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

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

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

[State 200, hit]
type=hitdef
trigger1=anim=200
attr=S,NA
damage=15,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = -10,ifelse(p2bodydist X <= 15,-76,-87)
hitsound = s1,5
guardsound = s2,0
ground.type=High
ground.slidetime=8
ground.hittime=8
ground.velocity=ifelse(prevstateno=200||prevstateno=400,-6,-2)
ground.cornerpush.veloff=ifelse(prevstateno=200||prevstateno=400,-8,-4)
air.cornerpush.veloff=ifelse(prevstateno=200||prevstateno=400,-8,-4)
air.type=Low
air.hittime=10
air.velocity=ifelse(prevstateno=200||prevstateno=400,-8,-5),-3
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
;velset = 0,0
anim = ifelse(p2bodydist x<=15,215,210)

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

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

[State 205, hit]
type=hitdef
trigger1=anim=210
attr=S,NA
damage=30,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-72
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=12
ground.velocity=-3
ground.cornerpush.veloff=-6
air.cornerpush.veloff=-6
air.type=Low
air.hittime=12
air.velocity=-5,-5
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 2
getpower=0

[State 205, hit]
type=hitdef
trigger1=anim=215
attr=S,NA
damage=30,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-53
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-3
ground.cornerpush.veloff=-6
air.cornerpush.veloff=-6
air.type=Low
air.hittime=12
air.velocity=-5,-5
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 2
getpower=0

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

;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 60
ctrl = 0
;velset = 0,0
anim = 220

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

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem = 2
value = S3,1
volume = 0
channel = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem=2
trigger2 = AnimElem=3
trigger3 = AnimElem=4
x = 3

[State 210, hit]
type=hitdef
triggerall=Anim=220
trigger1 = AnimElem = 3
attr=S,NA
damage=50,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 15, -68,-78)
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-10
ground.cornerpush.veloff=-12
air.cornerpush.veloff=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 210, hit]
type=hitdef
triggerall=Anim=220 && !movecontact
trigger1 = AnimElem = 4||AnimElem = 5
attr=S,NA
damage=60,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-49
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
ground.cornerpush.veloff=-12
air.cornerpush.veloff=-10
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 3
getpower=0

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

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

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

[State 215, hit]
type=hitdef
trigger1 =time = 0
attr=S,NA
damage=20,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist x >=20,-15,-25),-52
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=ifelse(prevstateno=230||prevstateno=430,-6,-2)
ground.cornerpush.veloff=ifelse(prevstateno=230||prevstateno=430,-8,-4)
air.cornerpush.veloff=ifelse(prevstateno=230||prevstateno=430,-8,-4)
air.type=Low
air.hittime=12
air.velocity=ifelse(prevstateno=230||prevstateno=430,-8,-5),-3
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 1
getpower=0

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

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd= 40
ctrl = 0
velset = 0,0
anim = 240

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

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

[State 220, hit]
type=hitdef
trigger1=AnimElem = 3
attr=S,NA
damage=20,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = ifelse(p2bodydist x >=20,-15,-25),-52
hitsound=s1,0
guardsound=s2,0
ground.type=Low
ground.slidetime=12
ground.hittime=14
ground.velocity=-4
ground.cornerpush.veloff=-4
air.cornerpush.veloff=-4
air.type=Low
air.velocity=-5,-3
envshake.time=9
envshake.ampl=2

[State 220, hit]
type=hitdef
trigger1=AnimElem = 4
attr=S,NA
damage=30,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy = ifelse(p2bodydist x >=20,-20,-30),ifelse(p2bodydist x <=20,-65,-76)
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-4
ground.cornerpush.veloff=-4
air.cornerpush.veloff=-4
air.type=Low
air.velocity=-5,-3
envshake.time=9
envshake.ampl=2

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

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

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

[State 0, VelSet]
type = VelSet
trigger1 = time = 5
trigger2 = time = 8
x = 2.5

[State 0, SprPriority]
type = SprPriority
trigger1 = AnimElem = 5
value = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 800
trigger1 = animelem = 3
value = S3,2
volume = 0
channel = 5

[State 225, hit]
type=hitdef
trigger1=anim=250
attr=S,NA
damage=60,0
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=ifelse(p2bodydist x >=20,-15,-30),ifelse(p2bodydist x <=20,-68,-85)
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=16
ground.hittime=20
ground.velocity=-12
air.type=Low
air.hittime=15
air.velocity=-5,-7
ground.cornerpush.veloff=-15
air.cornerpush.veloff=-15
yaccel=.5
persistent=0
envshake.time = 12
envshake.ampl = 3
getpower=0

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

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

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

[State 230, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=15,0
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 15,-50,-61)
hitsound=s1,5
guardsound=s2,0
ground.type=Low
ground.slidetime=8
ground.hittime=8
ground.velocity=ifelse(prevstateno=200||prevstateno=400,-6,-2)
ground.cornerpush.veloff=ifelse(prevstateno=200||prevstateno=400,-8,-4)
air.cornerpush.veloff=ifelse(prevstateno=200||prevstateno=400,-8,-4)
air.type=Low
air.hittime=10
air.velocity=ifelse(prevstateno=200||prevstateno=400,-8,-5),-3
yaccel=.5
envshake.time = 9
envshake.ampl = 1
getpower=0

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

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

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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem=1
trigger2 = AnimElem=2
trigger3 = AnimElem=3
trigger4 = AnimElem=4
trigger5 = AnimElem=5
x = 2

[State 235, hit]
type=hitdef
trigger1=time=0
attr=C,NA
damage=30,0
animtype=Medium
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 15,-48,-55)
hitsound=s1,4
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-4
ground.cornerpush.veloff=-8
air.cornerpush.veloff=-8
air.type=Low
air.hittime=12
air.velocity=-5,-5
yaccel=.5
envshake.time = 9
envshake.ampl = 2
getpower=0

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 60
ctrl = 0
anim = 420

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

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 4

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem = 2
value = S3,1
volume = 0
channel = 5

[State 240, hit]
type=hitdef
trigger1=time=0
attr=C,NA
damage=50,0
animtype=Hard
guardflag=MA
hitflag=MAF
id=420
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-83
hitsound=s1,6
guardsound=s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity = 0,-13.5
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
ground.cornerpush.veloff=0
yaccel=.5
;p2stateno = 5051
envshake.time = 9
envshake.ampl = 3
getpower=0

[State 0, TargetState]
type = TargetState
triggerall = anim = 420
trigger1 = movehit
value = 5051
id=420
persistent = 0
ignorehitpause = 1

[State 420, 5]
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, VelSet]
type = VelSet
trigger1 = AnimElem = 2
y = ifelse(pos y <=-30,-11,-15)

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

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

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

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

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

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

[State 245, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=20,0
animtype=Light
guardflag=L
hitflag=MAFD
priority=2,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 20,-15,-6)
hitsound=s1,2
guardsound=s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=ifelse(prevstateno=230||prevstateno=430,-6,-4)
ground.cornerpush.veloff=ifelse(prevstateno=230||prevstateno=430,-8,-4)
air.cornerpush.veloff=ifelse(prevstateno=230||prevstateno=430,-8,-4)
air.type=Low
air.hittime=12
air.velocity=ifelse(prevstateno=230||prevstateno=430,-8,-5),-3
down.velocity=-2,-2
yaccel=.5
envshake.time = 9
envshake.ampl = 1
getpower=0

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

;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd= 40
ctrl = 0
anim = 440

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

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

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
x = 10

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
x = -10

[State 250, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=40,0
animtype=Medium
guardflag=L
hitflag=MAFD
priority=3,Hit
pausetime=10,10
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 20,-13,-6)
hitsound=s1,0
guardsound=s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-4
air.type=Low
air.hittime=12
air.velocity=-5,-5
air.cornerpush.veloff=0
down.velocity=-3,-3
yaccel=.5
envshake.time = 9
envshake.ampl = 2
getpower=0

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

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = ifelse(prevstateno = 750, 0, 5)
poweradd= 60
ctrl = 0
anim = 450

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = prevstateno = 750
value = SCA

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 400
trigger1 = animelem = 2
value = S3,2
volume = 0
channel = 5

[State 255, hit]
type=hitdef
trigger1=time = 0
attr=C,NA
damage=60,0
animtype=Hard
guardflag=L
hitflag=MAFD
priority=4,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,ifelse(p2bodydist X <= 20,-15,-6)
hitsound=s1,6
guardsound=s2,0
ground.type=Trip
ground.slidetime=16
ground.hittime=16
ground.velocity=-1.33,-6.85
air.type=Low
air.hittime=12
air.velocity=-1.33,-6.85
air.cornerpush.veloff=-6
ground.cornerpush.veloff=-6
down.velocity=-4,-4
getpower=0
yaccel=.5
fall=1
envshake.time = 9
envshake.ampl = 3
getpower=0

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

;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 20
ctrl = 0
anim = 600

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

[State 260, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=15,0
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-65
hitsound=s1,5
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=12
ground.velocity=-3
air.type=Low
air.velocity = -1,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(5) >=0
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 40
ctrl = 0
anim = 610

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

[State 265, hit]
type=hitdef
trigger1= time = 0
attr=A,NA
damage=30,0
animtype=Medium
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=10,11
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-60
hitsound=s1,4
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-5
air.type=Low
air.velocity = -2,((vel y)-.2)
envshake.time=9
envshake.ampl=2
getpower=0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(6) >=0
value = 1
;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 60
ctrl = 0
anim = 620

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 6
value = S0,2
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 600
trigger1 = animelem = 2
value = S3,1
volume = 0
channel = 5

[State 270, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=50,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-10,-71
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-7
air.type=high
air.velocity = -8,8
getpower=0
envshake.time=12
envshake.ampl=3
;fall=1
air.fall=1
fall.recover=0

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(7) >=0
value = 1
;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 20
ctrl = 0
anim = 630

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

[State 275, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=20,0
animtype=Light
guardflag=HA
hitflag=MAF
priority=3,Hit
pausetime=8,8
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-40
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=12
ground.velocity=-3
air.type=Low
air.velocity=-1.5,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=1

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(7) >=0
value = 1
;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 40
ctrl = 0
anim = 640

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 400
trigger1 = animelem = 2
value = S3,0
volume = 0
channel = 5

[State 280, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=40,0
animtype=Medium
guardflag=HA
hitflag=MAF
priority=4,Hit
pausetime=10,11
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
ground.velocity=-5
air.type=Low
air.velocity=-2,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=2

[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(6) >=2
value = 1
;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 60
ctrl = 0
anim = 650

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = random <= 400
trigger1 = animelem = 2
value = S3,2
volume = 0
channel = 5

[State 285, hit]
type=hitdef
trigger1=time = 0
attr=A,NA
damage=60,0
animtype=Hard
guardflag=HA
hitflag=MAF
priority=5,Hit
pausetime=12,12
sparkno=s8200+(random%8)
guard.sparkno=s8100
sparkxy=-15,-69
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-7
air.type=Low
air.velocity = -8,8
getpower=0
envshake.time=12
envshake.ampl=3
;fall=1
air.fall=1
fall.recover=0


[State 0, CtrlSet]
type = CtrlSet
trigger1 = animelemtime(7) >=0
value = 1

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

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

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

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

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

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

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