450

[State 240, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = F0,1

[State 240, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
;Standing Hard Kick
[Statedef 250]
type    = S
movetype= A
physics = S
poweradd= 80
juggle = 1
anim = 250
ctrl = 0

[State 250, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 250, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 250, 1]
type = HitDef
trigger1 = Time = 0
trigger1 = prevstateno != 220
attr = S, NA                   
damage = 45 , 0                 
animtype = Heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 13,14
sparkno = s9204
sparkxy = -10,-50
hitsound = s6,3                
guardsound = s6,0  
guard.sparkno = s9203   
ground.type = low             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -11            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -4.3,-4.4         
air.hittime = 12                
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -5.5
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -5.5

[State 250, 1]
type = HitDef
trigger1 = Time = 0
trigger1 = prevstateno = 220
attr = S, NA                   
damage = 45 , 0                 
animtype = Heavy              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 13,14
sparkno = s9204
sparkxy = -10,-50
hitsound = s6,3                
guardsound = s6,0  
guard.sparkno = s9203   
ground.type = low             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -11            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -4.3,-4.4         
air.hittime = 12                
ground.cornerpush.veloff = -11
guard.cornerpush.veloff = -5.5
air.cornerpush.veloff = -11
airguard.cornerpush.veloff = -5.5
fall = 1
p2stateno = 225

[State 250, 2]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 3

[State 250, 3]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 4

[State 250, 4]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 9

[State 250, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
value = 12

[State 250, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,0

[State 250, 7]
type = PlaySnd
trigger1 = AnimElem = 4
value = F0,2

[State 250, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
;Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
poweradd= 30
juggle = 1
anim = 400
ctrl = 0

[State 400, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 400, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 400, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                   
damage = 30 , 0                 
animtype = Light              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 10,12
sparkno = -1
sparkxy = -10,-46
hitsound = s6,1               
guardsound = s6,0  
guard.sparkno = s9203
ground.type = low
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -7            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -3.3,-4.4         
air.hittime = 12                
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -4
air.cornerpush.veloff = -8
airguard.cornerpush.veloff = -4

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 50
anim = 9202
scale = 0.48,0.48

[State 400, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 400, 2]
type = VarSet
trigger1 = command = "y" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 1

[State 400, 2]
type = VarSet
trigger1 = command = "z" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 2

[State 400, 2]
type = VarSet
trigger1 = command = "a" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 3

[State 400, 2]
type = VarSet
trigger1 = command = "b" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 4

[State 400, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=8
var(2) = 5

[State 400, 2]
type = VarSet
trigger1 = command = "y" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 6

[State 400, 2]
type = VarSet
trigger1 = command = "z" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 7

[State 400, 2]
type = VarSet
trigger1 = command = "a" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 8

[State 400, 2]
type = VarSet
trigger1 = command = "b" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 9

[State 400, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=8
var(2) = 10

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 1 && Time = 9 
value = 210

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 2 && Time = 9 
value = 220

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 3 && Time = 9 
value = 230

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 4 && Time = 9 
value = 240

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 5 && Time = 9 
value = 250

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 6 && Time = 9 
value = 410

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 7 && Time = 9 
value = 420

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 8 && Time = 9 
value = 430

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 9 && Time = 9 
value = 440

[State 400, 3]
type = ChangeState
trigger1 = Var(2) = 10 && Time = 9 
value = 450

[State 400, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0,0

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

;---------------------------------------------------------
;Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
poweradd= 50
juggle = 1
anim = 410
ctrl = 0

[State 400, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 400, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 410, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype = Medium
damage = 25
hitflag = MAFD
guardflag = LA
pausetime = 13,14
sparkno = -1
sparkxy = -5,-80
hitsound = s6,2                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = High
ground.slidetime = 20
ground.hittime  = 45
air.hittime = 45
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -6
air.velocity = -2.5,-3

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 85
anim = 9204
scale = 0.58,0.58

[State 410, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 410, 2]
type = VarSet
trigger1 = command = "z" && command != "holddown" && movecontact = 1 && time <=10
var(2) = 2

[State 410, 2]
type = VarSet
trigger1 = command = "b" && command != "holddown" && movecontact = 1 && time <=10
var(2) = 4

[State 410, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=10
var(2) = 5

[State 410, 2]
type = VarSet
trigger1 = command = "z" && command = "holddown" && movecontact = 1 && time <=10
var(2) = 7

[State 410, 2]
type = VarSet
trigger1 = command = "b" && command = "holddown" && movecontact = 1 && time <=10
var(2) = 9

[State 410, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=10
var(2) = 10

[State 410, 3]
type = ChangeState
trigger1 = Var(2) = 2 && Time = 11
value = 220

[State 410, 3]
type = ChangeState
trigger1 = Var(2) = 4 && Time = 11
value = 240

[State 410, 3]
type = ChangeState
trigger1 = Var(2) = 5 && Time = 11
value = 250

[State 410, 3]
type = ChangeState
trigger1 = Var(2) = 7 && Time = 11
value = 420

[State 410, 3]
type = ChangeState
trigger1 = Var(2) = 9 && Time = 11
value = 440

[State 410, 3]
type = ChangeState
trigger1 = Var(2) = 10 && Time = 11
value = 450

[State 410, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0

[State 410, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8,3

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

;---------------------------------------------------------
;Crouching Hard Punch
[Statedef 420]
type    = C
movetype= A
physics = C
poweradd= 80
juggle = 1
anim = 420
ctrl = 0

[State 400, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 400, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 420, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = up
damage   = 60
guardflag = MA
pausetime = 10,10
sparkno = s9204
sparkxy = -5, -80
hitsound = s6,3                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = High
ground.slidetime = 20
ground.hittime  = 45
air.hittime = 45
ground.velocity = 0, -17
air.velocity = 0,-17.1
air.type = Low
airguard.velocity = -6,0
yaccel = 0.45+(enemynear,const(movement.yaccel)/2)
p2stateno = 5051

[State 255, Launcher Xplod]
type = Explod
trigger1 = movehit
anim = 9205
postype = p1
scale = 0.5, 0.5
pos = 10, -70
sprpriority = 3
ownpal = 1
removetime = -2
pausemovetime = 500
supermovetime = 500
ignorehitpause = 1
persistent = 0

[State 410, helper efectes]
type = Helper
trigger1 = movehit
helpertype = normal
name = "efectes"
ID = 5502
postype = P2
stateno = 8411
ownpal = 1
persistent = 0

[State 420, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 420, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=16
var(2) = 5

[State 420, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=16
var(2) = 10

[State 420, 3]
type = ChangeState
trigger1 = Var(2) = 5 && Time = 17
value = 250

[State 420, 3]
type = ChangeState
trigger1 = Var(2) = 10 && Time = 17
value = 450

[state 225,6]
type = changestate
triggerall = movehit = 1 && command = "holdup"
trigger1 = animelem = 3 || animelem = 4
value = 41

[State 420, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2

[State 420, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8,4

[State 420, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Opponent Launched

[Statedef 5051]
type    = A
movetype= H
physics = N
velset = 0, 0
ctrl = 0

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

[State 5051, PlaySnd]
type = VelSet
trigger1 = AnimElem = 2
y = -13

[State 5051, PlaySnd]
type = VelAdd
trigger1 = AnimElem = 2,>= 0
y = .44

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

;---------------------------------------------------------------------------
;Helper efectes
[Statedef 8411]
type    = A
movetype= I
physics = N
anim = 8010

[State 8411, puntets]
type = explod
trigger1 = Time = 0
anim = 9206
postype = p2
pos = 0,-50
sprpriority = 4
facing = 1
persistent = 0
ownpal = 1
scale = 0.8,0.8

[State 8411,final]
type = Destroyself
trigger1 = numexplod(5502)+numexplod(5503) = 0

;---------------------------------------------------------
;Crouching Light Kick
[Statedef 430]
type    = C
movetype= A
physics = C
poweradd= 30
juggle = 1
anim = 430
ctrl = 0

[State 400, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 400, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 430, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                   
damage = 30 , 0                 
animtype = Light              
guardflag = MA                  
hitflag = MAF                   
priority = 3, Hit              
pausetime = 10,12
sparkno = -1
sparkxy = -10,-46
hitsound = s6,1                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = low
ground.slidetime = 12             
ground.hittime  = 12            
ground.velocity = -7            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -3.3,-4.4         
air.hittime = 12                
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -4
air.cornerpush.veloff = -8
airguard.cornerpush.veloff = -4

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 50
anim = 9202
scale = 0.48,0.48

[state 430, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[state 430, 2]
type = VarSet
trigger1 = command = "y" && command != "holddown" && movecontact = 1 && time <=10
var(2) = 1

[state 430, 2]
type = VarSet
trigger1 = command = "z" && command != "holddown" && movecontact = 1 && time <=10
var(2) = 2

[state 430, 2]
type = VarSet
trigger1 = command = "b" && command != "holddown" && movecontact = 1 && time <=10
var(2) = 4

[state 430, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=10
var(2) = 5

[state 430, 2]
type = VarSet
trigger1 = command = "y" && command = "holddown" && movecontact = 1 && time <=10
var(2) = 6

[state 430, 2]
type = VarSet
trigger1 = command = "z" && command = "holddown" && movecontact = 1 && time <=10
var(2) = 7

[state 430, 2]
type = VarSet
trigger1 = command = "b" && command = "holddown" && movecontact = 1 && time <=10
var(2) = 9

[state 430, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=10
var(2) = 10

[state 430, 3]
type = ChangeState
trigger1 = Var(2) = 1 && time = 11 
value = 210

[state 430, 3]
type = ChangeState
trigger1 = Var(2) = 2 && time = 11 
value = 220

[state 430, 3]
type = ChangeState
trigger1 = Var(2) = 4 && time = 11 
value = 240

[state 430, 3]
type = ChangeState
trigger1 = Var(2) = 5 && time = 11 
value = 250

[state 430, 3]
type = ChangeState
trigger1 = Var(2) = 6 && time = 11 
value = 410

[state 430, 3]
type = ChangeState
trigger1 = Var(2) = 7 && time = 11 
value = 420

[state 430, 3]
type = ChangeState
trigger1 = Var(2) = 9 && time = 11 
value = 440

[state 430, 3]
type = ChangeState
trigger1 = Var(2) = 10 && time = 11 
value = 450

[State 430, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0,0

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

;---------------------------------------------------------
;Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
poweradd= 50
juggle = 1
anim = 440
ctrl = 0

[State 400, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 400, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 440, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA                   
damage = 45 , 0                 
animtype = med              
guardflag = MA                  
hitflag = MAFD                   
priority = 3, Hit              
pausetime = 13,14
sparkno = -1
sparkxy = -10,-26
hitsound = s6,2                
guardsound = s6,0  
guard.sparkno = s9203        
ground.type = High             
ground.slidetime = 17             
ground.hittime  = 17            
ground.velocity = -11            
airguard.velocity = -1.9,-.8   
air.type = High                 
air.velocity = -4.3,-4.4         
air.hittime = 12                
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -4.5
air.cornerpush.veloff = -9
airguard.cornerpush.veloff = -4.5

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -5,p2dist y - 41
anim = 9204
scale = 0.58,0.58

[state 440, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[state 440, 2]
type = VarSet
trigger1 = command = "z" && command != "holddown" && movecontact = 1 && time <=10
var(2) = 2

[state 440, 2]
type = VarSet
trigger1 = command = "c" && command != "holddown" && movecontact = 1 && time <=10
var(2) = 5

[state 440, 2]
type = VarSet
trigger1 = command = "z" && command = "holddown" && movecontact = 1 && time <=10
var(2) = 7

[state 440, 2]
type = VarSet
trigger1 = command = "c" && command = "holddown" && movecontact = 1 && time <=10
var(2) = 10

[state 440, 3]
type = ChangeState
trigger1 = Var(2) = 2 && time = 11 
value = 220

[state 440, 3]
type = ChangeState
trigger1 = Var(2) = 5 && time = 11 
value = 250

[state 440, 3]
type = ChangeState
trigger1 = Var(2) = 7 && time = 11 
value = 420

[state 440, 3]
type = ChangeState
trigger1 = Var(2) = 10 && time = 11 
value = 450

[State 440, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0

[State 440, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = F0,1

[State 440, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
;Crouching Hard Kick
[Statedef 450]
type    = C
movetype= A
physics = C
poweradd= 80
juggle = 1
anim = 450
ctrl = 0

[State 400, 0]
type = PosSet
trigger1 = Time = 0
y = 0

[State 400, 0]
type = Velset
trigger1 = Time = 0
y = 0

[State 450, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA
animtype = Back
damage = 80
hitflag = MAFD
guardflag = LA
pausetime = 13,14
sparkno = s9204
sparkxy = -10,-26
hitsound = s6,3                
guardsound = s6,0  
guard.sparkno = s9203        
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -2,-2
air.velocity = 0,-2
fall = 1
air.recover = 0

[State 450, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1

[State 450, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = F0,2

[State 450, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------
;Jumping Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
poweradd= 30
juggle = 1
anim = 600
ctrl = 0

[state 425,3]
type = veladd
trigger1 = var(3) = 0
y = .15

[state 425,3]
type = veladd
trigger1 = var(3) = 1
y = .15

[State 600, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 22
guardflag = HA
priority = 3
animtype = Up
pausetime = 12,10
sparkno = -1
sparkxy = -10,-58
hitsound = s6,1               
guardsound = s6,0  
guard.sparkno = s9203
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -6
air.type = Low
air.fall = 0
air.velocity = -0.2, -5.2
yaccel = const(movement.yaccel)+0.32
p2facing = 1

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 92
anim = 9202
scale = 0.48,0.48

[State 620, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[state 600, 2]
type = VarSet
trigger1 = command = "y" && movecontact = 1 && time <=8
var(2) = 11

[state 600, 2]
type = VarSet
trigger1 = command = "z" && movecontact = 1 && time <=8
var(2) = 12

[state 600, 2]
type = VarSet
trigger1 = command = "a" && movecontact = 1 && time <=8
var(2) = 13

[state 600, 2]
type = VarSet
trigger1 = command = "b" && movecontact = 1 && time <=8
var(2) = 14

[state 600, 2]
type = VarSet
trigger1 = command = "c" && movecontact = 1 && time <=8
var(2) = 15

[state 600, 3]
type = ChangeState
trigger1 = Var(2) = 11 && time = 9
value = 610

[state 600, 3]
type = ChangeState
trigger1 = Var(2) = 12 && time = 9
value = 620

[state 600, 3]
type = ChangeState
trigger1 = Var(2) = 13 && time = 9
value = 630

[state 600, 3]
type = ChangeState
trigger1 = Var(2) = 14 && time = 9
value = 640

[state 600, 3]
type = ChangeState
trigger1 = Var(2) = 15 && time = 9
value = 650

[State 600, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0,0

[State 600, 5]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------
;Jumping Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
poweradd= 50
juggle = 1
anim = 610
ctrl = 0
hitcountpersist = 1

[state 425,3]
type = veladd
trigger1 = var(3) = 0
y = .15

[state 425,3]
type = veladd
trigger1 = var(3) = 1
y = .15

[State 610, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 45
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = -1
sparkxy = -10,-58
hitsound = s6,2              
guardsound = s6,0  
guard.sparkno = s9203
animtype = Up
ground.type = High
ground.slidetime = 25
ground.hittime  = 20
ground.velocity = -8
air.type = Low
air.fall = 0
air.velocity = -0.1, -4.2
yaccel = const(movement.yaccel)+0.32
p2facing = 1

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 25
anim = 9204
scale = 0.58,0.58

[State 620, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[state 610, 2]
type = VarSet
trigger1 = command = "z" && movecontact = 1 && time <=9
var(2) = 12

[state 610, 2]
type = VarSet
trigger1 = command = "b" && movecontact = 1 && time <=9
var(2) = 14

[state 610, 2]
type = VarSet
trigger1 = command = "c" && movecontact = 1 && time <=9
var(2) = 15

[state 610, 3]
type = ChangeState
trigger1 = Var(2) = 12 && Time = 10
value = 620

[state 610, 3]
type = ChangeState
trigger1 = Var(2) = 14 && Time = 10
value = 640

[state 610, 3]
type = ChangeState
trigger1 = Var(2) = 15 && Time = 10
value = 650

[State 610, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0

[State 600, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8,3

[State 610, 5]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------
;Jumping Hard Punch
[Statedef 620]
type    = A
movetype= A
physics = A
poweradd= 80
juggle = 1
anim = 620
ctrl = 0

[state 425,3]
type = veladd
trigger1 = var(3) = 0
y = .15

[state 425,3]
type = veladd
trigger1 = var(3) = 1
y = .15

[State 620, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype = Heavy
damage = 50
hitflag = MAF
guardflag = HA
pausetime = 13,13
sparkno = s9204
sparkxy = -5,-20
hitsound = s6,3                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,0
air.velocity = -5,12
air.fall = 1

[State 620, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[State 620, 2]
type = VarSet
trigger1 = command = "c" && movecontact = 1 && time <=19
var(2) = 15

[State 620, 3]
type = ChangeState
trigger1 = Var(2) = 15 && Time = 20
value = 650

[State 620, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,3

[State 620, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 8,4

[State 620, 5]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------
;Jumping Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
poweradd= 30
juggle = 1
anim = 630
ctrl = 0

[state 425,3]
type = veladd
trigger1 = var(3) = 0
y = .15

[state 425,3]
type = veladd
trigger1 = var(3) = 1
y = .15

[State 630, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 30
guardflag = HA
priority = 3
pausetime = 10,10
sparkno = -1
sparkxy = -5,-50
hitsound = s6,1                
guardsound = s6,0  
guard.sparkno = s9203
animtype = Up
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6
air.type = Low
air.fall = 0
air.hittime = 25
air.velocity = -0.1, -10
yaccel = const(movement.yaccel)+0.32
p2facing = 1

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 79
anim = 9202
scale = 0.48,0.48

[state 630, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[state 630, 2]
type = VarSet
trigger1 = command = "y" && movecontact = 1 && time <=8
var(2) = 11

[state 630, 2]
type = VarSet
trigger1 = command = "z" && movecontact = 1 && time <=8
var(2) = 12

[state 630, 2]
type = VarSet
trigger1 = command = "b" && movecontact = 1 && time <=8
var(2) = 14

[state 630, 2]
type = VarSet
trigger1 = command = "c" && movecontact = 1 && time <=8
var(2) = 15

[state 630, 3]
type = ChangeState
trigger1 = Var(2) = 11 && time = 9
value = 610

[state 630, 3]
type = ChangeState
trigger1 = Var(2) = 12 && time = 9
value = 620

[state 630, 3]
type = ChangeState
trigger1 = Var(2) = 14 && time = 9
value = 640

[state 630, 3]
type = ChangeState
trigger1 = Var(2) = 15 && time = 9
value = 650

[State 630, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = F0,0

[State 630, 5]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------
;Jumping Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
poweradd=50
juggle = 1
anim = 640
ctrl = 0

[state 425,3]
type = veladd
trigger1 = var(3) = 0
y = .15

[state 425,3]
type = veladd
trigger1 = var(3) = 1
y = .15

[State 640, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = 45
guardflag = HA
priority = 3
pausetime = 11,11
sparkno = -1
sparkxy = -10,-58
hitsound = s6,2               
guardsound = s6,0  
guard.sparkno = s9203
animtype = Up
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.fall = 0
air.velocity = -3.6, -1.7
yaccel = const(movement.yaccel)+0.32
p2facing = 1

[State 0]
type = explod;d4
trigger1 = movehit
persistent = 0
ignorehitpause = 1
sprpriority = 2
pos = p2dist x -10,p2dist y - 68
anim = 9204
scale = 0.58,0.58

[state 640, 2]
type = VarSet
trigger1 = time = 0
var(2) = 0

[state 640, 2]
type = VarSet
trigger1 = command = "z" && movecontact = 1 && time <=10
var(2) = 12

[state 640, 2]
type = VarSet
trigger1 = command = "c" && movecontact = 1 && time <=10
var(2) = 15

[state 640, 3]
type = ChangeState
trigger1 = Var(2) = 12 && Time = 11
value = 620

[state 640, 3]
type = ChangeState
trigger1 = Var(2) = 15 && Time = 11
value = 650

[State 640, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = F0,1

[State 640, 5]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;---------------------------------------------------------
;Jumping Hard Kick
[Statedef 650]
type    = A
movetype= A
physics = A
poweradd= 80
juggle = 1
anim = 650
ctrl = 0

[state 425,3]
type = veladd
trigger1 = var(3) = 0
y = .15

[state 425,3]
type = veladd
trigger1 = var(3) = 1
y = .15

[State 650, 1]
type = HitDef
trigger1 = Time = 0
trigger1 = p2statetype != A || p2statetype = S
attr = A, NA
animtype = Heavy
damage = 50
hitflag = MAF
guardflag = HA
pausetime = 13,13
sparkno = s9204
sparkxy = -8,-64
hitsound = s6,3                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,0
air.velocity = -6.5,7
air.fall = 1

[State 650, 1]
type = HitDef
trigger1 = Time = 0
trigger1 = p2statetype = A
attr = A, NA
animtype = Heavy
damage = 50
hitflag = MAF
guardflag = HA
pausetime = 11,11
sparkno = s9204
sparkxy = -8,-64
hitsound = s6,3                
guardsound = s6,0  
guard.sparkno = s9203
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,0
air.velocity = -6.5,7
air.fall = 1
p2stateno = 225

[State 650, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,1

[State 650, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 8,2

[State 650, 4]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1
;---------------------------------------------------------
; Throw 1 (Attempt)
[Statedef 700]
type    = S
movetype= A
physics = S
velset = 0
anim = 700
ctrl = 0
poweradd = 100

[State 700, 1]
type = HitDef
Trigger1 = AnimElem = 1
attr = S, NT
ID = 700
hitflag = M-
guardflag = 
priority = 1
sparkno = 0
sparkxy = -5,-72
hitsound = S1,4
p2facing = 1
p1stateno = 701
p2stateno = 705
numhits = 0

[State 700, 2]
type = HitDef
trigger1 = AnimElem = 1
Trigger1 = command = "back_y" || command = "back_z"
attr = S, NT
ID = 700
hitflag = M-
guardflag = 
priority = 1
sparkno = 0
sparkxy = 100,-72
hitsound = S1,4
p1facing = -1
p2facing = 1
p1stateno = 701
p2stateno = 705
numhits = 0

[State 700, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Throw 1 (Success)
[Statedef 701]
type    = S
movetype= A
physics = N
anim = 701

[State 701, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 701, 2]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 3, < 0
pos = 50,0

[State 701, 3]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 4, < 0
pos = 63,-92

[State 701, 4]
type = TargetBind
trigger1 = AnimElem = 4, >= 0
trigger1 = AnimElem = 20, < 0
pos = 49,-68

[State 701, 4]
type = TargetBind
trigger1 = AnimElem = 20, >= 0
trigger1 = AnimElem = 21, < 0
pos = 47,-53

[State 701, 5]
type = TargetBind
trigger1 = AnimElem = 21, >= 0
trigger1 = AnimElem = 22, < 0
pos = 34,-49

[State 701, 4]
type = HitDef
trigger1 = Time = 0
attr = S, NT
ID = 700
ChainID = 700
animtype = Hard
damage = 60
guardflag = 
pausetime = 0,9
sparkno = s9204
sparkxy = -10,-47
snap = 80,-10
hitsound = s6,3                
guardsound = s6,0  
guard.sparkno = s9203
guardsound = -1
ground.type = Low
ground.hittime = 15
ground.velocity = -12,-3
air.type = low
air.velocity = -12,-3
fall = 1
fall.recover = 0
numhits = 0

[State 701, 6]
type = PlaySnd
trigger1 = Animelem = 3
value = 1,5

[State 701, 6]
type = PlaySnd
trigger1 = Animelem = 4
trigger2 = Animelem = 10
trigger3 = Animelem = 16
value = 1,6

[State 701, 6]
type = TargetLifeAdd
trigger1 = Animelem = 4
trigger2 = Animelem = 10
trigger3 = Animelem = 16
value = -20

[State 701, 6]
type = PlaySnd
trigger1 = AnimElem = 21
value = 1,2

[State 701, 6]
type = PlaySnd
trigger1 = AnimElem = 22
value = 8,4

[State 701, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Throw 1 (Being Thrown)
[Statedef 705]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 705, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 705

[State 705, 2]
type = PalFX
trigger1 = AnimElem = 3
time = 26
add = 255,150,200
sinadd = 100,100,100,8

[State 705, 3]
type = PlayerPush
trigger1 = Time >= 0
value = 0

;---------------------------------------------------------
; Throw 2 (Attempt)
[Statedef 710]
type    = S
movetype= A
physics = S
velset = 0
anim = 710
ctrl = 0
poweradd = 100

[State 710, 1]
type = HitDef
Trigger1 = AnimElem = 1
attr = S, NT
ID = 710
hitflag = M-
guardflag = 
priority = 1
sparkno = 0
sparkxy = -5,-64
hitsound = S1,4
p2facing = 1
p1stateno = 711
p2stateno = 715

[State 710, 2]
type = HitDef
trigger1 = AnimElem = 1
Trigger1 = command = "back_b" || command = "back_c"
attr = S, NT
ID = 710
hitflag = M-
guardflag = 
priority = 1
sparkno = 0
sparkxy = 100,-64
hitsound = S1,4
p1facing = -1
p2facing = 1
p1stateno = 711
p2stateno = 715

[State 710, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Throw 2 (Success)
[Statedef 711]
type    = A
movetype= A
physics = N
velset = 0,0
anim = 711

[State 711, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA

[State 711, 2]
type = TargetBind
trigger1 = AnimElem = 1, >= 0
trigger1 = AnimElem = 2, < 0
pos = 55,0

[State 711, 3]
type = TargetBind
trigger1 = AnimElem = 2, >= 0
trigger1 = AnimElem = 3, < 0
pos = 35,0

[State 711, 4]
type = TargetBind
trigger1 = AnimElem = 3, >= 0
trigger1 = AnimElem = 12, < 0
pos = 0,0

[State 711, 5]
type = PlaySnd
trigger1 = Animelem = 5
trigger2 = Animelem = 8
trigger3 = Animelem = 11
value = 1,0

[State 711, 5]
type = PlaySnd
trigger1 = Animelem = 5
trigger2 = Animelem = 8
trigger3 = Animelem = 11
value = 6,3

[State 711, 5]
type = TargetLifeAdd
trigger1 = Animelem = 5
trigger2 = Animelem = 8
trigger3 = Animelem = 11
value = -40

[State 711, 6]
type = VelSet
trigger1 = Time = 24
x = 4
y = -4

[State 711, 6]
type = VelAdd
trigger1 = Time = [24,43]
y = .4

[State 711, 6]
type = PosSet
trigger1 = Time = 44
y = 0

[State 711, 6]
type = VelSet
trigger1 = Time = 44
x = 0
y = 0

[State 711, 7]
type = Explod
trigger1 = Time = 51
trigger2 = Time = 68
trigger3 = Time = 85
anim = 9204
postype = p1
pos = 30,-10
ownpal = 1
bindtime = 1
sprpriority = 2

[State 711, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 712
ctrl = 1

;---------------------------------------------------------
; Throw 2 -Jump Back
[Statedef 712]
type    = A
physics = A
velset = -3,-9.8
anim = 43

[State 712, 1]
type = VarSet
trigger1 = time = 0
var(1) = 1

;---------------------------------------------------------
; Throw 2 (Being Thrown)
[Statedef 715]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0

[State 715, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 715

[State 715, 2]
type = Playerpush
trigger1 = 1
value = 0

[State 715, 3]
type = SelfState
trigger1 = AnimTime = 0
value = 5081

;---------------------------------------------------------------------------
;Guard Push (Stand)
[Statedef 6300]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1111
sprpriority = 2

[State 6300, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6300, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6300, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6300, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6300, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6300, a6]
type = Explod
trigger1 = Time = 0
anim = 9211
postype = p1
pos = 63,-50
ownpal = 1
vel = 0,0
scale = 0.5,0.5
ignorehitpause = 1
sprpriority = 7

[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 7,0
volume = 255

[State 6300, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 6310];--------------crouch
type    = C
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1113
sprpriority = 2

[State 6310, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6310, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6310, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6310, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6310, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6310, a6]
type = Explod
trigger1 = Time = 0
anim = 9211
postype = p1
pos = 33,-45
ownpal = 1
vel = 0,0
scale = 0.5,0.5
ignorehitpause = 1
sprpriority = 7

[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 7,0
volume = 255

[State 6310, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 6320];------------air
type    = S
movetype= I
physics = N
poweradd= 0
velset = 0,0
ctrl = 0
anim = 1114
sprpriority = 2

[State 6320, a1]
type = VelMul
trigger1 = 1
x = 0.75

[State 6320, a2]
type = VelSet
trigger1 = Time = 10
x = 0

[State 6320, a3]
type = Width
trigger1 = 1
value = 10,0

[State 6320, a4]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 25

[State 6320, a5]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "GuardPush"
postype = P1
pos = -50,0
stateno = 6350
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30

[State 6320, a6]
type = Explod
trigger1 = Time = 0
anim = 9211
postype = p1
pos = 33,-55
ownpal = 1
scale = 0.5,0.5
vel = 0,0
ignorehitpause = 1
sprpriority = 7

[State 6300, a7]
type = PlaySnd
trigger1 = Time = 0
value = 7,0
volume = 255

[State 6320, a9]
type = ChangeState
trigger1 = AnimTime = 0
value = 51
ctrl = 1

[Statedef 6350];guard push helper
type    = S
movetype= I
physics = N
poweradd= 0
ctrl = 0
anim = 1112
sprpriority = -4

[State 6350, a1]
type = PlayerPush
trigger1 = Time >= 0
value = 1

[State 6350, a2]
type = VelSet
trigger1 = Time = [0,10]
x = 30

[State 6350, a3]
type = VelSet
trigger1 = Time = [11,13]
x = 20

[State 6350, a4]
type = VelSet
trigger1 = Time >= 14
x = 10

[State 6350, a5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 6350, a6]
type = DestroySelf
trigger1 = Time >= 18

;---------------------------------------------------------
; Kinetic Card (Jab)
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
juggle = 3
velset = 0,0
anim = 1000
ctrl = 0
sprprioity = 3

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1000, 1]
type = Projectile
trigger1 = AnimElem = 6
projid = 1000
projanim = 999
projhitanim = -1
velocity = 40
damage = 0,5
attr = S, SA
hitflag = MAF
guardflag = MA
hitsound = S9,3;S6,4
sparkno = -1
guard.sparkno = s9203
sprpriority = 1
guardsound = s6,0
p2stateno = 1005
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 30
guard.velocity = -6
air.type = Low
airguard.velocity = -5,-3
fall = 1
fall.recover = 0

[State 1000, 2]
type = Explod
trigger1 = Time = 2
anim = F130
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1000, 3]
type = Explod
trigger1 = Projhit = 1
anim = 1005
postype = p2
pos = -25,-5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1000, 3]
type = Explod
trigger1 = Projhit = 15
anim = 7112
postype = p2
pos = -15,-60
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1000, 3]
type = Explod
trigger1 = Projhit = 15
anim = 7112
postype = p2
pos = -17,-100
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1000, 3]
type = Explod
trigger1 = Projhit = 15
anim = 7112
postype = p2
pos = -9,-85
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1000, 3]
type = Explod
trigger1 = Projguarded = 1
anim = 7112
postype = p2
pos = -10,-150
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1000, 6]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,0

[State 1000, 7]
type = PlaySnd
trigger1 = AnimElem = 6
value = 8,4

[State 1000, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Hit by Kinetic Card (Jab)
[Statedef 1005]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1005, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1006

[State 1005, 2]
type = LifeAdd
Trigger1 = Time = 1
value = -80

[State 1005, 3]
type = EnvShake
trigger1 = Time = 15
time = 10
freq = 100
ampl = -6

[State 1005, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1005, 5]
type = ChangeState
Trigger1 = Time = 15
value = 1006

;---------------------------------------------------------
; Hit by Kinetic Card (Jab) -Air
[Statedef 1006]
type    = A
movetype= H
physics = N
velset = -3,-5
poweradd = 40

[State 1006, 1]
type = VelAdd
Trigger1 = 1
y = Const(movement.yaccel)

[State 1006, 2]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100

;---------------------------------------------------------
; Kinetic Card (Strong)
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd= 100
juggle = 3
velset = 0,0
anim = 1010
ctrl = 0
sprprioity = 3

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1010, 1]
type = Projectile
trigger1 = AnimElem = 6
projid = 1001
projanim = 999
projhitanim = -1
velocity = 40
damage = 0,5
attr = S, SA
hitflag = MAF
guardflag = MA
hitsound = S9,3;S6,4
sparkno = -1
guard.sparkno = s9203
sprpriority = 1
guardsound = s6,0
p2stateno = 1015
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 30
guard.velocity = -6
air.type = Low
airguard.velocity = -5,-3
fall = 1
fall.recover = 0

[State 1010, 3]
type = Explod
trigger1 = Projhit = 1
anim = 1015
postype = p2
pos = -30,-5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1010, 3]
type = Explod
trigger1 = Projhit = 20
anim = 7111
postype = p2
pos = -10,-75
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1010, 3]
type = Explod
trigger1 = Projhit = 20
anim = 7111
postype = p2
pos = -6,-70
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1010, 3]
type = Explod
trigger1 = Projhit = 20
anim = 7111
postype = p2
pos = -7,-80
ownpal = 1
bindtime = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1010, 3]
type = Explod
trigger1 = Projhit = 20
anim = 7111
postype = p2
pos = 1,-82
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1010, 3]
type = Explod
trigger1 = Projhit = 20
anim = 7111
postype = p2
pos = -8,-90
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1000, 3]
type = Explod
trigger1 = Projguarded = 1
anim = 7111
postype = p2
pos = -20,-161
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1010, 7]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,0

[State 1010, 7]
type = PlaySnd
trigger1 = AnimElem = 6
value = 8,4

[State 1010, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Hit by Kinetic Card (Strong)
[Statedef 1015]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1015, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1016

[State 1015, 2]
type = LifeAdd
Trigger1 = Time = 1
value = -110

[State 1015, 3]
type = EnvShake
trigger1 = Time = 23
time = 10
freq = 100
ampl = -6

[State 1015, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1015, 5]
type = ChangeState
Trigger1 = Time = 23
value = 1006

;---------------------------------------------------------
; Kinetic Card (Fierce)
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= 100
juggle = 3
velset = 0,0
anim = 1020
ctrl = 0
sprprioity = 3

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1020, 1]
type = Projectile
trigger1 = AnimElem = 6
projid = 1002
projanim = 999
projhitanim = -1
velocity = 40
damage = 0,5
attr = S, SA
hitflag = MAF
guardflag = MA
hitsound = S9,3;S6,4
sparkno = -1
guard.sparkno = s9203
sprpriority = 1
guardsound = s6,0
p2stateno = 1025
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 30
guard.velocity = -6
air.type = Low
airguard.velocity = -5,-3
fall = 1
fall.recover = 0

[State 1020, 3]
type = Explod
trigger1 = Projhittime(1002) = 3
anim = 1025
postype = p2
pos = -30,-5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1020, 3]
type = Explod
trigger1 = Projhit = 27
anim = 7111
postype = p2
pos = 8,-75
ownpal = 1
bindtime = 1
sprpriority = 7
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1020, 3]
type = Explod
trigger1 = Projhit = 28
anim = 7111
postype = p2
pos = 23,-58
ownpal = 1
bindtime = 1
sprpriority = 6
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1020, 3]
type = Explod
trigger1 = Projhit = 29
anim = 7111
postype = p2
pos = 29,-43
ownpal = 1
bindtime = 1
sprpriority = 5
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1020, 3]
type = Explod
trigger1 = Projhit = 23
anim = 7111
postype = p2
pos = 5,-57
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1020, 3]
type = Explod
trigger1 = Projhit = 24
anim = 7111
postype = p2
pos = 25,-62
ownpal = 1
bindtime = 1
sprpriority = 3
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1020, 3]
type = Explod
trigger1 = Projhit = 25
anim = 7111
postype = p2
pos = 10,-75
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1020, 3]
type = Explod
trigger1 = Projhit = 26
anim = 7111
postype = p2
pos = 16,-87
ownpal = 1
bindtime = 1
sprpriority = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1000, 3]
type = Explod
trigger1 = Projguarded = 1
anim = 7111
postype = p2
pos = 20,-85
ownpal = 1
bindtime = 1
sprpriority = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1020, 7]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,0

[State 1020, 7]
type = PlaySnd
trigger1 = AnimElem = 6
value = 8,4

[State 1020, 8]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Hit by Kinetic Card (Fierce)
[Statedef 1025]
type    = A
movetype= H
physics = N
velset = 0,0

[State 1025, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1026

[State 1025, 2]
type = LifeAdd
Trigger1 = Time = 1
value = -130

[State 1025, 3]
type = EnvShake
trigger1 = Time = 28
time = 10
freq = 100
ampl = -6

[State 1025, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1025, 5]
type = ChangeState
Trigger1 = Time = 28
value = 1006

;---------------------------------------------------------
; Trick Card (Jab)
[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd= 100
juggle = 3
velset = 0,0
anim = 1100
ctrl = 0
sprprioity = 3

[State 1100, 1]
type = Projectile
trigger1 = AnimElem = 7
projid = 1000
projanim = 999
projhitanim = -1
velocity = 15,-15
damage = 0,5
attr = S, SA
hitflag = MAF
guardflag = MA
hitsound = S9,3;S6,4
sparkno = -1
guard.sparkno = s9203
sprpriority = 1
guardsound = s6,0
p2stateno = 1005
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 30
guard.velocity = -6
air.type = Low
airguard.velocity = -4,-5
fall = 1
fall.recover = 0

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1100, 3]
type = Explod
trigger1 = Projhit = 1
anim = 1005
postype = p2
pos = -25,-5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1000, 3]
type = Explod
trigger1 = Projguarded = 1
anim = 7113
postype = p2
pos = -20,-161
ownpal = 1
bindtime = 1
sprpriority = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)

[State 1100, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1

[State 1100, 5]
type = PlaySnd
trigger1 = AnimElem = 7
value = 8,4

[State 1100, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Trick Card (Strong)
[Statedef 1110]
type    = S
movetype= A
physics = S
poweradd= 100
juggle = 3
velset = 0,0
anim = 1110
ctrl = 0
sprprioity = 3

[State 1110, 1]
type = Projectile
trigger1 = AnimElem = 7
projid = 1001
projanim = 999
projhitanim = -1
velocity = 15,-15
damage = 0,5
attr = S, SA
hitflag = MAF
guardflag = MA
hitsound = S9,3;S6,4
sparkno = -1
guard.sparkno = s9203
sprpriority = 1
guardsound = s6,0
p2stateno = 1015
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 30
guard.velocity = -6
air.type = Low
airguard.velocity = -4,-5
fall = 1
fall.recover = 0

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1110, 3]
type = Explod
trigger1 = Projhit = 1
anim = 1015
postype = p2
pos = -30,-5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1000, 3]
type = Explod
trigger1 = Projguarded = 1
anim = 7113
postype = p2
pos = -20,-161
ownpal = 1
bindtime = 1
sprpriority = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1110, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1

[State 1110, 5]
type = PlaySnd
trigger1 = AnimElem = 7
value = 8,4

[State 1110, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Trick Card (Fierce)
[Statedef 1120]
type    = S
movetype= A
physics = S
poweradd= 100
juggle = 3
velset = 0,0
anim = 1120
ctrl = 0
sprprioity = 3

[State 1120, 1]
type = Projectile
trigger1 = AnimElem = 7
projid = 1002
projanim = 999
projhitanim = -1
velocity = 15,-15
damage = 0,5
attr = S, SA
hitflag = MAF
guardflag = MA
hitsound = S9,3;S6,4
sparkno = -1
guard.sparkno = s9203
sprpriority = 1
guardsound = s6,0
p2stateno = 1025
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 30
guard.velocity = -6
air.type = Low
airguard.velocity = -4,-5
fall = 1
fall.recover = 0

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1120, 3]
type = Explod
trigger1 = Projhittime(1002) = 3
anim = 1025
postype = p2
pos = -30,-5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1000, 3]
type = Explod
trigger1 = Projguarded = 1
anim = 7113
postype = p2
pos = -20,-161
ownpal = 1
bindtime = 1
sprpriority = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1120, 5]
type = PlaySnd
trigger1 = AnimElem = 6
value = 2,1

[State 1120, 5]
type = PlaySnd
trigger1 = AnimElem = 7
value = 8,4

[State 1120, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Kinetic Card (Jab) -Air
[Statedef 1200]
type    = A
movetype= A
physics = A
poweradd= 100
juggle = 3
anim = 1200
ctrl = 0
sprprioity = 3

[State 1200, 0]
type = CtrlSet
trigger1 = AnimElem = 18
value = 1

[State 1200, 1] 
type = VelMul 
trigger1 = AnimElem = 18, < 0
y = .5

[State 1200, 2] 
type = VelMul 
trigger1 = Time = 0
x = .1

[State 1200, 3]
type = Projectile
trigger1 = AnimElem = 6
projid = 1000
projanim = 999
projhitanim = -1
projheightbound = -500,50
velocity = 39,25
damage = 0,5
attr = S, SA
hitflag = MAFD
guardflag = MA
hitsound = S9,3;S6,4
sparkno = -1
guard.sparkno = s9203
sprpriority = 1
guardsound = s6,0
p2stateno = 1005
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 30
guard.velocity = -6
air.type = Low
airguard.velocity = -5,3
fall = 1
fall.recover = 0

[State 1200, 4]
type = Projectile
trigger1 = NumExplod(1005) = 0
trigger1 = AnimElem = 16
projid = 9999
projanim = 9999
projhitanim = 1201
projheightbound = -500,-10
velocity = 37,25
attr = S, SA
guardflag = MA
sparkno = -1
sprpriority = 3
p2stateno = 1005

[State 1200, 5]
type = Explod
trigger1 = Projhit = 1
ID = 1005
anim = 1005
postype = p2
pos = -25,-5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1000, 3]
type = Explod
trigger1 = Projguarded = 1
ID = 1005
anim = 7112
postype = p2
pos = -20,-161
ownpal = 1
bindtime = 1
sprpriority = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1200, 7]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,0

[State 1200, 7]
type = PlaySnd
trigger1 = AnimElem = 6
value = 8,4

[State 1200, 7]
type = PlaySnd
trigger1 = ProjCancelTime(9999) = 9
value = 9,4

[State 1200, 8]
type = PlaySnd
trigger1 = ProjCancelTime(9999) = 1
value = 9,3

[State 1200, 9]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
trigger1 = AnimElem = 18, < 0
x = 0
y = 0

;---------------------------------------------------------
; Kinetic Card (Strong) -Air
[Statedef 1210]
type    = A
movetype= A
physics = A
poweradd= 100
juggle = 3
anim = 1210
ctrl = 0
sprprioity = 3

[State 1200, 0]
type = CtrlSet
trigger1 = AnimElem = 18
value = 1

[State 1210, 1] 
type = VelMul 
trigger1 = AnimElem = 18, < 0
y = .5

[State 1210, 2] 
type = VelMul 
trigger1 = Time = 0
x = .1

[State 1210, 3]
type = Projectile
trigger1 = AnimElem = 6
projid = 1001
projanim = 999
projhitanim = -1
projheightbound = -500,50
velocity = 39,25
damage = 0,5
attr = S, SA
hitflag = MAFD
guardflag = MA
hitsound = S9,3;S6,4
sparkno = -1
guard.sparkno = s9203
sprpriority = 1
guardsound = s6,0
p2stateno = 1015
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 30
guard.velocity = -6
air.type = Low
airguard.velocity = -5,3
fall = 1
fall.recover = 0

[State 1210, 4]
type = Projectile
trigger1 = NumExplod(1005) = 0
trigger1 = AnimElem = 16
projid = 9999
projanim = 9999
projhitanim = 1201
projheightbound = -500,-10
velocity = 37,25
attr = S, SA
hitflag = MAFD
sparkno = -1
sprpriority = 3
p2stateno = 1005

[State 1210, 5]
type = Explod
trigger1 = Projhit = 1
ID = 1005
anim = 1015
postype = p2
pos = -30,-5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1000, 3]
type = Explod
trigger1 = Projguarded = 1
ID = 1005
anim = 7112
postype = p2
pos = -20,-161
ownpal = 1
bindtime = 1
sprpriority = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1210, 7]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,0

[State 1210, 7]
type = PlaySnd
trigger1 = AnimElem = 6
value = 8,4

[State 1210, 7]
type = PlaySnd
trigger1 = ProjHitTime(9999) = 9
value = 9,4

[State 1210, 8]
type = PlaySnd
trigger1 = ProjHitTime(9999) = 1
value = 9,3

[State 1210, 8]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
trigger1 = AnimElem = 18, < 0
x = 0
y = 0

;---------------------------------------------------------
; Kinetic Card (Fierce) -Air
[Statedef 1220]
type    = A
movetype= A
physics = A
poweradd= 100
juggle = 3
anim = 1220
ctrl = 0
sprprioity = 3

[State 1200, 0]
type = CtrlSet
trigger1 = AnimElem = 18
value = 1

[State 1220, 1] 
type = VelMul 
trigger1 = AnimElem = 18, < 0
y = .5

[State 1220, 2] 
type = VelMul 
trigger1 = Time = 0
x = .1

[State 1220, 3]
type = Projectile
trigger1 = AnimElem = 6
projid = 1002
projanim = 999
projhitanim = -1
projheightbound = -500,50
damage = 0,5
velocity = 39,25
attr = S, SA
hitflag = MAFD
guardflag = MA
hitsound = S9,3
sparkno = -1
guard.sparkno = s9203
sprpriority = 1
guardsound = s6,0
p2stateno = 1025
guard.slidetime = 10
guard.hittime = 20
guard.ctrltime = 30
guard.velocity = -6
air.type = Low
airguard.velocity = -5,3
fall = 1
fall.recover = 0

[State 1220, 4]
type = Projectile
trigger1 = NumExplod(1005) = 0
trigger1 = AnimElem = 16
projid = 9999
projanim = 9999
projhitanim = 1201
projheightbound = -500,-10
velocity = 37,25
attr = S, SA
hitflag = MAFD
sparkno = -1
sprpriority = 3
p2stateno = 1005

[State 1220, 5]
type = Explod
trigger1 = Projhittime(1002) = 3
ID = 1005
anim = 1025
postype = p2
pos = -30,-5
ownpal = 1
bindtime = 1
sprpriority = 2
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1000, 3]
type = Explod
trigger1 = Projguarded = 1
ID = 1005
anim = 7112
postype = p2
pos = -20,-161
ownpal = 1
bindtime = 1
sprpriority = 1
persistent = 0
scale = const(size.xscale),const(size.yscale)
[State 1220, 7]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,0

[State 1220, 7]
type = PlaySnd
trigger1 = AnimElem = 6
value = 8,4

[State 1220, 7]
type = PlaySnd
trigger1 = ProjHitTime(9999) = 9
value = 9,4

[State 1220, 8]
type = PlaySnd
trigger1 = ProjHitTime(9999) = 1
value = 9,3

[State 1220, 9]
type = VelSet
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -1
trigger1 = AnimElem = 18, < 0
x = 0
y = 0

;---------------------------------------------------------
; Cajun Slash (Jab)
[Statedef 1300]
type    = S
movetype= A
physics = S
poweradd= 100
juggle = 3
velset = 20,0
anim = 1300
ctrl = 0

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1300, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Heavy
damage = 100,5
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = s9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9,-3
air.type = Low
air.velocity = -6,-2
fall = 1
fall.recover = 0

[State 1300, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2

[State 1300, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,4

[State 1300, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Cajun Slash (Strong) -0
[Statedef 1400]
type    = S
movetype= A
physics = S
poweradd= 100
juggle = 3
anim = 40
ctrl = 0

[State 1400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1400, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401

;---------------------------------------------------------
; Cajun Slash (Strong) -1
[Statedef 1401]
type    = A
movetype= A
physics = N
juggle = 3
velset = 3,-6
anim = 1400
ctrl = 0

[State 1401, 1]
type = VelAdd
trigger1 = 1
y = Const(movement.yaccel)

[State 1401, 2]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Heavy
damage = 40,5
hitflag = MAF
guardflag = HA
pausetime = 7,7
sparkno = s9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12
air.type = Low
air.velocity = 0,-2

[State 1400, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = 8,4

[State 1401, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 1402

;---------------------------------------------------------
; Cajun Slash (Strong) -2
[Statedef 1402]
type    = S
movetype= A
physics = S
juggle = 3
velset = 8,0
anim = 1401
ctrl = 0

[State 1402, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1402, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Light
damage = 40,5
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = s9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -12
air.type = Low
air.velocity = -6,-2

[State 1402, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 8,4

[State 1402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1403
ctrl = 0

;---------------------------------------------------------
; Cajun Slash (Strong) -3
[Statedef 1403]
type    = S
movetype= A
physics = S
juggle = 3
velset = 10,0
anim = 1402
ctrl = 0

[State 1403, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Light
damage = 40,5
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = s9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.5,-3
air.type = Low
air.velocity = -4.5,-2
fall = 1
fall.recover = 0

[State 1403, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8,4

[State 1403, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Cajun Slash (Fierce) -1
[Statedef 1500]
type    = S
movetype= A
physics = S
juggle = 3
velset = 13,0
anim = 1500
ctrl = 0

[State 1500, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Light
damage = 50,5
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = s9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15
air.type = Low
air.velocity = -6,-2

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1500, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2

[State 1500, 3]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8,4

[State 1500, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1501

;---------------------------------------------------------
; Cajun Slash (Fierce) -2
[Statedef 1501]
type    = S
movetype= A
physics = S
juggle = 3
velset = 13,0
anim = 1501
ctrl = 0

[State 1501, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Light
damage = 50,5
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = s9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15
air.type = Low
air.velocity = -6,-2

[State 1501, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8,4

[State 1501, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1502

;---------------------------------------------------------
; Cajun Slash (Fierce) -3
[Statedef 1502]
type    = S
movetype= A
physics = S
juggle = 3
velset = 13,0
anim = 1502
ctrl = 0

[State 1502, 1]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype = Light
damage = 50,5
hitflag = MAF
guardflag = MA
pausetime = 7,7
sparkno = s9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -10,-3
air.type = Low
air.velocity = -10,-2
fall = 1
fall.recover = 0

[State 1502, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8,4

[State 1502, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Cajun Strike (Punch) -Jump Forward
[Statedef 1600]
type    = S
physics = S
anim = 48
ctrl = 0

[State 1600, 1]
type = ChangeState
trigger1 = Time = 0
trigger1 = command = "holdback"
value = 1601
ctrl = 0

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1602
ctrl = 0

;---------------------------------------------------------
; Cajun Strike (Punch) -Jump Backward
[Statedef 1601]
type    = S
physics = S
anim = 48
ctrl = 0

[State 1601, 1]
type = Turn
trigger1 = Time = 0

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1601, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1602
ctrl = 0

;---------------------------------------------------------
; Cajun Strike (Punch) -In Air
[Statedef 1602]
type    = A
movetype= I
pyshics = N
velset = 20,-9
anim = 42
ctrl = 0
sprpriority = 2

[State 1601, 1]
type = VelAdd
trigger1 = 1
y = .3

[State 1601, 2]
type = changestate
trigger1 = pos y < -90
trigger1 = backedgebodydist = 0 || frontedgebodydist = 0
value = 1603

[State 1601, 3]
type = VarSet
trigger1 = time = 0
var(1) = 1

[State 1601, 4]
type = Playerpush
trigger1 = 1
value = 0

[State 1601, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Cajun Strike (Punch) -On Wall
[Statedef 1603]
type    = A
movetype= I
physics = N
anim = 1600
velset = 0,0

[State 1603, 1]
type = Turn
trigger1 = Time = 0

[State 1603, 2]
type = ChangeState
trigger1 = animtime = 0
trigger1 = command = "holdfwd"
value = 1605

[State 1603, 3]
type = ChangeState
trigger1 = animtime = 0
trigger1 = command != "holdfwd"
value = 1604

[State 1603, 4]
type = PlaySnd
trigger1 = Time = 0
value = 9,1

;---------------------------------------------------------
; Cajun Strike (Punch) -Jump Near
[Statedef 1604]
type    = A
movetype= I
physics = N
anim = 1601
velset = 10,-6

[State 1604, 1]
type = VelAdd
trigger1 = 1
y = .38

[State 1604, 2]
type = VelAdd
trigger1 = p2bodydist x < 30
trigger1 = vel x != 0
x = -.4

[State 1604, 3]
type = velset
trigger1 = p2bodydist x < -40
x = 0

[State 1604, 4]
type = VarSet
trigger1 = time = 0
var(1) = 1

[State 1604, 5]
type = ChangeState
trigger1 = command = "x" || command = "y" || command = "z"
value = 1610

[State 1604, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Cajun Strike (Punch) -Jump To Other Side
[Statedef 1605]
type    = A
movetype= I
physics = N
anim = 1601
velset = 20,-3

[State 1605, 1]
type = changestate
trigger1 = time > 2
trigger1 = backedgebodydist = 0 || frontedgebodydist = 0
value = 1606

;---------------------------------------------------------
; Cajun Strike (Punch) -On Wall
[Statedef 1606]
type    = A
movetype= I
physics = N
anim = 1600
velset = 0,0

[State 1606, 1]
type = Turn
trigger1 = Time = 0

[State 1606, 2]
type = ChangeState
trigger1 = animtime = 0
value = 1604

[State 1606, 3]
type = PlaySnd
trigger1 = Time = 0
value = 9,1

;---------------------------------------------------------
; Cajun Strike (Punch) -Attack
[Statedef 1610]
type    = A
movetype= A
physics = N
poweradd= 100
juggle = 3
anim = 1610
ctrl = 0

[State 1610, 1]
type = VelAdd
trigger1 = 1
y = .38

[State 1610, 2]
type = VelAdd
trigger1 = p2bodydist x < 30
trigger1 = vel x != 0
x = -.4

[State 1610, 3]
type = velset
trigger1 = p2bodydist x < -50
x = 0

[State 1610, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Heavy
damage = 150
hitflag = MAF
guardflag = HA
pausetime = 3,3
sparkno = s9204
sparkxy = -5,0
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = -8,12
fall = 1

[State 1610, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,2

[State 1610, 5]
type = PlaySnd
trigger1 = AnimElem = 2
value = 8,4

[State 1610, 7]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Cajun Strike (Kick) -Jump Forward
[Statedef 1620]
type    = S
physics = S
anim = 48
ctrl = 0

[State 1620, 1]
type = VarSet
trigger1 = command = "a"
var(5) = 1

[State 1620, 2]
type = VarSet
trigger1 = command = "b"
var(5) = 2

[State 1620, 3]
type = VarSet
trigger1 = command = "c"
var(5) = 3

[State 1620, 4]
type = ChangeState
trigger1 = Time = 0
trigger1 = command = "holdback"
value = 1621
ctrl = 0

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1620, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1622
ctrl = 0

;---------------------------------------------------------
; Cajun Strike (Kick) -Jump Backward
[Statedef 1621]
type    = S
physics = S
anim = 48
ctrl = 0

[State 1621, 1]
type = VarSet
trigger1 = command = "a"
var(5) = 1

[State 1621, 2]
type = VarSet
trigger1 = command = "b"
var(5) = 2

[State 1621, 3]
type = VarSet
trigger1 = command = "c"
var(5) = 3

[State 1621, 4]
type = Turn
trigger1 = Time = 0

[State 1000, Poeira]
type = Explod
trigger1 = AnimElemTime(1) = 1
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 1621, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 1622
ctrl = 0

;---------------------------------------------------------
; Cajun Strike (Kick) -In Air
[Statedef 1622]
type    = A
movetype= I
pyshics = N
velset = 20,-9
anim = 42
ctrl = 0
sprpriority = 2

[State 1621, 1]
type = VelAdd
trigger1 = 1
y = .3

[State 1621, 2]
type = changestate
trigger1 = pos y < -90
trigger1 = backedgebodydist = 0 || frontedgebodydist = 0
value = 1623

[State 1621, 3]
type = VarSet
trigger1 = time = 0
var(1) = 1

[State 1621, 4]
type = Playerpush
trigger1 = 1
value = 0

[State 1621, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Cajun Strike (Kick) -On Wall
[Statedef 1623]
type    = A
movetype= I
physics = N
anim = 1600
velset = 0,0

[State 1623, 1]
type = Turn
trigger1 = Time = 0

[State 1623, 2]
type = ChangeState
trigger1 = animtime = 0
trigger1 = command = "holdfwd"
value = 1625

[State 1623, 3]
type = ChangeState
trigger1 = animtime = 0
trigger1 = command != "holdfwd"
value = 1624

[State 1623, 4]
type = PlaySnd
trigger1 = Time = 0
value = 9,1

;---------------------------------------------------------
; Cajun Strike (Kick) -Attack
[Statedef 1624]
type    = A
movetype= A
physics = A
anim = 1620

[State 1624, 1]
type = Velset
trigger1 = Time = 0
trigger1 = var(5) = 1
x = 8
y = 7

[State 1624, 2]
type = Velset
trigger1 = Time = 0
trigger1 = var(5) = 2
x = 10
y = 7

[State 1624, 3]
type = Velset
trigger1 = Time = 0
trigger1 = var(5) = 3
x = 12
y = 7

[State 1624, 4]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = Heavy
damage = 150
hitflag = MAF
guardflag = HA
pausetime = 3,3
sparkno = s9204
sparkxy = -5,0
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = trip
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = 0,0
air.velocity = -8,12
fall = 1
fall.recover = 0

[State 1624, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,3

[State 1624, 7]
type = PlaySnd
trigger1 = AnimElem = 1
value = 8,2

;---------------------------------------------------------
; Cajun Strike (Kick) -Jump To Other Side
[Statedef 1625]
type    = A
movetype= I
physics = N
anim = 1601
velset = 20,-3

[State 1625, 1]
type = changestate
trigger1 = time > 2
trigger1 = backedgebodydist = 0 || frontedgebodydist = 0
value = 1626

;---------------------------------------------------------
; Cajun Strike (Kick) -On Wall
[Statedef 1626]
type    = A
movetype= I
physics = N
anim = 1600
velset = 0,0

[State 1626, 1]
type = Turn
trigger1 = Time = 0

[State 1626, 2]
type = ChangeState
trigger1 = animtime = 0
value = 1624

[State 1626, 3]
type = PlaySnd
trigger1 = Time = 0
value = 9,1

;---------------------------------------------------------
; Royal Flush
[Statedef 2000]
type    = S
movetype= A
physics = S
anim = 2000
ctrl = 0
sprpriority = 2

[State 3000]
type = helper 
stateno = 85900
trigger1 = animelem = 3
pos = 0,0
postype = p1
ID=85900
ownpal = 1
name = "Gambit Hyper Portait"
sprpriority = -10

[State 3000, SuperPause]
type = SuperPause
trigger1 = AnimElem = 6
Time = 60
pos = 9999,-9951
poweradd = -1000
movetime = 40

[State 3000, Poeira]
type = Explod
trigger1 = AnimElem = 2
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 2000, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,0

[State 3100, som]
type = PlaySnd
trigger1 = AnimElemTime(6) = 1
value = 8889,0

[State 3000];super fundo helper
type = helper 
stateno = 8500; helper 
trigger1 = time > 60 && numhelper(8500)=0
pos = 0,0
postype = left
ID=8500
ownpal = 1
name = "super-fundo"
sprpriority = -5

[State 3000, Hyper Spark]
type = Explod
trigger1 = AnimElemTime(6) = 3
anim = 9208
postype = p1
scale = 0.5, 0.5
pos = 2,-37
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 3000, BGPalFX]
type = BGPalFX
trigger1 = AnimElemTime(6) = 0
time = 60
add = -255,-255,-255

[State 2000, 3]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3,1

[State 2000, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,2

[State 3000, assertspecial]
type = assertspecial
trigger1 = time = [0,40]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 2003, 8]
type = Projectile
trigger1 = Time = 8
projid = 7002
projanim = 7002
projhitanim = -1
projremovetime = 83
projremove = 0
projheightbound = -500,50
attr = S, HA
postype = p1
offset = -12,-75
velocity = .5,-12
accel = 0,.29
animtype = back
damage = 15,5
hitflag = A
guardflag = A
pausetime = 2,2
sparkno = S9204
sparkxy = -15,0
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,0
air.type = Low
air.velocity = -8,7
fall = 1
fall.recover = 0
yaccel = 0.4+enemy,const(movement.yaccel)

[State 2000, 7]
type = PowerAdd
trigger1 = Time = 22
value = -1000

[State 2000, 8]
type = Projectile
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 22
trigger5 = AnimElem = 26
trigger6 = AnimElem = 30
projid = 2000
projanim = 999
projhitanim = -1
velocity = 40
damage = 17,5
animtype = up
attr = S, SA
hitflag = MAFD
guardflag = MA
hitsound = S9,3
guardsound = S6,0
sparkno = -1
sparkxy = -8,-65
guard.sparkno = S9203
sprpriority = 1
guard.velocity = -5
ground.slidetime = 20
ground.hittime  = 20
p2stateno = 2001
numhits = 2

[State 2000, 8]
type = Projectile
trigger1 = AnimElem = 8
trigger2 = AnimElem = 13
trigger3 = AnimElem = 19
trigger4 = AnimElem = 23
trigger5 = AnimElem = 27
trigger6 = AnimElem = 31
projid = 2000
projanim = 999
projhitanim = -1
velocity = 40
damage = 17,5
attr = S, SA
hitflag = MAFD
animtype = up
guardflag = MA
hitsound = S9,3
guardsound = S6,0
sparkno = -1
sparkxy = -8,-20
guard.sparkno = S9203
sprpriority = 1
guard.velocity = -5
ground.slidetime = 20
ground.hittime  = 20
p2stateno = 2001
numhits = 2

[State 2000, 8]
type = Projectile
trigger1 = AnimElem = 10
trigger2 = AnimElem = 14
trigger3 = AnimElem = 20
trigger4 = AnimElem = 24
trigger5 = AnimElem = 28
trigger6 = AnimElem = 32
projid = 2000
projanim = 999
projhitanim = -1
velocity = 40
damage = 17,5
attr = S, SA
hitflag = MAFD
animtype = up
guardflag = MA
hitsound = S9,3
guardsound = S6,0
sparkno = -1
sparkxy = -8,-100
guard.sparkno = S9203
sprpriority = 1
guard.velocity = -5
ground.slidetime = 20
ground.hittime  = 20
p2stateno = 2001
numhits = 2

[State 2000, 8]
type = Projectile
trigger1 = AnimElem = 9
projid = 2000
projanim = 999
projhitanim = -1
velocity = 40
damage = 17,5
attr = S, SA
hitflag = MAFD
guardflag = MA
hitsound = S9,3
guardsound = S7,0
sparkno = -1
ground.slidetime = 20
guard.velocity = -10
ground.hittime  = 20
sprpriority = 1
p2stateno = 2001

[State 2000, 10]
type = RemoveExplod
trigger1 = AnimElem = 35
ID = 2005

[State 2000, 10]
type = RemoveExplod
trigger1 = Projhittime(2000) = 1
ID = 2001

[State 2000, 11]
type = Explod
trigger1 = Projhittime(2000) = 1
ID = 2001
anim = 2001
postype = p2
pos = -26,-8
ownpal = 1
bindtime = 1
sprpriority = 2
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = Projhittime(2000) = 2
anim = 2001
postype = p2
pos = -34,-15
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = Projhittime(2000) = 26
anim = 7111
postype = p2
pos = -11,-90
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = Projhittime(2000) = 25
anim = 7111
postype = p2
pos = 16,-80
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = Projhittime(2000) = 24
anim = 7111
postype = p2
pos = -15,-67
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = Projhittime(2000) = 23
anim = 7111
postype = p2
pos = 15,-55
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 200, Explod]
type = Explod
trigger1 = Projhittime(2000) = 22
anim = 7111
postype = p2
pos = -10,-35
persistent = 0
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 2000, 11]
type = PlaySnd
trigger1 = AnimElem = 42
value = 4,3

[State 2000, 11]
type = PlaySnd
trigger1 = AnimElem = 41
trigger1 = numexplod(2001) = 1
value = 9,4

[State 2000, 11]
type = EnvShake
trigger1 = AnimElem = 41
trigger1 = numexplod(2001) = 1
time = 10
freq = 100
ampl = -6

[State 2000, 12]
type = MoveHitReset
trigger1 = 1
ignorehitpause = 1

[State 2000, 13]
type = varset
trigger1 = time = 0
var(8) = 0

[State 2000, 13]
type = varset
trigger1 = projcontact = 1
var(8) = 1

[State 2103, 13]
type = VarSet
trigger1 = p2life = 0
var(9) = 1
persistent = 0

[State 2000, 14]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------
; Hit by Royal Flush
[Statedef 2001]
type    = A
movetype= H
physics = N
velset = 0,0

[State 2000, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1026

[State 2001, 2]
type = EnvShake
trigger1 = Time = 28
time = 10
freq = 100
ampl = -6

[State 2001, 3]
type = ChangeState
Trigger1 = Time = 28
value = 1006

;---------------------------------------------------------
; Gambit Hyper Portait
[Statedef 85900]
physics = N
anim = 8010
sprpriority = -3

[State 85900]
type = explod
trigger1 = time =4
anim = 1080
pos = -2,44
postype = back
under = 1
supermove = 1
bindtime = 15
removetime = 55
supermovetime = 55
scale = 1,1
ID = 85900
sprpriority = -10
ownpal = 1

[State 85900]
type = DestroySelf
trigger1 = time =50

[State 85900]
type = ModifyExplod
trigger1 = time = [4,10]
ID = 85900
scale = 1.02- (.05*time), 1.018- (.05*time)
sprpriority = -10
under = 1

;---------------------------------------------------------
; Cajun Explosion -Jump Forward
[Statedef 2100]
type    = S
physics = S
anim = 48
ctrl = 0

[State 3000, Poeira]
type = Explod
trigger1 = AnimElem = 2
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 2100, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102
ctrl = 0

;---------------------------------------------------------
; Cajun Explosion -Jump Backward
[Statedef 2101]
type    = S
physics = S
anim = 48
ctrl = 0

[State 2101, 1]
type = Turn
trigger1 = Time = 0

[State 3000, Poeira]
type = Explod
trigger1 = AnimElem = 2
anim = 9207
ID = 8400
postype = P1
pos = -90,0
sprpriority = 3
ownpal = 1
supermovetime = 40
scale = 0.5, 0.5

[State 2101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2102
ctrl = 0

;---------------------------------------------------------
; Cajun Explosion -In Air
[Statedef 2102]
type    = A
movetype= I
pyshics = N
velset = frontedgedist/5 * (.35),-7
anim = 42
ctrl = 0
sprpriority = 2

[State 2002, 1]
type = VelAdd
trigger1 = 1
y = .26

[State 2002, 1]
type = VelSet
trigger1 = vel x = 0
trigger1 = frontedgedist < 5
x = .35

[State 2002, 2]
type = changestate
trigger1 = pos y < -70
trigger1 = frontedgebodydist <= 5
trigger2 = vel y > 1
value = 2103

[State 2002, 3]
type = VarSet
trigger1 = time = 0
var(1) = 1

[State 2002, 4]
type = Playerpush
trigger1 = 1
value = 0

[State 2002, 5]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------
; Cajun Explosion
[Statedef 2103]
type    = A
movetype= A
physics = A
anim = 2101
velset = 0,0
sprpriority = 5

[State 1000, 4]
type = explod
trigger1 = time =4
anim = 1080
pos = -2,44
postype = back
under = 1
supermove = 1
bindtime = 15
removetime = 55
supermovetime = 55
scale = 1,1
ID = 9999
sprpriority = -10
ownpal = 1

[State 1000, 2]
type = DestroySelf
trigger1 = time =50

[State 1000,0]
type = ModifyExplod
trigger1 = time = [4,10]
ID = 9999
scale = 1.02- (.05*time), 1.018- (.05*time)
sprpriority = -10
under = 1

[State 1000, SuperPause]
type = SuperPause
trigger1 = AnimElemTime(2) = 1
Time = 60
pos = 9999,-9951
poweradd = -1000
movetime = 40

[State 1000];super fundo helper
type = helper 
stateno = 8500; helper 
trigger1 = time > 45 && numhelper(8500)=0
pos = 0,0
postype = left
ID=8500
ownpal = 1
name = "super-fundo"
sprpriority = -5

[State 1000, Hyper Spark]
type = Explod
trigger1 = AnimElemTime(2) = 3
anim = 9208
postype = p1
scale = 0.5, 0.5
pos = 5,-41
ownpal = 1
sprpriority = 5
supermovetime = 40

[State 1000, BGPalFX]
type = BGPalFX
trigger1 = AnimElem = 2, = 0
time = 65
add = -255,-255,-255

[State 1000, som]
type = PlaySnd
trigger1 = AnimElemTime(2) = 1
value = 8889,0

[State 2103, 1]
type = Turn
trigger1 = Time = 0

[State 2103, 2]
type = Velset
trigger1 = AnimElem = 18, < 0
x = 0
y = 0

[State 2103, 2]
type = CtrlSet
trigger1 = AnimElem = 18
value = 1

[State 2103, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3,2

[State 2103, 8]
type = Projectile
trigger1 = Time = 62
projid = 2100
projanim = 2100
projhitanim = -1
projremovetime = 29
projremove = 0
numhits = 2
attr = S, HA
postype = back
offset = 80
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 30
ground.velocity = -13, -9
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -12,-5
guard.velocity = -6
yaccel = 0.1+enemy,const(movement.yaccel)

[State 2103, 9]
type = Projectile
trigger1 = Time = 70
projid = 2100
projanim = 2100
projhitanim = -1
projremovetime = 29
projremove = 0
numhits = 2
attr = S, HA
postype = back
offset = 150
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 30
ground.velocity = -13, -9
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -12,-5
guard.velocity = -6
yaccel = 0.1+enemy,const(movement.yaccel)

[State 2103, 10]
type = Projectile
trigger1 = Time = 78
projid = 2100
projanim = 2100
projhitanim = -1
projremovetime = 29
projremove = 0
numhits = 2
postype = back
attr = S, HA
offset = 220
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 30
ground.velocity = -13, -9
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -12,-5
guard.velocity = -6
yaccel = 0.1+enemy,const(movement.yaccel)

[State 2103, 10]
type = Projectile
trigger1 = Time = 86
projid = 2100
projanim = 2100
projhitanim = -1
projremovetime = 29
projremove = 0
numhits = 2
postype = back
attr = S, HA
offset = 290
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 30
ground.velocity = -13, -9
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -12,-5
guard.velocity = -6
yaccel = 0.1+enemy,const(movement.yaccel)

[State 2103, 10]
type = Projectile
trigger1 = Time = 94
projid = 2100
projanim = 2100
projhitanim = -1
projremovetime = 29
projremove = 0
postype = back
numhits = 2
attr = S, HA
offset = 360
velocity = 0
animtype = DiagUp
damage = 70,5
hitflag = MAFD
guardflag = MA
pausetime = 0,0
sparkno = S9204
sparkxy = -15,-60
guard.sparkno = S9203
hitsound = S6,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 30
ground.velocity = -13, -9
ground.cornerpush.veloff = 0
air.type = Low
air.velocity = -12,-5
guard.velocity = -6
yaccel = 0.1+enemy,const(movement.yaccel)

[State 200, Explod]
type = Explod
trigger1 = P2stateno = 5030||P2stateno = 152||P2stateno = 5020
anim = 7111
postype = p2
pos = 0,-40
sprpriority = 7
ignorehitpause = 1
scale = const(size.xscale),const(size.yscale)

[State 0]
type = targetstate
trigger1 = movehit
persistent = 0
ignorehitpause = 1
value = 495

[State 2103, 3]
type = PlaySnd
trigger1 = Time = 62
trigger2 = Time = 70
trigger3 = Time = 78
trigger4 = Time = 86
trigger5 = Time = 94
value = 9,3

[State 2103, 3]
type = PlaySnd
trigger1 = Time = 66
trigger2 = Time = 74
trigger3 = Time = 82
trigger4 = Time = 90
;trigger5 = Time = 98
value = 3,3

[State 2103, 13]
type = VarSet
trigger1 = p2life = 0
var(9) = 1
persistent = 0

[State 2103, 13]
type = VarSet
trigger1 = projhit = 1
var(10) = 1
persistent = 0

[State 2103, 12]
type = PowerAdd
trigger1 = Time = 6
value = -1000

[State 2103, 12]
type = ScreenBound
trigger1 = var(10) >= 1
value = 0
movecamera = 0

[State 2103, 12]
type = MoveHitReset
trigger1 = 1
ignorehitpause = 1

[State 2103, 13]
type = ChangeState
trigger1 = BackEdgeBodyDist <= -20 && time > 102
value = 2104

;------------------------------------------------------------------------------
HIT_CAJUN EXPLOSION
[statedef 495]
type = U
movetype = H
ctrl = 0
physics = N
face2p = 1

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

[State 0]
type = velset
trigger1 = 1
x = 0
y = 0

[State 0]
type = changestate
trigger1 = statetype = L
value = 499

[State 5]
type = ChangeState
trigger1 = 1
value = 494

[Statedef 494]
type = U
movetype = H
physics = N

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

[State 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 2]
type = VelSet
trigger1 = HitShakeOver
x = vel x / (0.54+const(movement.yaccel))
y = vel y / (0.54+const(movement.yaccel))

[State 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 0] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030

[State 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 4]
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 4]
type = posfreeze
trigger1 = 1

[State 0]
type = changestate
trigger1 = hitshakeover
value = 493

;----------------------------------------------------
; HIT_down (in air or triped)
[Statedef 493]
type    = A
movetype= H
physics = N

[State vel]
type = veladd
trigger1 = 1
y = 0.4

[State vel]
type = gravity
trigger1 = 1

[State 2]
type = changeanim
trigger1 = vel y > -3.0 || time > 6
trigger1 = selfanimexist(5060)
trigger1 = anim != [5060,5061]
value = 5060

[State 2]
type = changeanim
trigger1 = animtime = 0
trigger1 = !selfanimexist(5060)
trigger1 = anim != [5030,5050]
value = 5030

[State 2]
type = changeanim
trigger1 = animtime = 0
trigger1 = anim = 5030
trigger1 = !selfanimexist(5060)
value = 5050

[State 0]
type = changestate
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 30
value = 492

;---------------------------------------------------------------------------
; Cajun Explosion - Dashing In
[Statedef 2104]
type    = S
movetype= I
physics = N
poweradd= 0
velset = 0,0
anim = 9999
ctrl = 0

[State 2104, 1]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 2104, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2104, 3]
type = PosAdd
trigger1 = Time = 50
x = (-1 * BackEdgeBodyDist) + (-100)

[State 2104, 4]
type = ChangeState
trigger1 = Time = 80
value = 2105
ctrl = 0

;---------------------------------------------------------------------------
; Cajun Explosion - Dashing In (part 2)
[Statedef 2105]
type    = S
movetype= A
physics = N
anim = 100
ctrl = 0
sprpriority = 1

[State 2105, 0]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0

[State 2105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.back.y)

[State 2105, 2]
type = VelAdd
trigger1 = 1
y = .25

[State 100, 4]
type = PlaySnd
trigger1 = time = 0
value = 8,9

[State 100, 6]
type = Explod
trigger1 = time < 35
trigger1 = (time % 14) = 1
ID = 41
anim = 9201
scale = 0.6,0.6
postype = p1
pos = -5, -80
bindtime = 1
removetime = -2
vel = -1, 0
ownpal = 1
random = 20, 60
sprpriority = 2

[State 2105, 5]
type = AssertSpecial
trigger1 = 1
flag = nowalk

[State 2105, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 101

;**********************************
; super-fundo
[Statedef 8500]
physics = N
anim = 8500
sprpriority = -3

[State 8500, 5] 
type = Varadd 
trigger1 = roundstate=3
v=1
value=1 

[State 8500, 5] 
type = VarSet 
trigger1 = Time = 0 
var(2) = root, ID 

[State 8500, 5] 
type = VarSet 
trigger1 = Time = 0 
var(17) = root, var(17) 

[State 8500, 9] ;Sem fundo e frente
type        = AssertSpecial 
trigger1 = anim=8500;1
flag = noBG 
flag2 = noFG 
ignorehitpause = 1

[State 8500, 9] ;anima鈬o de fundo
type        = Explod 
triggerall = p2life >0
trigger1 = numexplod(8510)=0
anim = F10000
postype = left
ID = 8510 
sprpriority = -11
supermovetime = 1 
removetime = 123
pos = 160,152
scale = 0.7,0.7
bindtime = -1

[State 8000, 1] ;Anim for Super KO FX
type = ChangeAnim
trigger1 = anim=8500 && roundstate=3 && p2life=0
value = 8550

[State 8500, 7] 
Type = RemoveExplod 
triggerall = root, var(9)<=0
triggerall = anim=8500
trigger1 = root, stateno!=[2000,2001]
trigger1 = root, stateno!=2103
trigger2 = anim=8500 && roundstate=3

[State 8500, 7] 
Type = destroyself 
triggerall = root, var(9)<=0
triggerall = anim=8500 && roundstate!=3
trigger1 = root, stateno!=[2000,2001]
trigger1 = root, stateno!=2103
;trigger2 = root, Numhelper(8550)!=0

;;---------------------------------------------------------
;; Super KO FX
;;[Statedef 8550]
;type = A
;movetype = I
;physics = N
;anim = 8550

[State 8550, hiper combo finish!]
type = PlaySnd
triggerall = roundstate=3 && var(17)>=10 && p2life=0
trigger1 = var(1)=2
trigger2 = var(1)=3
trigger3 = var(1)=4
trigger4 = var(1)=1
value = F8550,0
;persistent=0
;channel=0
volume=255

[State 8550, 1]
type = null;AssertSpecial
trigger1 = 1;(time%2)=0;roundstate=3;1
flag = NoBG
flag2 = nobardisplay
flag3 = NoFG;nokoslow;nomusic;nokosnd;
persistent=1;0;
ignorehitpause=1

[State 8550, 2] ;Hiper fundo finish (com MvsC2SP)
type = Explod
trigger1 = anim=8550 && animelemtime(1)=0 && var(17)>=10
trigger1 = p2life = 0
anim = F50
postype = back
sprpriority = -3
scale = 1,1
supermovetime = -1 
pos = 1,0
bindtime = -1
removeongethit = 1
persistent = 0

[State 8550, 7] 
Type = destroyself 
trigger1 = animelemtime(1)=120 && anim=8550
trigger2 = roundstate=4


;;---------------------------------------------------------
; Super KO FX
[Statedef 8550]
type = A
movetype = I
physics = N
anim = 8550

[State 8500, 7] 
Type = destroyself 
trigger1 = 1

;---------------------------------------------------------
[Statedef -2]

[State -2, 16]
type = DisplayToClipboard
trigger1 = roundstate > 0
text = "Hits: %d, Win or DOS? %d, AI On %d, Super Jump %d, Recovery Roll %d"
;text = "Intro No. %d, Win No. %d, Enemy Proj: %d, Enemy Helpers: %d"
;text = "S.Bound: %d, A.Rave F. %d"
;text = "H.Count: %d, D.H.Combo: %d, H.Juggle: %d, A.Rave: %d, Tag: %d"
;text = "System %d, R.Roll %d, T.Bind: %d, AR Vel Var: %d, S.Jump: %d"
;text = "Score %d"
;text = "Danger: %d"
;text = "RoundState: %d, Round No: %d"
;text = " AI =  %d - P2dist = %.0f - P2dist = %.0f"
;text = "var(52) is %d"
;text = "P2 Distance X from P1 %f, P2 Distance Y from P1 %f"
;text="Var(3) %d, rndstate %d, var(13) %d, animtime %d";numhelper(8500)= 
;text="eu39 %d, vez37 %d, Colab38 %d, var(11) %d";sair? %d";bake %d";
;text = "Var(19) %d, Var(11) %d, ataca? %d, pos y %d"
;text="p2bodydist x %d, p2bodydist x %d, var(20) %d, var(2) %d"
;text="39=37? %d, Colab %d, var(36) %d, bake %d";sair? %d";
params = var(8), var(17), var(59), var(0), var(5)
;params = var(1), var(2), var(7), var(6), var(30)
;params = var(11), var(34)
;params = var(42)
;params = var(22),P2BodyDist X, P2BodyDist Y
;params = (10000+9+(var(40)*10)),p2bodydist x, p2bodydist y
;params = var(59), var(58), var(12), fvar(0), fvar(1)
;params = var(52)
;params = var(51)
;params = var(10), var(20)
;params = var(9), var(19), var(13)
;params = var(39), var(37)
;params = (Var(3)), (roundstate),Var(13), animtime;numhelper(8500)
;params = Roundstate, RoundNo
;params = Var(39), var(37),var(38),var(11);floor(backedgedist);
;params= Var(19), Var(11), ((matchno*80)>random), ceil(pos y)
;params = floor(p2bodydist x), floor(p2bodydist x), (var(20)),var(2)
;params = (Var(39)=Var(37)), var(38),var(36),floor(backedgedist);Var(35);

[State -2, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 || stateno = 653
value = 9,0
volume = 255

[State -2,1]
type = Explod
triggerall = time = 1
trigger1 = stateno = 52 || stateno = 653
anim = 9210
postype = p1
pos = -5, 0
scale = 0.6,0.6
bindtime = 1
removetime = -2
sprpriority = 5

[State -2, 3]
type = VarRandom
triggerall = Time = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
v = 4
range = 0,29

[State -2, 4]
type = PlaySnd
triggerall = Time = 1
triggerall = var(4) = [0,4]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
value = 5,0

[State -2, 4]
type = PlaySnd
triggerall = Time = 1
triggerall = var(4) = [5,9]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
value = 5,1

[State -2, 4]
type = PlaySnd
triggerall = Time = 1
triggerall = var(4) = [10,14]
triggerall = alive = 1
trigger1 = stateno = 5000
trigger2 = stateno = 5010
value = 5,0

[State -2, 5]
type = PlaySnd
trigger1 = random < 300
trigger1 = time = 1
trigger1 = stateno = 5100
trigger1 = Alive = 1
value = 5,1

[State -2, 6]
type = PlaySnd
trigger1 = random < 500
trigger1 = time = 1
trigger1 = stateno = 5070
trigger1 = Alive = 1
value = 5,0

[State -2, 8]
type = VarAdd
trigger1 = var(6) > 0
v = 6
value = 1

[State -2, 9]
type = VarSet
trigger1 = var(6) > 24
var(6) = 0

[State -2, 11]
type = PlaySnd
trigger1 = ProjHitTime(1000) = 16
value = 9,4

[State -2, 12]
type = PlaySnd
trigger1 = ProjHitTime(1001) = 24
value = 9,4

[State -2, 13]
type = PlaySnd
trigger1 = ProjHitTime(1002) = 28
value = 9,4

[State -2, 14]
type = Explod
trigger1 = Anim = 5300
trigger1 = numexplod(6010) = 0
ID = 6010
anim = 6010
postype = p1
pos = 0,0
ownpal = 1
bindtime = 1
sprpriority = 4
persistent = 0
removetime = -1
scale = const(size.xscale),const(size.yscale)

[State -2, 15]
type = RemoveExplod
trigger1 = Anim != 5300
ID = 6010

[State -2, 16]
type = PlaySnd
trigger1 = time = 1
trigger1 = Anim = 5300
value = 5,2

[State -2, 17]
type = PosSet
trigger1 = stateno = [5000,5027)
trigger1 = prevstateno = 100 || prevstateno = 105
y = 0

[State -2, 18]
type = RemoveExplod
trigger1 = stateno != 2000
trigger1 = anim != 2000
ID = 2005

[State -2, 19]
type = VarAdd
trigger1 = var(9) > 0
v = 9
value = 1

[State -2, 19]
type = VarSet
trigger1 = var(9) > 90
var(9) = 0

[State -2, 19]
type = EnvColor
trigger1 = var(9) = 1
value = 0,0,0
time = 10
persistent = 0

[State -2, 19]
type = Explod
trigger1 = var(9) = 3
ID = 7110
anim = 7110
postype = back
pos = -32,0
ownpal = 1
bindtime = 200
sprpriority = -5
scale = const(size.xscale),const(size.yscale)
persistent = 0
removeongethit = 1
supermove = 1

; --------------------------------------
[State LHS - 5100-5111 -2, x2]
type = Explod
trigger1 = (stateno = 5100) && (time = 2)
trigger2 = (stateno = 5111) && (time = 2)
trigger3 = (stateno = 6100) && (time = 1)
trigger4 = (stateno = 6403) && (time = 1)
trigger5 = (stateno = 1703) && (time = 1)
trigger6 = (stateno = 212) && (time = 1)
trigger7 = (stateno = 5050) && (time = 1)
trigger8 = (stateno = 326) && (time = 1)
anim = 9212
pos = -70, 0
postype = p1
scale = 0.5, 0.5
ownpal = 1
sprpriority = 5
ignorehitpause = 1

[State LHS - 5111 -2, x2a]
type = PlaySnd
trigger1 = (stateno = 5100) && (time = 2)
trigger2 = (stateno = 5111) && (time = 2)
trigger3 = (stateno = 6100) && (time = 1)
trigger4 = (stateno = 6403) && (time = 1)
trigger5 = (stateno = 1703) && (time = 1)
trigger6 = (stateno = 212) && (time = 1)
trigger7 = (stateno = 5050) && (time = 1)
trigger8 = (stateno = 326) && (time = 1)
value = 7,1
volume = 255
ignorehitpause = 1



; No AR Finisher for the following Chars
; --------------------------------------
[State -2, Special Cases for AR]
type = VarSet
trigger1  = p2name != "Apocalypse"
trigger2  = p4name != "Apocalypse"
trigger3  = p2name != "Onslaught"
trigger4  = p4name != "Onslaught"
trigger5  = P2name != "Abyss Form 1"
trigger6  = P4name != "Abyss Form 1"
trigger7  = P2name != "Abyss Form 2"
trigger8  = P4name != "Abyss Form 2"
trigger9  = P2name != "Abyss Form 3"
trigger10 = P4name != "Abyss Form 3"
trigger11 = P2name != "Abyss"
trigger12 = P4name != "Abyss"
var(15) = 1

[State -2, Special Cases for AR]
type = VarSet
trigger1  = p2name = "Apocalypse"
trigger2  = p4name = "Apocalypse"
trigger3  = p2name = "Onslaught"
trigger4  = p4name = "Onslaught"
trigger5  = P2name = "Abyss Form 1"
trigger6  = P4name = "Abyss Form 1"
trigger7  = P2name = "Abyss Form 2"
trigger8  = P4name = "Abyss Form 2"
trigger9  = P2name = "Abyss Form 3"
trigger10 = P4name = "Abyss Form 3"
trigger11 = P2name = "Abyss"
trigger12 = P4name = "Abyss"
var(15) = 0

;---------------------------------------------------------------------------
;Is DOS or Win?
[State -2, Detect System]
type = Varadd
trigger1 = (var(17)%2 = 0) && (movecontact) > (movecontact = 1)
v = 17
value = 1

;screenpack mvsc2?
[State -2, Detect Screeenpack]
type = Varadd
trigger1 = var(17) < 10 && roundstate < 2 && numexplod(8522) != 0
v = 17
value = 10

;---------------------------------------------------------------------------
; - MvC2 Screenpack
[State -2, Is MvC2 Screeenpack]
type = Explod
trigger1 = var(17) < 10 && roundstate < 2 && numexplod(8522) = 0
id = 8522
anim = F44
pos = 0,240
postype = p1
removetime = 1
bindtime = -1
sprpriority = -1
ownpal = 1

;---------------------------------------------------------------------------
; - Press Start leyend (from the Mvc2 screen pack)
[State -2, Press Start Label]
type = Explod
triggerall = var(17) >= 10
triggerall = var(59) = 1
trigger1 = (gametime%60) = id && life != 0
id = 8620
anim = F44
pos = ((enemy, id)<id)*172, 0
scale = 0.5,0.5
postype = Left
removetime = 30
bindtime = -1
sprpriority = -1
ownpal = 1
ontop = 1

; Super FX Section ==================================================


; Misc SCtrls Section ==================================================
[State -2, Lie Down Snd]
type = PlaySnd
trigger1 = Time = 1
trigger1 = anim = 5300
value = 3,21
channel = 0

; ----------------------------------------------------------------------
[State -2, NoHitBy]
Type = NotHitBy
trigger1 = (NumHelper(9985) = 1) && (NumHelper(9986) = 1)
trigger1 = Time = 0
value = SCA
Time = 30

; ----------------------------------------------------------------------

[State -2, Super Jump Reset]
type = VarSet
trigger1 = stateno = 52
trigger2 = stateno = 0
var(0) = 0

; Remove Explods Section ==============================================
; Remove Special BG if ------------------------------------------------
; State != 3100:
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = stateno != 3100
id = 9052

; Combo Messages =======================================================
; By Ryou Win
[State -2, HitCount]
type = VarSet
triggerall = roundstate = 2
trigger1 = var(31) >= 3
trigger2 = P2Movetype = H
trigger2 = var(31) = -1 && (movehit || (p2stateno = [6000, 6999]) || p2stateno = [5000, 5899])
var(32) = 1 + (var(31) > 4) + (var(31) > 5) + (var(31) > 7) + (var(31) > 9) + (var(31) > 29) + (var(31) > 49) + (var(31) > 69) - (var(31) = -1)
ignorehitpause = 1

[State -2, Danger Var]
type = VarSet
trigger1 = var(33) != 1 && roundstate = 2 && life = [1, 250]
var(32) = 9
ignorehitpause = 1

[State -2, Air Combo Var]
type = VarAdd
triggerall = roundstate = 2
triggerall = (StateType = A) && (P2StateType = A)
triggerall = (stateno != 3103) && (stateno != 1120) && (stateno != 3000)
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = ((p2stateno = [6000, 6999]) || p2stateno = [5000, 5899]) && (P2Movetype = H)
var(34) = 1 - (var(31)*statetype = S)
ignorehitpause = 1

[State -2, First Attack (snd)]
type = PlaySnd
triggerall = var(31) = -1
triggerall = NumExplod(8701) = 0
trigger2 = P2Movetype = H
trigger2 = var(31) = -1 && (movehit || (p2stateno = [6000, 6999]) || p2stateno = [5000, 5899])
trigger1 = var(32) = 9 && var(33) = 0 && life > 0
persistent = 0
value = s9500, 0
volume = 255
ignorehitpause = 1

[State -2, Combo Sounds]
type = PlaySnd
trigger1 = NumExplod(8701) = 0
trigger1 = var(31) = 0 && var(32) != 0
persistent = 0
value = s9500, ifelse((var(34) > 1), 11, var(32))
volume = 255
ignorehitpause = 1

[State -2, Combo Message (left)]
type = explod
trigger1 = var(31) = 0 && var(32) != 0
trigger2 = P2Movetype = H
trigger2 = var(31) = -1 && (movehit || (p2stateno = [6000, 6999]) || p2stateno = [5000, 5899])
trigger3 = var(32) = 9 && var(33) = 0 && life > 0
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = 9500 + (ifelse((var(34) > 1), 30, var(32)))
ID = 8701
postype = left
pos = 0, 80
ontop = 1
ownpal = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State -2, Combo Message (right)]
type = explod
trigger1 = var(31) = 0 && var(32) != 0
trigger2 = P2Movetype = H
trigger2 = var(31) = -1 && (movehit || (p2stateno = [6000, 6999]) || p2stateno = [5000, 5899])
trigger3 = var(32) = 9 && var(33) = 0 && life > 0
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = 9510 + (ifelse((var(34) > 1), 21, var(32)))
ID = 8701
postype = right
pos = -1, 80
ontop = 1
ownpal = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State -2, Main HitCount ctrl]
type = VarAdd
triggerall = roundstate = 2
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = ((p2stateno = [6000, 6999]) || p2stateno = [5000, 5899]) && (P2Movetype = H)
trigger2 = P2Movetype = H
trigger2 = var(31) = -1 && (movehit || (p2stateno = [6000, 6999]) || p2stateno = [5000, 5899])
var(31) = 1 + (var(31) = -1)
ignorehitpause = 1

[State -2, Reset HitCount]
type = VarSet
trigger1 = var(31) != -1 && (p2movetype != H || enemynear, ctrl)
trigger2 = Movetype = H
trigger2 = var(31) = -1 && stateno = [5000, 5899]
var(31) = 0 - (roundstate < 2)
ignorehitpause = 1

[State -2, Reset HitCount]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(31) = 0
trigger2 = roundstate = [3,4]
var(32) := var(34) := 0
ignorehitpause = 1

[State -2, Danger Indicator]
type = VarSet
trigger2 = var(33) = 0 && life <= 250
trigger1 = var(33) = 1 && roundstate != 2
var(33) = (roundstate > 1)
ignorehitpause = 1

[State -2, First Attack (partner)]
type = VarSet
triggerall = numpartner = 1
trigger1 = partner, movehit
trigger1 = partner, var(31) != -1
var(31) = 0
ignorehitpause = 1

;Damage dampener
;-----------------
[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = var(31) <= 0
value = 1
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = var(31) > 15
value = 0.65
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = var(31) > 25
value = 0.50
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = var(31) > 40
value = 0.35
ignorehitpause = 1

[State -2, AttackMulSet]
type = AttackMulSet
trigger1 = var(31) > 60
value = 0.15
ignorehitpause = 1

;------------------------------------------------------------------------
; Shows a simbol P1 (O)- own
[State -3, s1]
type = Explod
triggerall = enemynear, alive
trigger1 = enemynear, screenpos y < 0
trigger2 = enemynear, screenpos y > 220 - (const(size.head.pos.y))
trigger3 = P2bodyDist y > 200
anim = 10002 + 2*(!ishometeam)
id = 10002
pos = ceil(enemynear, screenpos x), 20 + (enemynear, screenpos y > 0) * 200
postype = left
ignorehitpause = 1
ontop = 1
bindtime = -1
persistent = 1
removetime = 1
scale = const(size.xscale),const(size.yscale)

; Shows a simbol P1 (>)- own
[State -3, s2]
type = Explod
triggerall = enemynear, alive
trigger1 = enemynear, screenpos y < 0
trigger2 = enemynear, screenpos y > 220 - (const(size.head.pos.y))
trigger3 = P2bodyDist y > 200
anim = 10003 + 2*(!ishometeam)
id = 10003
pos = ceil(enemynear, screenpos x), 20 + (enemynear, screenpos y > 0) * 200
postype = left
ignorehitpause = 1
ontop = 1
bindtime = -1
persistent = 1
facing = (enemynear, facing)
removetime = 1
scale = 0.30, 0.30

; Shows a simbol P2 (O)- own
;[State -3, s3]
;type = Explod
;triggerall = alive
;trigger1 = screenpos y < 0
;trigger2 = screenpos y > 220 - (const(size.head.pos.y))
;trigger3 = P2bodyDist y < -200
;anim = 10004 - 2*(!ishometeam)
;id = 10004
;pos = ceil(screenpos x), 20 + (screenpos y > 0) * 200
;postype = left
;ignorehitpause = 1
;ontop = 1
;bindtime = -1
;persistent = 1
;removetime = 1
;scale = const(size.xscale)*0.5, const(size.yscale)*0.5

; Shows a simbol P2 (>)- own
;[State -3, s4]
;type = Explod
;triggerall = alive
;trigger1 = screenpos y < 0
;trigger2 = screenpos y > 220 - (const(size.head.pos.y))
;trigger3 = P2bodyDist y < -200
;anim = 10005 - 2*(!ishometeam)
;id = 10005
;pos = ceil(screenpos x), 20 + (screenpos y > 0) * 200
;postype = left
;ignorehitpause = 1
;ontop = 1
;bindtime = -1
;persistent = 1
;facing = facing
;removetime = 1
;scale = const(size.xscale)*0.30, const(size.yscale)*0.30

;-------- Activating AI ----------------------------------------------------
[State -3, Activate AI]
type = VarSet
triggerall = var(59) != 1
trigger1 = (command = "CPU_1") || (command = "CPU_2")
trigger2 = (command = "CPU_3") || (command = "CPU_4")
trigger3 = (command = "CPU_5") || (command = "CPU_6")
trigger4 = (command = "CPU_7") || (command = "CPU_8")
trigger5 = (command = "CPU_9") || (command = "CPU_10")
trigger6 = (command = "CPU_11") || (command = "CPU_12")
trigger7 = (command = "CPU_13") || (command = "CPU_14")
trigger8 = (command = "CPU_15") || (command = "CPU_16")
trigger9 = (command = "CPU_17") || (command = "CPU_18")
trigger10 = (command = "CPU_19") || (command = "CPU_20")
trigger11 = (command = "CPU_21") || (command = "CPU_22")
trigger12 = (command = "CPU_23") || (command = "CPU_24")
trigger13 = (command = "CPU_25") || (command = "CPU_26")
trigger14 = (command = "CPU_27") || (command = "CPU_28")
trigger15 = (command = "CPU_29") || (command = "CPU_30")
trigger16 = (command = "CPU_31") || (command = "CPU_32")
trigger17 = (command = "CPU_33") || (command = "CPU_34")
trigger18 = (command = "CPU_35") || (command = "CPU_36")
trigger19 = (command = "CPU_37") || (command = "CPU_38")
trigger20 = (command = "CPU_39") || (command = "CPU_40")
trigger21 = (command = "CPU_41") || (command = "CPU_42")
trigger22 = (command = "CPU_43") || (command = "CPU_44")
trigger23 = (command = "CPU_45") || (command = "CPU_46")
trigger24 = (command = "CPU_47") || (command = "CPU_48")
trigger25 = (command = "CPU_49") || (command = "CPU_50")
var(59) = 1

[State -3, AI Condition Reset]
type = VarSet
triggerall = var(58) != 0
trigger1 = roundstate != 2
trigger2 = MoveType != A
var(58) = 0

;------------------------------------------------------------------------------------------------------ 

[state 5100,2]
type = explod
triggerall = var(42)
triggerall = enemynear,stateno != [120,159]
trigger1 = enemynear,movetype = h
trigger1 = enemynear,backedgedist <= 15
trigger1 = enemynear,statetype = a
trigger1 = enemynear,vel x < 0
anim = 10009
postype = p2
pos = 0, -60
postype = p2
bindtime = 1
facing = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
ignorehitpause = 1
persistent = 0

[state 5100,2]
type = playsnd
triggerall = var(42)
triggerall = numenemy
triggerall = enemynear,stateno != [120,159]
trigger1 = stateno != 4003
trigger1 = enemynear,movetype = h
trigger1 = enemynear,backedgedist < 15
trigger1 = enemynear,statetype = a
trigger1 = enemynear,vel x < 0
persistent = 0
value = 53,0
channel = 4
volume = 255

[state 200, 3]
type = varset
triggerall = var(42)
triggerall = numenemy
trigger1 = enemynear,movetype = h
trigger1 = enemynear,backedgedist < 15
trigger1 = enemynear,statetype = a
trigger1 = enemynear,vel x < 0
v = 42
value = 0

[state -3, 2];combo hosei
type = varset
trigger1 = 1
v = 24
value = var(23)

[state -3, 2];combo hosei
type = varset
trigger1 = 1
v = 23
value = var(25)+hitcount

[state -3, 2];combo hosei
type = varset
trigger1 = enemynear,movetype != H
v = 25
value = 0

;***************
[state -3, 2];combo
type = varset
trigger1 = var(23)>var(24)
v = 42
value = 1

[state 250,11]
type = helper
trigger1 = p2stateno = 328
trigger1 = !numhelper(60120)
persistent = 0
stateno = 60120
ID = 60120
bindtime = 1
postype = p2
pos = 0,500 

