;-------------------------------------------------------------------
; Gadouken
[StateDef 1000]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1000
poweradd = 80
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S3,17
volume = 0
channel = 5

[State 0, Width]
type = Width
trigger1 = time = [8,37]
value=floor(17*const(size.xscale))

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="QCF_z",2,ifelse(command="QCF_y",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

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

[State 0, Helper]
type = Helper
trigger1 = AnimElem = 3
helpertype = normal ;player
name = "Gadouken"
ID = 1000
stateno = 1090
pos = floor(80*const(size.xscale)),floor(-65*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

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

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

[State 1100, VarSet]
type = VarSet
trigger1 = !time
var(10) = ifelse(random < 300, 1, 0)

[State 1100, EnvColor]
type = PalFx
trigger1 = anim = 1100 && animelemtime(3)<0 && var(10)=1
add=255,255,255
time=1
ignorehitpause=1

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3,18
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3)>=0
statetype = A
movetype = A
physics = N

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 6
;y = -6 ;SFA3
y = -8 ;MvC-ish
[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .8

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3)>=0
y = const(movement.yaccel)

[State 1100, hit]
type=hitdef
trigger1=animelem=2 && anim=1100
attr=S,SA
damage=ifelse(var(10)=1,95,70),2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-64
hitsound=s1,6
guardsound=s2,0
air.type = Low
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -3,-12 ;MvC-ish ;-10 ;SFA3
guard.velocity = -9
air.velocity = -1.5,-12 ;MvC-ish ;-10 ;SFA3
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
getpower=50

[State 210, hit]
type=hitdef
trigger1=animelem=3 && anim=1100 && !movecontact
attr=A,SA
damage=ifelse(var(10)=1,80,65),2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-98
hitsound=s1,6
guardsound=s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -1.5,-12 ;MvC-ish ;-10 ;SFA3
guard.velocity = -9
air.velocity = -.75,-12 ;MvC-ish ;-10 ;SFA3
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 1000, end]
type = ChangeState
triggerall = AnimElemTime(3)>=0
trigger1 = Time >= 15
value = 1105

;-------------------------------------------------------------------
; Kouryuu Ken
[StateDef 1101]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 80
sprpriority = 2

[State 1100, VarSet]
type = VarSet
trigger1 = !time
var(10) = ifelse(random < 300, 1, 0)

[State 1100, EnvColor]
type = PalFx
trigger1 = anim = 1100 && animelemtime(3)<0 && var(10)=1
add=255,255,255
time=1
ignorehitpause=1

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3,18
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3)>=0
statetype = A
movetype = A
physics = N

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 9
;y = -8.5 ;SFA3
y = -11.5 ;MvC-ish

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .8

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3)>=0
y = const(movement.yaccel)

[State 1100, hit]
type=hitdef
trigger1=animelem=2 && anim=1100
attr=S,SA
damage=ifelse(var(10)=1,95,70),2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-64
hitsound=s1,6
guardsound=s2,0
air.type = Low
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -6,-16 ;MvC-ish ;-12.5 ;SFA3
guard.velocity = -9
air.velocity = -3,-16 ;MvC-ish ;-12.5 ;SFA3
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
getpower=50

[State 210, hit]
type=hitdef
trigger1=animelem=3 && anim=1100 && !movecontact
attr=A,SA
damage=ifelse(var(10)=1,80,65),2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-98
hitsound=s1,6
guardsound=s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -4.5,-16 ;MvC-ish ;-12.5 ;SFA3
guard.velocity = -5
air.velocity = -2.25,-16 ;MvC-ish ;-12.5 ;SFA3
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 1000, end]
type = ChangeState
triggerall = AnimElemTime(3)>=0
trigger1 = Time >= 18
value = 1105

;-------------------------------------------------------------------
; Kouryuu Ken
[StateDef 1102]
type = S
movetype= A
physics = S
juggle  = ifelse(prevstateno=750,0,1)
velset = 0,0
ctrl = 0
anim = 1100
poweradd = 80
sprpriority = 2

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

[State 1100, VarSet]
type = VarSet
trigger1 = !time
var(10) = ifelse(random < 300, 1, 0)

[State 1100, EnvColor]
type = PalFx
trigger1 = anim = 1100 && animelemtime(3)<0 && var(10)=1
add=255,255,255
time=1
ignorehitpause=1

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S3,18
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3)>=0
statetype = A
movetype = A
physics = N

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 12
;y = -11 ;SFA3
y = -15 ;MvC-ish

[State 0, VelMul]
type = VelMul
trigger1 = 1
x = .8

[State 0, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(3)>=0
y = const(movement.yaccel)

[State 1100, hit]
type=hitdef
trigger1=animelem=2 && anim=1100
attr=S,SA
damage=ifelse(var(10)=1,95,70),2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-64
hitsound=s1,6
guardsound=s2,0
air.type = Low
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -9,-19 ;MvC-ish ;-15 ;SFA3
guard.velocity = -9
air.velocity = -4.5,-19 ;MvC-ish ;-15 ;SFA3
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
getpower=50

[State 210, hit]
type=hitdef
trigger1=animelem=3 && anim=1100 && !movecontact
attr=A,SA
damage=ifelse(var(10)=1,80,65),2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=12,12
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,-98
hitsound=s1,6
guardsound=s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -9,-19 ;MvC-ish ;-15 ;SFA3
guard.velocity = -5
air.velocity = -4.5,-19 ;MvC-ish ;-15 ;SFA3
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
getpower=50
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0

[State 1000, end]
type = ChangeState
triggerall = AnimElemTime(3)>=0
trigger1 = Time >= 21
value = 1105

;-------------------------------------------------------------------
; Kouryuu Ken (Falling)
[StateDef 1105]
type = A
movetype= A
physics = N
juggle  = 0
ctrl = 0
anim = 1101
poweradd = 0
sprpriority = 2

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

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = const(movement.yaccel)+.11

[State 1000, end]
type = ChangeState
triggerall = AnimElemTime(2)>=0
trigger1 = Vel Y >= 0
trigger1 = Pos Y >= 0
value = 1110

;-------------------------------------------------------------------
; Kouryuu Ken (Land)
[StateDef 1110]
type = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
anim = 1102
poweradd = 0
sprpriority = 2

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

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

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

;-------------------------------------------------------------------
; Dankuu Kyaku (Start)
[StateDef 1200]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1200
poweradd = 80
sprpriority = 2

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

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
value = S3,0
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S3,1+(random%2)
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2)>=0
statetype = A
movetype = A
physics = N

[State 1200, VelSet]
type=velset
trigger1= animelem=3
x = 2
y = -2

[State 0, VelAdd]
type = VelAdd
trigger1= animelemtime(5)>=0
y=.2

[State 275, hit]
type=hitdef
trigger1=AnimElem = 4
attr=A,SA
damage=20,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-69
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-3
air.type=Low
fall.recover = 0
air.velocity=-2,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=1

[State 280, hit]
type=hitdef
trigger1=AnimElem = 7
attr=A,SA
damage=35,1
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-6
air.type=Low
fall.recover = 0
air.velocity=-4,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=2

[State 285, hit]
type=hitdef
trigger1=AnimElem = 11
attr=A,SA
damage=50,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-54
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-8,-3
air.type=Low
air.velocity = -6,-4
getpower=0
envshake.time=12
envshake.ampl=3
fall.yvelocity=0
fall=1
fall.recover=0

[State 1000, end]
type = ChangeState
triggerall = animelemtime(3)>=0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 1210

;-------------------------------------------------------------------
; Dankuu Kyaku (Start)
[StateDef 1201]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1201
poweradd = 80
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
value = S0,3
volume = 0
channel = -1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 13
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
value = S3,0
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = S3,1+(random%2)
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2)>=0
statetype = A
movetype = A
physics = N

[State 1200, VelSet]
type=velset
trigger1= animelem=3
x = 3.5
y = -2

[State 0, VelAdd]
type = VelAdd
trigger1= animelemtime(7)>=0
y=.2

[State 275, hit]
type=hitdef
trigger1=AnimElem = 4
trigger2=AnimElem = 7
attr=A,SA
damage=20,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-69
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
fall.recover = 0
ground.velocity=-3.5
air.type=Low
air.velocity=-2.5,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=1

[State 280, hit]
type=hitdef
trigger1=AnimElem = 11
attr=A,SA
damage=35,1
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
fall.recover = 0
ground.velocity=-7
air.type=Low
air.velocity=-6,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=2

[State 285, hit]
type=hitdef
trigger1=AnimElem = 14
attr=A,SA
damage=50,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-10.5,-3
air.type=Low
air.velocity = -9.5,-4
getpower=0
envshake.time=12
envshake.ampl=3
fall.yvelocity=0
fall=1
fall.recover=0

[State 1000, end]
type = ChangeState
triggerall = animelemtime(3)>=0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 1210

;-------------------------------------------------------------------
; Dankuu Kyaku (Start)
[StateDef 1202]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1202
poweradd = 80
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 10
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 13
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 17
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 14
value = S3,0
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 18
value = S3,1+(random%2)
volume = 0
channel = 5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(2)>=0
statetype = A
movetype = A
physics = N

[State 0, vel]
type=velset
trigger1= animelem=3
x=5
y=-5

[State 0, VelAdd]
type = Veladd
trigger1 = animelemtime(3)>=0 && animelemtime(11)<0
y = .25

[State 0, VelAdd]
type = Veladd
trigger1 = animelemtime(20)>=0
y = const(movement.yaccel)

[State 275, hit]
type=hitdef
trigger1=AnimElem = 4
trigger2=AnimElem = 11
attr=A,SA
damage=20,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-69
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
fall.recover = 0
ground.velocity=-5
air.type=Low
air.velocity=-4,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=1

[State 280, hit]
type=hitdef
trigger1=AnimElem = 7
trigger2=AnimElem = 14
attr=A,SA
damage=35,1
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
fall.recover = 0
ground.velocity=-5
air.type=Low
air.velocity=-4,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=2

[State 285, hit]
type=hitdef
trigger1=AnimElem = 18
attr=A,SA
damage=50,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-54
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-12,-3
air.type=Low
air.velocity = -11,-4
getpower=0
envshake.time=12
envshake.ampl=3
fall.yvelocity=0
fall=1
fall.recover=0

[State 1000, end]
type = ChangeState
triggerall = animelemtime(3)>=0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 1210

;-------------------------------------------------------------------
; Air Dankuu Kyaku (Start)
[StateDef 1205]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1205
poweradd = 80
sprpriority = 2

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

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 8
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = S3,0
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S3,1+(random%2)
volume = 0
channel = 5

[State 1200, VelSet]
type=velset
trigger1= animelem=1
x = ifelse(vel x > 0, 4, ifelse(vel x < 0, -4, 2))
y = -2

[State 0, VelAdd]
type = VelAdd
trigger1= animelemtime(3)>=0 && AnimElemTime(12)<0
y=.2

[State 0, VelAdd]
type = VelAdd
trigger1= animelemtime(12)>=0
y=const(movement.yaccel)

[State 275, hit]
type=hitdef
trigger1=AnimElem = 2
attr=A,SA
damage=20,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-69
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=9
ground.hittime=12
fall.recover = 0
ground.velocity=-3
air.type=Low
air.velocity=-2,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=1

[State 280, hit]
type=hitdef
trigger1=AnimElem = 5
attr=A,SA
damage=35,1
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=11
ground.hittime=14
fall.recover = 0
ground.velocity=-6
air.type=Low
air.velocity=-4,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=2

[State 285, hit]
type=hitdef
trigger1=AnimElem = 9
attr=A,SA
damage=50,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-54
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=12
ground.hittime=16
ground.velocity=-8,-3
air.type=Low
air.velocity = -6,-4
getpower=0
envshake.time=12
envshake.ampl=3
fall.yvelocity=0
yaccel=.6
fall=1
fall.recover=0

[State 1000, end]
type = ChangeState
triggerall = animelemtime(2)>=0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 1210

;-------------------------------------------------------------------
; Air Dankuu Kyaku (Start)
[StateDef 1206]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1206
poweradd = 80
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
value = S0,3
volume = 0
channel = -1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 11
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
value = S3,0
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
value = S3,1+(random%2)
volume = 0
channel = 5

[State 1200, VelSet]
type=velset
trigger1= animelem=1
x = ifelse(vel x > 0, 5.25, ifelse(vel x < 0, -5.25, 3.25))
y = -2

[State 0, VelAdd]
type = VelAdd
trigger1= animelemtime(5)>=0&&animelemtime(14)<0
y=.2

[State 0, VelAdd]
type = VelAdd
trigger1= animelemtime(14)>=0
y=const(movement.yaccel)

[State 275, hit]
type=hitdef
trigger1=AnimElem = 2
trigger2=AnimElem = 5
attr=A,SA
damage=20,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-69
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-3.5
fall.recover = 0
air.type=Low
air.velocity=-2.5,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=1

[State 280, hit]
type=hitdef
trigger1=AnimElem = 9
attr=A,SA
damage=35,1
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-7
fall.recover = 0
air.type=Low
air.velocity=-6,((vel y)-.2)
getpower=0
envshake.time=9
envshake.ampl=2

[State 285, hit]
type=hitdef
trigger1=AnimElem = 12
attr=A,SA
damage=50,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-10.5,-3
air.type=Low
air.velocity = -9.5,-4
getpower=0
envshake.time=12
envshake.ampl=3
yaccel=.6
fall.yvelocity=0
fall=1
fall.recover=0

[State 1000, end]
type = ChangeState
triggerall = animelemtime(2)>=0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 1210

;-------------------------------------------------------------------
; Air Dankuu Kyaku (Start)
[StateDef 1207]
type = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
anim = 1207
poweradd = 80
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 8
value = S0,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 11
value = S0,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 15
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 12
value = S3,0
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 16
value = S3,1+(random%2)
volume = 0
channel = 5

[State 0, vel]
type=velset
trigger1= animelem=1
x = ifelse(vel x > 0, 6, ifelse(vel x < 0, -6, 4.5))
y=-5

[State 0, VelAdd]
type = Veladd
trigger1 = animelemtime(1)>=0 && animelemtime(9)<0
y = .25

[State 0, VelAdd]
type = Veladd
trigger1 = animelemtime(18)>=0
y = const(movement.yaccel)

[State 275, hit]
type=hitdef
trigger1=AnimElem = 2
trigger2=AnimElem = 9
attr=A,SA
damage=20,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=3,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-10,-69
hitsound=s1,2
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-5
air.type=Low
air.velocity=-4,((vel y)-.2)
getpower=0
fall.recover = 0
envshake.time=9
envshake.ampl=1

[State 280, hit]
type=hitdef
trigger1=AnimElem = 5
trigger2=AnimElem = 12
attr=A,SA
damage=35,1
animtype=Medium
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-53
hitsound=s1,0
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-5
air.type=Low
air.velocity=-4,((vel y)-.2)
getpower=0
fall.recover = 0
envshake.time=9
envshake.ampl=2

[State 285, hit]
type=hitdef
trigger1=AnimElem = 16
attr=A,SA
damage=50,3
animtype=Hard
guardflag=MA
hitflag=MAF
priority=5,Hit
pausetime=6,6
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy=-15,-54
hitsound=s1,6
guardsound=s2,0
ground.type=High
ground.slidetime=18
ground.hittime=18
air.hittime = 18
ground.velocity=-12,-3
air.type=Low
air.velocity = -11,-4
getpower=0
yaccel=.6
envshake.time=12
envshake.ampl=3
fall.yvelocity=0
fall=1
fall.recover=0

[State 1000, end]
type = ChangeState
triggerall = animelemtime(2)>=0
trigger1 = pos Y >= 0
trigger1 = Vel Y >= 0
value = 1210

;-------------------------------------------------------------------
; Dankuu Kyaku (Land)
[StateDef 1210]
type = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
anim = 1210
poweradd = 0
sprpriority = 2

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

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

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

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

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=1301
trigger1 = AnimElem = 2
value = S3,19
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=1301
trigger1 = AnimElem = 8
value = S3,20
volume = 0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=1300
trigger1 = AnimElem = 3
value = S10,1
volume = 0
channel = 5
persistent = 0

[State 200, hit]
type=hitdef
trigger1=!time
attr=S,SA
damage=5,1
animtype=Light
guardflag=MA
hitflag=MAF
priority=2,Hit
pausetime=2,2
sparkno=s8210+(random%8)
guard.sparkno=s8100
sparkxy = -10,ifelse(p2bodydist X <= 15,-76,-87)
hitsound = s1,5
guardsound = s2,0
ground.type=High
ground.slidetime=12
ground.hittime=12
ground.velocity=-5
ground.cornerpush.veloff=-10
air.cornerpush.veloff=-10
air.type=Low
air.hittime=12
air.velocity=-5,-3
yaccel=.5
persistent=0
envshake.time = 9
envshake.ampl = 1
getpower=0

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="QCF_c",2,ifelse(command="QCF_b",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

[State 0, Explod]
type = Explod
triggerall = anim=1300
trigger1 = time = 2
anim = 7023
ID = 7023
pos = 0,-10
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
supermovetime=9999
pausemovetime=9999
scale = .4,.4
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 0, Width]
type = Width
triggerall = anim = 1301
trigger1 = animelem = 8
value=floor(17*const(size.xscale))

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim != 1301
trigger1 = time >= ifelse(var(10)=2,53,ifelse(var(10)=1,29,11))
value = 1301

[State 0, Helper]
type = Helper
triggerall = anim=1301
trigger1 = AnimElem = 8
helpertype = normal ;player
name = "Premium Sign"
ID = 1300
stateno = 1390
pos = floor(85*const(size.xscale)),floor(-70*const(size.yscale))
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

[State 1000, end]
type = ChangeState
trigger1 = anim = 1301
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------
; Rollin Strike
[StateDef 1400]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1400
poweradd = 80
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="DP_c",2,ifelse(command="DP_b",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

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

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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(3)>=0
statetype = A
movetype = A
physics = N

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 2
x = ifelse(var(10)=2,8,ifelse(var(10)=1,6,4))
y = -4
persistent = 0

[State 0, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = ifelse(var(10)=2,8,ifelse(var(10)=1,6,4))
y = 0
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S100,1
volume = 0
channel = -1

[State 0, posfix]
type = posadd
trigger1 = animelem = 4
y=floor(-45*const(size.yscale))
persistent=0

[State 0, VelAdd]
type = VelAdd
trigger1 = time >= ifelse(var(10)=2,18,ifelse(var(10)=1,25,32))
y = const(movement.yaccel)

[State 1100, hit]
type=hitdef
trigger1=!time
attr=S,SA
damage=ifelse(var(10)=1,95,70),2
animtype=Hard
guardflag=MA
hitflag=MAF
priority=4,Hit
pausetime=4,4
sparkno=s8210+(random%8)
guard.sparkno=s8105
sparkxy=-10,0
hitsound=s1,6
guardsound=s2,0
air.type = Low
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
air.velocity=0,-1
down.velocity=0,0
envshake.time = 12
envshake.ampl = 3
yaccel = .5
forcestand = 1
fall = 0
air.fall = 1
fall.recover = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
getpower=50

[State 0, Vel]
type=velset
trigger1= movecontact = 1
x=ifelse(command="holdback", -5.5, 5.5)
y=-6
ignorehitpause = 1

[State 1000, end]
type = ChangeState
triggerall = AnimElemTime(3)>=0
trigger1 = Pos Y >=0
trigger1 = Vel Y >=0
value = ifelse(!movecontact,1401,1402)

;-------------------------------------------------------------------
; Dankuu Kyaku (Land)
[StateDef 1401]
type = C
movetype= I
physics = C
juggle  = 0
ctrl = 0
anim = 1401
poweradd = 0
sprpriority = 2

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

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

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

;-------------------------------------------------------------------
; Dankuu Kyaku (Land)
[StateDef 1402]
type = S
movetype= I
physics = S
juggle  = 0
ctrl = 0
anim = 1402
poweradd = 0
sprpriority = 2

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

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

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

;-------------------------------------------------------------------
; Dodge Roll
[StateDef 1500]
type = C
movetype= I
physics = C
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1500
poweradd = 20
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1= !time && var(59)<=0
var(10) = ifelse(command="QCB_z",2,ifelse(command="QCB_y",1,0))

[State 1000, VarSet]
type=varset
trigger1= !time && var(59)>=1
var(10)= ifelse((p2movetype=H || random<500), 2, ifelse(random<500, 1, 0))

[State 0, PlayerPush]
type = PlayerPush
trigger1 = anim = 1500
trigger1 = AnimElemTime(3)>=0
value = 0

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

[State 0, VelSet]
type = VelSet
triggerall = anim = 1500
trigger1 = AnimElemTime(3)>=0
x = 4;ifelse(var(10)=2,8,ifelse(var(10)=1,6,4))

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim = 1500
trigger1 = time >= ifelse(var(10)=2,47,ifelse(var(10)=1,34,21))
value = 11

[State 1000, end]
type = ChangeState
trigger1 = time >= ifelse(var(10)=2,52,ifelse(var(10)=1,39,26))
value = 11
ctrl = 1
