;hitspark = 0,2,3
;wall hit = 915
;launch = (C, HK)
;hyper background = 32710
;guard push = 725 (MvC_System)
;recovery roll = checked
;normal throw = checked (F, HP)air
;5300,5500

; Wolvenom's Constants and state file.

[Data]
life = 1000			;Amount of life to start with
power = 3000		;Amount of maximum power
attack = 100		;attack power (more is stronger)
defence = 100		;defensive power (more is stronger)
fall.defence_up = 50	;Percentage to increase defense everytime player is knocked down
liedown.time = 60		;Time which player lies down for, before getting up
airjuggle = 35		;Number of points for juggling
sparkno = 2			;Default hit spark number for HitDefs
guard.sparkno = 40	;Default guard spark number
KO.echo = 0			;1 to enable echo on KO
volume = 0			;Volume offset (negative for softer)
IntPersistIndex = 60	;Variables with this index and above will not have their values
FloatPersistIndex = 40  ;reset to 0 between rounds or matches. There are 60 int variables,
				;indexed from 0 to 59, and 40 float variables, indexed from 0 to 39.
  				;If omitted, then it defaults to 60 and 40 for integer and float
  				;variables repectively, meaning that none are persistent, i.e. all
  				;are reset. If you want your variables to persist between matches,
  				;you need to override state 5900 from common1.cns.


[Size]
xscale = .97888;1			;Horizontal scaling factor.
yscale = .98999;1			;Vertical scaling factor.
ground.back = 24		;Player width (back, ground)
ground.front = 30		;Player width (front, ground)
air.back = 27		;Player width (back, air)
air.front = 33		;Player width (front, air)
height = 70			;Height of player (for opponent to jump over)
attack.dist = 160		;Default attack distance
proj.attack.dist = 80	;Default attack distance for projectiles
proj.doscale = 0		;Set to 1 to scale projectiles too
head.pos = 8, -70	;Approximate position of head
mid.pos = 1, -48		;Approximate position of midsection
shadowoffset = -1		;Number of pixels to vertically offset the shadow
draw.offset = 0,0		;Player drawing offset in pixels (x, y)



[Velocity]
walk.fwd  = 3.2		;Walk forward
walk.back = -3.1		;Walk backward
run.fwd  = -3, 0		;Run forward (x, y)
run.back = -10,-4	;Hop backward (x, y)
jump.neu = 0,-10.0		;Neutral jumping velocity (x, y)
jump.back = -4.5		;Jump back Speed (x, y)
jump.fwd = 4.5		;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1;Running jump speeds (opt)
runjump.fwd = 4,-8.1	;.
airjump.neu = 0,-8.1	;.
airjump.back = -2.55	;Air jump speeds (opt)
airjump.fwd = 2.5		;.

[Movement]
airjump.num = 0		;Number of air jumps allowed (opt)
airjump.height = 22	;Minimum distance from ground before you can air jump (opt)
yaccel = .47		;Vertical acceleration
stand.friction = .85	;Friction coefficient when standing
crouch.friction = .88	;Friction coefficient when crouching

;---------------------------------------------------------------------------
; Format:
; [Statedef STATENO]
; type = ?      S/C/A/L  stand/crouch/air/liedown
; movetype = ?  I/A/H    idle/attack/gethit
; physics = ?   S/C/A/N  stand/crouch/air/none
; juggle = ?             air juggle points move requires
;
; [State STATENO, ?]     ? - any number you choose
; type = ?
; ...

;---------------------------------------------------------------------------
; Lose by Time Over
[Statedef 170]
type = S
ctrl = 0
anim = 170 ;|| 171
velset = 0,0

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

;---------------------------------------------------------------------------
; Win state decider
[Statedef 180]
type = S


[state 180, anim]
type = changestate
trigger1 = Var(2) = [0,250];125]
;trigger1 = time = 0
;trigger2 = anim != 0
value = 181

[state 180, anim]
type = changestate
trigger1 = Var(2) = [251,500];[126,250]
;trigger1 = time = 0
;trigger2 = anim != 0
value = 182

;[state 180, anim]
;type = changestate
;trigger1 = Var(2) = [251,375]
;trigger1 = time = 0
;trigger2 = anim != 0
value = 183

;[state 180, anim]
;type = changestate
;trigger1 = Var(2) = [376,500]
;trigger1 = time = 0
;trigger2 = anim != 0
;value = 184

[State 180, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;[State 180, 1]
;type = ChangeState
;trigger1 = Time = 0
;value = 181

;---------------------------------------------------------------------------
; Win pose 1
[Statedef 181]
type = S
ctrl = 0
anim = 6009
velset = 0,0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 260,17

[State 181, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=200
flag = RoundNotOver

[state 181, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 181, EnvShake]
type = EnvShake
triggerall = time > 10
trigger1 = time%6 = 0
time = 5
ampl = 8
persistent = 1

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0
sprpriority = 6

[State 182, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=250
flag = RoundNotOver

[state 182, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

;[State 0, Helper]
;type = Helper
;triggerall = numhelper(1829) > 0
;trigger1 = time = 20
;helpertype = normal ;player
;name = "Syren"
;ID = 1825
;stateno = 1825
;pos = 0,0
;postype = back    ;p2,front,back,left,right
;facing = 1


[State 182, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 5000,3

[State 182, ChangeAnim]
type = ChangeAnim
trigger1 = time = 85
value = 1824


[State 182, PlaySnd]
type = PlaySnd
trigger1 = time = 95
value = 5000,1

[State 182, PlaySnd]
type = PlaySnd
trigger1 = time = 150
value = 1823,ifelse((random > 500),2,3)

[State 182, PlaySnd]
type = PlaySnd
trigger1 = time = 95
value = 1400,2


[State 0, Helper]
type = Helper
;triggerall = numhelper(1829) < 1
trigger1 = time = 20
helpertype = normal ;player
name = "Banshee"
ID = 1821
stateno = 1821
pos = 0,0
postype = back    ;p2,front,back,left,right
facing = 1


[State 182, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


;---------------------------------------------------------------------------
;Win 2 - Banshee/Syren Arrives
[Statedef 1821]
physics = S
ctrl = 0
anim = ifelse((numhelper(1829) > 0),1826,1821)


[State 1821, VelSet]
type = VelSet
trigger1 = 1
x = 5

[State 1821, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1822


;---------------------------------------------------------------------------
;Win 2 - Banshee/Syren Stops
[Statedef 1822]
physics = S
ctrl = 0
anim = ifelse((numhelper(1829) > 0),1827,1822)


[State 1822, VelSet]
type = VelSet
trigger1 = 1
x = 3.5

[State 1822, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1823


;---------------------------------------------------------------------------
;Win 3 - Banshee/Syren Attacks
[Statedef 1823]
physics = S
velset = 0,0
ctrl = 0
anim = ifelse((numhelper(1829) > 0),1828,1823)

[State 1823, Turn]
type = Turn
trigger1 = parent, backedgebodydist <= 100
trigger1 = time = 0

[State 1823, PlaySnd]
type = PlaySnd
trigger1 = time = 22
value = 1823,ifelse((numhelper(1829) > 0),1,0)


[State 1823, Helper]
type = Helper
trigger1 = time = 24
helpertype = normal ;player
name = "Sonic_Yell"
ID = 1824
stateno = 1824
pos = 0,ifelse((numhelper(1829) > 0),-10,0)
postype = p1    ;p2,front,back,left,right
facing = 1

[State 1823, EnvShake]
type = EnvShake
trigger1 = time = 24
trigger2 = time = 34
trigger3 = time = 44
trigger4 = time = 54
time = 5
ampl = 18
persistent = 1

[State 1828, VelSet]
type = VelSet
trigger1 = time > 66
x = ifelse((numhelper(1829) > 0),-2,0)


;---------------------------------------------------------------------------
;Win 2 - Sonic Yell
[Statedef 1824]
physics = S
velset = 0,0
ctrl = 0
anim = 1825

[State 0, VelSet]
type = VelSet
trigger1 = time >= 22
x = 6



;---------------------------------------------------------------------------
;Win 2 - Banshee ID
[Statedef 1829]
physics = N
ctrl = 0
anim = 3999


[State 0, BindToParent]
type = BindToParent
trigger1 = 1
time = 1
facing = 1
pos = (parent, pos x),(parent,pos y)


;---------------------------------------------------------------------------
; Win pose 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0


[State 182, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=180
flag = RoundNotOver

[state 182, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 52, Landing]
type = PlaySnd
trigger1 = animelem = 7
value = 10,0

[State 0, Playsnd]
type = PlaySnd
trigger1 = animelem = 14
value = 183,0

[State 52, Landing FX]
type = Explod
trigger1 = animelem = 7
anim = 925
ID = 182
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause =1
;persistent =

[State 183, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win pose 4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
trigger2 = animelem = 10
value = 190,10


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = 181,0
loop = 0

[State 184, a]
type = AssertSpecial
trigger1 = time >= 0
trigger1 = time <=200
flag = RoundNotOver

[state 184, Assert]
type = assertspecial
trigger1 = Time >= 0
flag = NoBarDisplay

[State 184, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1



;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 190

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = 190,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12
trigger2 = animelem = 15
value = 190,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = 1400,2



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 12;animelem = 4
value = 260,19
channel = 3

[State 6001, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = 260,12

[State 195, PlaySnd]
type = PlaySnd
trigger1 =animelem = 21
value = 3000,3


[State 0, StopSnd]
type = StopSnd
trigger1 = stateno  = 0 || stateno != 191
channel = 3


[State 191, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 191, 4] ;Change to stand state
type = ChangeState
trigger1 = AnimTime = 0
value = 194

;----------------------------------------------------------------------
;Intro 2 - Wolvenom Enters
[Statedef 192]
type = A
physics = A
velset = 0, 0
ctrl = 0
anim = 1200

[State 192, 1] ;Freeze animation until PreIntro is over
type = ChangeAnim
trigger1 = RoundState = 0
value = 1200

[State 192, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro



[State 192, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1

[State 192, Posadd]
type = Posadd
trigger1 = time = 0
x = 255
y = -150


[State 192, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0


[State 192, StateTypeSet]
type = StateTypeSet
trigger1 = time > 10 && pos y >=-15
physics = N         ;A,C,S,N

[State 192, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = 260,5

[State 192, PlaySnd]
type = PlaySnd
trigger1 = time = 6
trigger2 = time = 12
trigger3 = time = 18
trigger4 = time = 24
trigger5 = time = 30
value = 250,2


[State 192, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1


[State 192, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 15
x = -4.8
y = -4




[State 192, End]
Type = ChangeState
Trigger1 = time > 20 && Pos y >= -15
Value = 1921
ctrl = 0

;----------------------------------------------------------------------
; Intro 2 - Hit ground
[Statedef 1921]
type = S
movetype = I
physics = N
anim = 5080
velset = 0,0
ctrl = 0

[State 1921, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 1921, Posset]
type = Posset
trigger1 = 1
y = 0

[State 192, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1


[State 1921, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,2

;[State 192, PlaySnd]
;type = PlaySnd
;trigger1 = time = 0
;value = 5000,1


[State 1921, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 8
ampl = 20
persistent = 1

[State 1921, Landing FX]
type = Explod
trigger1 = time = 0;animelem = 1
anim = 925
ID = 52
pos= 0,0
postype = p1  ;p2,frnt,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause =1



[State 1921, End]
Type = ChangeState
Trigger1 = time = 5
Value = 1922
ctrl = 0

;----------------------------------------------------------------------
; Intro 2 - Bounce
[Statedef 1922]
type = A
movetype = A
physics = S
anim = 1305
juggle = 20
ctrl = 0
poweradd = 0


[State 1922, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro

;[State 192, ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 1
;movecamera = 1,1


[State 1922, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 6
value = 250,2

[State 1922, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 1922, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 10
x =  0.8
y = -6



[State 1922, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2
physics = A         ;A,C,S,N

[State 1922, ChangeAnim]
type = ChangeAnim
trigger1 = time = 15
value = 660

[State 1922, StateTypeSet]
type = StateTypeSet
trigger1 = time > 20 && pos y >=-15
physics = N         ;A,C,S,N


[State 0, ChangeState]
type = ChangeState
trigger1 = time > 15 && pos y >= -15
value = 1923
ctrl = 0

;---------------------------------------------------------------------------
; Intro 2 - Land
[Statedef 1923]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 1923

[State 1923, 2] ;Assert this until you want "round 1, fight" to begin
type = AssertSpecial
trigger1 = 1
flag = Intro


[State 1923, PosSet]
type = PosSet
trigger1 = 1
y = 0

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = time = 5
value = 260,ifelse((random>500),23,24)
channel = 3

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 22
value = 190,5

[State 1923, Landing]
type = PlaySnd
trigger1 = animelem = 1
value = 52,0

[State 1923, Landing FX]
type = Explod
trigger1 = time = 0;animelem = 1
anim = 925
ID = 52
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 0
ontop = 0
ownpal = 1
removeongethit = 1
ignorehitpause =1


[State 1923, Sparks]
type = Explod
trigger1 = animelem = 22
trigger2 = animelem = 26
anim = 1924
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
sprpriority = 7
ontop = 1
ownpal = 0


[State 1923, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0
value = 194



;-----------------------------------------------
[Statedef 194]; Move around before match
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 = 2.4

[State 20, 2]
type = VelSet
trigger1 = command = "holdback"
x = -2.0

[State 2]
type = ChangeAnim
trigger1 = command = "holdfwd"
trigger1 = Anim != 20
value = 20

[State 2]
type = ChangeAnim
trigger1 = command = "holdback"
trigger1 = Anim != 21
value = 21

[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
anim = 195
velset = 0,0
sprpriority = 2
ctrl = 0


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 6
value = 200

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem = 5
value = 260,11

[State 195, PlaySnd]
type = PlaySnd
trigger1 =animelem = 5
value = 3000,3

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 196
ctrl = 1

;---------------------------------------------------------------------------
; Taunt - Finish
[Statedef 196]
type = S
movetype = I
physics = S
anim = 196
velset = 0,0
sprpriority = 2
ctrl = 0

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

;---------------------------------------------------------------------------
; Taunt 2
[Statedef 197]
type    = S
physics = S
velset = 0,0
ctrl = 0
anim = 197
sprpriority = 2


[State 0, PowerAdd]
type = PowerAdd
trigger1 = animelem = 4
trigger2 = animelem = 6
value = 75


[State 197, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,10

[State 197, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 190,5


[State 197, Sparks]
type = Explod
trigger1 = animelem = 4
trigger2 = animelem = 6
anim = 1924
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
sprpriority = 7
ontop = 1
ownpal = 1


[State 197, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl =1



;---------------------------------------------------------------------------
; 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 200, Slide]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 3

[State 200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = 250,1


[State 200, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 23, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
guard.pause = 5,7
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 7			;Time attacker pauses, time opponent shakes
sparkno = 0;s981				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -50, -70		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -3,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -5
air.guard.cornerpush.veloff = -5
envshake.time = 3
envshake.ampl = 3

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502



[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302


[State 200, Link 210]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && command != "holddown"
value = 210

[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220

[State 200, Link 230]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "a" && command != "holddown"
value = 230

[State 200, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 240


[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250

[State 400, Link 410]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "y" && command = "holddown"
value = 410

[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 430]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "a" && command = "holddown"
value = 430

[State 400, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b" && command = "holddown"
value = 440

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450


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


;---------------------------------------------------------------------------
; Standing Medium Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = 210

[State 210, Slide]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 500,10


[State 210, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = ifelse((prevstateno = 215),11,27), 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA		;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 11			;Time attacker pauses, time opponent shakes
guard.pause = 16
sparkno = 0;s985;s955				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -55, -75		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 6		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -5.5		;Velocity at which opponent is pushed
;airguard.velocity = -3.5,-1	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5.5,-3		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time = 4
envshake.ampl = 4

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502



[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302


[State 200, Link 425]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command = "holddown" && command = "holdfwd"
value = 425

[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220

[State 200, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 240


[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250


[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 430]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "a" && command = "holddown"
value = 430

[State 400, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b" && command = "holddown"
value = 440

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450


[State 210, Followup 215]
type = ChangeState
Triggerall = Time > 11 && time <= 19
trigger1 = command = "y"
value = 215

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

;---------------------------------------------------------------------------
; Standing Medium Punch - Followup Attack
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 15
ctrl = 0
velset = 0,0
anim = 215

[State 215, Slide]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 500,10


[State 215, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 11, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 10			;Time attacker pauses, time opponent shakes
guard.pause = 18
sparkno = 0;s955				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -60, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 6		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -5.5		;Velocity at which opponent is pushed
;airguard.velocity = -2,-1	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -5,-3		;X-velocity at which opponent is pushed,
air.hittime = 16		;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time = 4
envshake.ampl = 4


[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502


[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302



[State 200, Link 425]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command = "holddown" && command = "holdfwd"
value = 425


[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220

[State 200, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 240

[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250

[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b" && command = "holddown"
value = 440

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450

[State 215, Followup 210]
type = ChangeState
Triggerall = Time > 11 && time <= 18
trigger1 = command = "y"
value = 210


[State 215, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Strong Punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
ctrl = 0
velset = 0,0
anim = 220

[State 220, Slide]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 260,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 500,1


[State 225, Explod]
type = Explod
trigger1 = animelem = 2
ID = 225
anim = 225
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.85,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 225, Explod]
type = Explod
trigger1 = animelem = 2
ID = 225
anim = 225
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 0.85,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1
trans = add1



[State 220, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 38, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 10			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = 0;s990				;Spark anim no (Def: set above)
sparkxy = -60, -60		;X-offset for the "hit spark" rel. to p2,
;guard.sparkno; = s935
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
;airguard.velocity = -3,-3	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-2		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
envshake.time = 5
envshake.ampl = 5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -10
air.guard.cornerpush.veloff = -10
p2facing = 1
p2stateno = 221

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502



[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302


[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250


[State 200, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command = "holddown"
value = 450


[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Heavy Punch - Opponent Hit
[Statedef 221]
type    = S
movetype= H
physics = N
velset = 0,0;-13, -4

[State 221, PosSet]
type = PosSet
Triggerall = Pos Y = 0
trigger1 = time = 0
y = -5


[State 221, 1]
type = Changeanim2
Trigger1 = time = 0
value = 221


[State 221, 5]
type = ChangeState
trigger1 = time = 5
value = 222
ctrl = 0



;---------------------------------------------------------------------------
; Standing Heavy Punch - Opponent Knocked Away
[Statedef 222]
type    = A
movetype= H
physics = N
velset = -15, -4

[State 222, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .45


[State 222, 1]
type = Changeanim
Trigger1 = time = 0
value = 5030


[State 222, 5]
type = ChangeState
trigger1 = Pos Y >= 0 ; Vel Y > 0 &&
value = 223
ctrl = 0

;---------------------------------------------------------------------------
; Standing Heavy Punch - Opponent Bounce
[Statedef 223]
type    = A
movetype= H
physics = N
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = s1500,50
volume = 2

[State 0, EnvShake]
type = EnvShake
trigger1 = time = 0
time = 10
;freq = 40
ampl = 7

[State 223, 1]
type = Changeanim
Trigger1 = time = 0
value = 5100

[State 223, 5]
type = ChangeState
Triggerall = alive = 1
trigger1 = time >= 5
value = 224
ctrl = 0

[State 223, 5]
type = ChangeState
Triggerall = alive = 0
trigger1 = time >= 5
value = 5110
ctrl = 0

;---------------------------------------------------------------------------
; Standing Heavy Punch - Opponent Recover
[Statedef 224]
type    = A
movetype= H
physics = A
velset = -3,-6.5

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 9

[State 223, 1]
type = Changeanim
Trigger1 = time = 0
value = 5160

[State 224, 1]
type = Changeanim
Trigger1 = time = 8
value = 5040


[State 224, SelfState]
type = SelfState
trigger1 = time > 8 && pos Y >= -10
value = 52
ctrl = 1


;---------------------------------------------------------------------------
; Standing Strong Punch - Slash FX
[Statedef 225]
physics = N
ctrl = 0
velset = 0,0
anim = 225
sprpriority = 7

;[State 225, BindToParent]
;type = BindToParent
;trigger1 = time = 0
;time = 99
;facing = 1
;pos = 0,0


[State 225, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || parent, movetype = H || parent, stateno != 220


;---------------------------------------------------------------------------
; Standing Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 22
ctrl = 0
velset = 0,0
anim = 230

[State 230, Slide]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,4


[State 230, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5,9			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = 0;s951				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -45, -25		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 1			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 4		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -2.5,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -4
air.cornerpush.veloff = -4
air.guard.cornerpush.veloff = -4
envshake.time =3
envshake.ampl =3

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502


[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302


[State 200, Link 210]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && command != "holddown"
value = 210

[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220


[State 200, Link 235]
type = ChangeState
triggerall = movecontact > 0 && time > 7
trigger1 = (command = "a") && command != "holddown"
value = 235

[State 200, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 240

[State 200, Link 245]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 245

[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250

[State 400, Link 410]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "y" && command = "holddown"
value = 410

[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b" && command = "holddown"
value = 440

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450


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

;---------------------------------------------------------------------------
; Followup Light Kick
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 25
ctrl = 0
velset = 0,0
anim = 235


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,4

[State 231, 1]
type = HitDef
trigger1 = animelem = 3
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5,9			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = 0;s951				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -55, -45		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 1			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 4		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4,-3		;Velocity at which opponent is pushed
airguard.velocity = -2.5,-2	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -4,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time =3
envshake.ampl =3

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502


[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302



[State 201, Link 210]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && command != "holddown"
value = 210

[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220

[State 200, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 240

[State 200, Link 245]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 245


[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250

[State 400, Link 410]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "y" && command = "holddown"
value = 410

[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b" && command = "holddown"
value = 440

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450


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

;---------------------------------------------------------------------------
; Standing Medium Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 25
ctrl = 0
velset = 0,0
anim = 240

[State 240, Slide]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 3



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,4

[State 240, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 10			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = 0;s955				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -40, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 2			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
;airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -8,-5		;X-velocity at which opponent is pushed,
air.hittime = 16
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.cornerpush.veloff = -6
air.guard.cornerpush.veloff = -6
envshake.time = 4
envshake.ampl = 4			;Time before opponent regains control in air

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502


[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302


[State 200, Link 425]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command = "holddown" && command = "holdfwd"
value = 425


[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220

[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250

[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450

[State 240, 5]
type = ChangeState
Triggerall = movecontact > 0;&& Time >= 15 && time <= 20
trigger1 = command = "b"
value = 245
ctrl = 1


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


;---------------------------------------------------------------------------
; Standing Medium Kick - Followup
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 15
ctrl = 0
velset = 0,0
anim = 245

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,4

[State 245, 1]
type = HitDef
trigger1 = animelem = 2
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 12, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 6, 8			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = 0;s955				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -55, -100		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 2			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -8		;Velocity at which opponent is pushed
;airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-6		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time = 4
envshake.ampl = 4

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502



[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302



[State 200, Link 425]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command = "holddown" && command = "holdfwd"
value = 425

[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220


[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250


[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450

[State 245, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Standing Strong Kick
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 50
ctrl = 0
velset = 0,0
anim = 250

[State 250, Slide]
type = Velset
trigger1 = (Time > 0) && (time <= 10) && (PrevStateNo = 100)
x = 3


[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0 && (random > 500)
value = 260,2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 250,2


[State 250, 1]
type = HitDef
trigger1 = animelem = 4
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 0			;Damage that move inflicts, guard damage
getpower = 4,1
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 6, 6			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = 0;s960				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -40, -120		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 3			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.3, -11.5; -0.3, -13.5		;Velocity at which opponent is pushed
airguard.velocity = -3,-4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.3,-11		;X-velocity at which opponent is pushed,
air.hittime = 35
;air.fall = 1
fall.recover = 1
fall.recovertime = 35
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -10
air.guard.cornerpush.veloff = -10
envshake.time = 4
envshake.ampl = 4
p2facing = 1


[State 420, Launch FX]
type = Explod
trigger1 = movehit
anim = 910
ID = 420
removetime = -2
persistent = 0
pos = ceil(p2bodydist x)+0,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
;supermove = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64
trans = add

[State 420, Launch FX]
type = Explod
trigger1 = movehit
anim = 911
ID = 420
removetime = -2
persistent = 0
pos = ceil(p2bodydist x)+0,-60
postype = p1
sprpriority = 2
;facing = -1
ownpal = 1
bindtime = 1
supermovetime = 0
ontop = 1
ignorehitpause = 1
scale = 2.20, 0.64
trans = add


[State 420, Chase Jump]
type = ChangeState
value = 7000
triggerall = movehit && (Time <= 20) && enemy, movetype = H
trigger1 = command = "holdup" && command = "holdfwd" || command = "holdup" && command = "holdback" || Command = "holdup"

[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 200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,1

[State 400, 1]
type = HitDef
trigger1 = animelem = 2
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 22, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAF
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 5, 6			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = 0;s981				;Spark anim no (Def: set above)
sparkxy = -55, -30		;X-offset for the "hit spark" rel. to p2,
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
hitsound = s500, 0			;Sound to play on hit
guardsound = s300, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -5
air.guard.cornerpush.veloff = -5
envshake.time = 3
envshake.ampl = 3


[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502


[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302




[State 200, Link 210]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && p2bodydist x > 28 && command != "holddown"
value = 210

[State 200, Link 215]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && p2bodydist x <= 28 && command != "holddown"
value = 215

[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220

[State 200, Link 225]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && (command = "holdfwd") && command != "holddown"
value = 225

[State 200, Link 235]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "a" && command != "holddown"
value = 230

[State 200, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 240

[State 200, Link 245]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 245

[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250


[State 400, Link 410]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "y" && command = "holddown"
value = 410

[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 430]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "a" && command = "holddown"
value = 430

[State 400, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b" && command = "holddown"
value = 440

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450



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

;---------------------------------------------------------------------------
; Crouching Medium Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 35
ctrl = 0
anim = 410


[State 200, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,1


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 500,1


[State 415, Explod]
type = Explod
trigger1 = animelem = 3
ID = 225
anim = 415
pos = 52,-3
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 410, Explod]
type = Explod
trigger1 = animelem = 3
ID = 225
anim = 415
pos = 52,-3
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1
trans = add1

[State 410, 1]
type = HitDef
trigger1 = animelem = 3
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 31, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 8			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = 0;s990				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -45, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 8		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = 3,-3		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = 3,-3		;X-velocity at which opponent is pushed,
air.hittime = 16			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time = 4
envshake.ampl = 4

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502


[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302


[State 200, Link 425]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command = "holddown" && command = "holdfwd"
value = 425

[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220

[State 200, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 240


[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250


[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b" && command = "holddown"
value = 440

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450

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

;---------------------------------------------------------------------------
; Crouching Strong Punch
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 50
ctrl = 0
anim = 420


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
value = 260,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 500,1

[State 0, PosAdd]
type = PosAdd
trigger1 = time >= 4 && time <= 14
x = 5.5

[State 0, PosAdd]
type = PosAdd
trigger1 = time > 14 && time <= 19
x = 2

[State 415, Explod]
type = Explod
trigger1 = animelem = 7
ID = 225
anim = 421
pos = -16,1
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 410, Explod]
type = Explod
trigger1 = animelem = 7
ID = 225
anim = 421
pos = -16,1
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1
trans = add1


[State 420, 1]
type = HitDef
trigger1 = animelem = 2
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 38, 0			;Damage that move inflicts, guard damage
animtype = heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 10			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s995				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -50, -25		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -12
air.guard.cornerpush.veloff = -12
envshake.time = 5
envshake.ampl = 5


[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502


[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302



[State 420, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250


[State 420, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command = "holddown"
value = 450


[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Claw Slide
[Statedef 425]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 45
ctrl = 0
anim = 425

[State 0, PlaySnd]
type = PlaySnd
triggerall = random > 500
trigger1 = animelem = 5
value = 260,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,2


[State 0, PosAdd]
type = PosAdd
trigger1 = time > 3 && time <= 25
x = 6

[State 0, PosAdd]
type = PosAdd
trigger1 = time > 25 && time <= 28
x = 3

[State 425, 1]
type = HitDef
trigger1 = Time = 0
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 35, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 10			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s985				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -50, -15		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 2			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = trip		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -0.5, -5		;Velocity at which opponent is pushed
air.type = trip			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -0.5, -5		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9
air.cornerpush.veloff = -9
air.guard.cornerpush.veloff = -9
envshake.time = 5
envshake.ampl = 5

[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000


[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000

[State 420, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,4

[State 430, 1]
type = HitDef
Triggerall = enemynear, statetype != L
trigger1 = animelem = 2
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 22, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAF
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 10			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = 0;s951				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 1			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 10		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
air.hittime = 10			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
envshake.time = 3
envshake.ampl = 3

[State 430, 1]
type = HitDef
triggerall = enemynear, statetype = L && enemynear, stateno != 5120
trigger1 = animelem = 2
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 22, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAFD
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 10			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = 0;s951				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 3			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 12		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,
air.hittime = 12			;Time before opponent regains control in air
envshake.time = 3
envshake.ampl = 3
p2stateno = 431
p2facing = 1

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502


[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302



[State 200, Link 210]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && p2bodydist x > 28 && command != "holddown"
value = 210

[State 200, Link 215]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "y") && p2bodydist x <= 28 && command != "holddown"
value = 215


[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command != "holddown"
value = 220

[State 200, Link 225]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && (command = "holdfwd") && (command != "holddown")
value = 225

[State 200, Link 240]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "b") && command != "holddown"
value = 240

[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250

[State 400, Link 410]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "y" && command = "holddown"
value = 410

[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown"
value = 420

[State 400, Link 440]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b" && command = "holddown"
value = 440

[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450


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

;---------------------------------------------------------------------------
; OTG - Opponent Knocked up
[Statedef 431]
type    = A
movetype= H
physics = N
velset = -2, -5.5

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .35


[State 431, 1]
type = Changeanim
Trigger1 = time = 0
value = 5050

[State 0, SelfState]
type = SelfState
trigger1 = time > 5 && pos Y >= -10
value = 5100
ctrl = 1



;---------------------------------------------------------------------------
; Crouching Medium Kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 35
ctrl = 0
anim = 440



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,4

[State 440, 1]
type = HitDef
Triggerall = enemynear, statetype != L
trigger1 = animelem = 3
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 30, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 10			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = 0;s955				;Spark anim no (Def: set above)
sparkxy = -40, -8		;X-offset for the "hit spark" rel. to p2,
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
hitsound = s200, 2			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = trip		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -1, -2 		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-2		;X-velocity at which opponent is pushed,
air.hittime = 16
fall = 1
air.fall = 1
fall.recover = 0			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
envshake.time = 4
envshake.ampl = 4

[State 440, 1]
type = HitDef
triggerall = enemynear, statetype = L && enemynear, stateno != 5120
trigger1 = animelem = 3
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 30, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = L			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 10			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = 0;s955				;Spark anim no (Def: set above)
sparkxy = -40, -8		;X-offset for the "hit spark" rel. to p2,
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
hitsound = s200, 2			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = trip		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 7		;Time that the opponent slides back
ground.hittime  = 16		;Time opponent is in hit state
ground.velocity = -1, -2 		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,-2		;X-velocity at which opponent is pushed,
air.hittime = 16
fall = 1
air.fall = 1
fall.recover = 0			;Time before opponent regains control in air
envshake.time = 4
envshake.ampl = 4
p2facing = 1
p2stateno = 431

[State -1, Twisted_X]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Twisted_X"
value = 3000


[State -1, Hyper_Barrage]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Hyper_Barrage"
value = 2000

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Berserker_Barrage_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_L"
value = 1000

[State -1, Berserker_Barrage_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_M"
value = 1001

[State -1, Berserker_Barrage_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Berserker_Barrage_H"
value = 1002

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1500

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1501

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1502


[State -1, Cannon_Ball_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_L"
value = 1300

[State -1, Cannon_Ball_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_M"
value = 1301


[State -1, Cannon_Ball_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Cannon_Ball_H"
value = 1302


[State 200, Link 425]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && command = "holddown" && command = "holdfwd"
value = 425

[State 200, Link 220]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "z") && (command != "holdfwd") && (command != "holddown")
value = 220

[State 200, Link 250]
type = ChangeState
triggerall = movecontact > 0
trigger1 = (command = "c") && command != "holddown"
value = 250

[State 400, Link 420]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z" && command = "holddown" && (command != "holdfwd")
value = 420


[State 400, Link 450]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c" && command = "holddown"
value = 450

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

;---------------------------------------------------------------------------
; Crouch Strong Kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 50
ctrl = 0
anim = 450


[State 0, PosAdd]
type = PosAdd
trigger1 = time > 0 && time <= 5
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 = time > 17 && time <= 35
x = 6.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 5
value = 250,2


[State 0, PlaySnd]
type = PlaySnd
triggerall = random > 500
trigger1 = animelem = 4
value = 260,2

[State 450, 1]
type = HitDef
trigger1 = animelem = 5
attr = C, NA			;Attribute: Standing, Normal Attack
damage = 40, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 10			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s960				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -55, -40		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 3			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 10		;Time that the opponent slides back
ground.hittime  = 20		;Time opponent is in hit state
ground.velocity = -10, -4		;Velocity at which opponent is pushed
airguard.velocity = -11,-4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -10,-4		;X-velocity at which opponent is pushed,
air.hittime = 20			;Time before opponent regains control in air
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -12
air.guard.cornerpush.veloff = -12
envshake.time = 5
envshake.ampl = 5


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


;---------------------------------------------------------------------------
; Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 600



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 500,1


[State 600, 1]
type = HitDef
trigger1 = animelem = 3
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 22, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 10			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = 0;s981				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -7, -86		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 14		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,ifelse((numhelper(7003) < 1),-7.5,((vel y)-.1))		;X-velocity at which opponent is pushed,
air.hittime = 14			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
yaccel = .5
envshake.time = 3
envshake.ampl = 3

[State -1, Symbiote_Flood]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Flood"
value = 4001

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102

[State -1, Drill]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Drill"
value = 1200

[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1600

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1601

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1602

[State -1, Instinctive_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1


[State 1209, DK2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1

[State 1209, DK1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 671, DK3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1


[State 600, Link 610]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "y"
value = 610

[State 600, Link 620]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z"
value = 620

[State 600, Link 630]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "a"
value = 630

[State 600, Link 640]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b"
value = 640

[State 600, Link 650]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c"
value = 650

[State 600, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0



;---------------------------------------------------------------------------
; Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = 610



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 250,1


[State 610, 1]
type = HitDef
trigger1 = Time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 27, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 10			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = 0;s985				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -8, -86		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 18		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,ifelse((numhelper(7003) < 1),-7.5,((vel y)-.1))		;X-velocity at which opponent is pushed,
air.hittime = 18			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
yaccel = .5
envshake.time = 4
envshake.ampl = 4

[State -1, Symbiote_Flood]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Flood"
value = 4001

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Drill]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Drill"
value = 1200


[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1600

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1601

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1602

[State -1, Instinctive_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1


[State 1209, DK2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1

[State 1209, DK1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 671, DK3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1


[State -1, Wild_C]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holdup" && command = "c"
value = 680


[State 600, Link 620]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z"
value = 620

[State 600, Link 640]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b"
value = 640

[State 600, Link 650]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c"
value = 650


[State 610, ChangeState]
type = ChangeState
triggerall = time > 7 && time <= 16
trigger1 = command = "y"
value = 615
ctrl = 0

[State 610, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

;---------------------------------------------------------------------------
; Jump Medium Punch - Followup Attack
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 15
ctrl = 0
anim = 615



[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 250,1

[State 615, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 10, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 10			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = 0;s995				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -8, -86		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 0			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 18		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,ifelse((numhelper(7003) < 1),-7.5,((vel y)-.1))		;X-velocity at which opponent is pushed,
air.hittime = 18			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
yaccel = .5
envshake.time = 4
envshake.ampl = 4

[State -1, Symbiote_Flood]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Flood"
value = 4001


[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Drill]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Drill"
value = 1200


[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1600

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1601

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1602

[State -1, Instinctive_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1


[State 1209, DK2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1


[State 1209, DK1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 671, DK3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1


[State -1, Wild_C]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holdup" && command = "c"
value = 680



[State 615, Link 620]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z"
value = 620

[State 615, Link 640]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b"
value = 640

[State 615, Link 650]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c"
value = 650



[State 615, ChangeState]
type = ChangeState
triggerall = time > 7 && time <= 16
trigger1 = command = "y"
value = 610
ctrl = 0

[State 615, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0



;---------------------------------------------------------------------------
; Jump Strong Punch
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 10
poweradd= 50
ctrl = 0
anim = 620

[State 0, PlaySnd]
type = PlaySnd
triggerall = random > 500
trigger1 = animelem = 2
value = 260,2


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 500,1

[State 620, Explod]
type = Explod
trigger1 = animelem = 3
ID = 621
anim = 621
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 90
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1


[State 620, Explod]
type = Explod
trigger1 = animelem = 3
ID = 621
anim = 621
pos = -5,-5
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 90
removetime = -2
scale = 1,1
sprpriority = 3
ontop = 0
ownpal = 1
removeongethit = 1
trans = add1


[State 620, 1]
type = HitDef
triggerall = enemynear, statetype = S || enemynear, statetype = C
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 40, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 10			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s990				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -8, -38		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 24		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -6,4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -14,11		;X-velocity at which opponent is pushed,
air.hittime = 24
;fall = 1			;Time before opponent regains control in air
air.fall = 1
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -12
air.guard.cornerpush.veloff = -12
envshake.time = 5
envshake.ampl = 5
p2facing = 1

[State 620, 1]
type = HitDef
triggerall = enemynear, statetype = A
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 40, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 5, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 10			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s990				;Spark anim no (Def: set above)
;guard.sparkno; = s935;Y-offset for the spark rel. to p1
sparkxy = -8, -38		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 6			;Sound to play on hit
guardsound = s130, 1			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 24		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
airguard.velocity = -6,4	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -14,11		;X-velocity at which opponent is pushed,
air.hittime = 24
;fall = 1			;Time before opponent regains control in air
air.fall = 1
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = -12
guard.cornerpush.veloff = -12
air.cornerpush.veloff = -12
air.guard.cornerpush.veloff = -12
envshake.time = 5
envshake.ampl = 5
p2facing = 1
p2stateno = 621


;[State 620, screenbound]
;type = ScreenBound
;trigger1 = p2movetype = H ;&& backedgebodydist > 20
;value = 0
;movecamera = 0,0



;[State 620, ChangeState]
;type = ChangeState
;trigger1 = backedgebodydist < -5 && (Vel Y > 0) && (Pos Y >= 0); backedgebodydist < -5 ||;value = 107 ;run back onscreen state
;Value = 103
;ctrl = 0

;[State 651, ChangeState]
;type = ChangeState
;trigger1 = animtime = 0 && backedgebodydist >= -5;Vel Y > 0 && Pos Y >= -10 && backedgebodydist >= -5 ;This is true only if he is NOT offscreen
;value = 660 ;
;ctrl = 1


[State 620, ChangeState]
type = ChangeState
trigger1 = animtime = 0
ctrl = 0
value = 660

;---------------------------------------------------------------------------
; Jump Heavy Punch - Opponent Hit
[Statedef 621]
type    = S
movetype= H
physics = N
velset = 0,0;-13, -4


[State 621, 1]
type = Changeanim2
Trigger1 = time = 0
value = 221


[State 621, 5]
type = ChangeState
trigger1 = time = 3
value = 622
ctrl = 0



;---------------------------------------------------------------------------
; Jump Heavy Punch - Opponent Knocked Away
[Statedef 622]
type    = A
movetype= H
physics = N
velset = -14,11

[State 622, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .45


[State 1360, 1]
type = Changeanim
Trigger1 = time = 0
value = 5030


[State 622, 5]
type = ChangeState
trigger1 = Pos Y >= 0 ; Vel Y > 0 &&
value = 223
ctrl = 0


;---------------------------------------------------------------------------
; Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 630



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,4


[State 630, 1]
type = HitDef
trigger1 = animelem = 2
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 22, 0			;Damage that move inflicts, guard damage
animtype = Light			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 11			;Time attacker pauses, time opponent shakes
guard.pause = 13
sparkno = 0;s951				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -5, -50		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 1			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 14		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,ifelse((numhelper(7003) < 1),-7.5,((vel y)-.1))		;X-velocity at which opponent is pushed,
air.hittime = 14			;Time before opponent regains control in air
ground.cornerpush.veloff = -3
guard.cornerpush.veloff = -3
air.cornerpush.veloff = -3
air.guard.cornerpush.veloff = -3
yaccel = .5
envshake.time = 3
envshake.ampl = 3

[State -1, Symbiote_Flood]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Flood"
value = 4001


[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Drill]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Drill"
value = 1200


[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1600

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1601

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1602

[State -1, Instinctive_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1


[State 1209, DK2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1

[State 1209, DK1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 671, DK3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1

[State 600, Link 610]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "y"
value = 610

[State 600, Link 620]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z"
value = 620

[State 600, Link 640]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "b"
value = 640

[State 600, Link 650]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c"
value = 650


[State 630, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

;---------------------------------------------------------------------------
; Jump Medium Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 35
ctrl = 0
anim = 640



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 250,4

[State 640, 1]
type = HitDef
trigger1 = animelem = 2
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 30, 0			;Damage that move inflicts, guard damage
animtype = Medium			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 3, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 12			;Time attacker pauses, time opponent shakes
guard.pause = 15
sparkno = 0;s955				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -9, -43		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 2			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 18		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1,ifelse((numhelper(7003) < 1),-7.5,((vel y)-.1))		;X-velocity at which opponent is pushed,
air.hittime = 18			;Time before opponent regains control in air
ground.cornerpush.veloff = -8
guard.cornerpush.veloff = -8
air.cornerpush.veloff = -8
air.guard.cornerpush.veloff = -8
yaccel = .5
envshake.time = 4
envshake.ampl = 4

[State -1, Symbiote_Flood]
type = ChangeState
triggerall = movecontact > 0 && power >= 1000
trigger1 = command = "Flood"
value = 4001


[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Drill]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Drill"
value = 1200


[State -1, Web_Claw_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_L"
value = 1600

[State -1, Web_Claw_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_M"
value = 1601

[State -1, Web_Claw_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Web_Claw_H"
value = 1602

[State -1, Instinctive_L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1


[State 1209, DK2]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1

[State 1209, DK1]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 671, DK3]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1


[State -1, Wild_C]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "holdup" && command = "c"
value = 680


[State 600, Link 620]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "z"
value = 620

[State 600, Link 650]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "c"
value = 650


[State 640, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0

;---------------------------------------------------------------------------
; Jump Strong Kick
[Statedef 650]
type    = A
movetype= A
physics = A
juggle  = 10
poweradd= 50
ctrl = 0
anim = 650


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 5
value = 250,2


[State 0, PlaySnd]
type = PlaySnd
triggerall = random > 500
trigger1 = animelem = 2
value = 260,2

[State 650, 1]
type = HitDef
trigger1 = animelem = 2
trigger2 = animelem = 4
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 35, 0			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 6			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s960				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 3			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 24		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -6,0.5		;X-velocity at which opponent is pushed,
airguard.velocity = -9, 1	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.hittime = 24
air.fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -10
air.guard.cornerpush.veloff = -10
p2facing = 1

[State 650, 1]
type = HitDef
trigger1 = animelem = 6
trigger2 = animelem = 8
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 15, 0			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 9, 6			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s960				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 3			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = Low		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 24		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = Low			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -7,4		;X-velocity at which opponent is pushed,
airguard.velocity = -9, 1	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.hittime = 24
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -10
air.cornerpush.veloff = -10
air.guard.cornerpush.veloff = -10
envshake.time = 5
envshake.ampl = 5
p2facing = 1


[State 650, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 660
ctrl = 0


;---------------------------------------------------------------------------
; Jump Recovery 1
[Statedef 660]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd = 0
ctrl = 0
anim = 660

[State 660, 5]
type = CtrlSet
Triggerall = Prevstateno != [1700,1705]
Triggerall = prevstateno != 680
triggerall = prevstateno != 4003
triggerall = prevstateno != 4003
triggerall = prevstateno != 847
triggerall = prevstateno != [1804,1805]
triggerall = prevstateno != [1221,1225]
trigger1 = Time = 5
value = 1

[State 660, VelAdd]
type = VelAdd
triggerall = prevstateno = 4003
trigger1 = command = "holdback"
x = -0.1

[State 660, VelAdd]
type = VelAdd
triggerall = prevstateno = 4003
trigger1 = command = "holdfwd"
x = 0.1


[State 660, Landing]
type = ChangeState
trigger1 = pos y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Dive Kick 1
[Statedef 670]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= 40
ctrl = 0
anim = 670


[State 670, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,1


[State 670, VelSet]
type = VelSet
trigger1 = time > 3
x = 7
y = 11

[State 650, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 35, 0			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 8			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s955				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 1			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -6, 11		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity =  -6, 11		;X-velocity at which opponent is pushed,
airguard.velocity = -4, 5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.hittime = 30
air.fall = 1
fall = 1
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.cornerpush.veloff = -6
air.guard.cornerpush.veloff = -6
envshake.time = 5
envshake.ampl = 5
p2facing = 1



[State 670, Changestate]
type = ChangeState
triggerall = prevstateno != 671
trigger1 = movecontact
value = 671


[State 670, Changestate]
type = ChangeState
trigger1 = pos y >= 0
value = 52

;---------------------------------------------------------------------------
; Dive Kick Recovery
[Statedef 671]
type    = A
movetype= I
physics = S
juggle  = 0
velset = 0,0
poweradd = 0
ctrl = 0
anim = 671

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = Time > 0
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N

[State 0, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 10
x = ifelse((prevstateno = 670),-1,-2)
y = -6


[State 671, DK2]
type = ChangeState
triggerall = prevstateno = 670 && time > 25
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1

[State 671, DK1]
type = ChangeState
triggerall = prevstateno = 672 && time > 25
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 671, DK3]
type = ChangeState
triggerall = time > 25
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1

[State -1, Instinctive_L]
type = ChangeState
triggerall = time > 20
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = time > 25
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = time > 25
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1

[State -1, Wild_Combination]
type = ChangeState
triggerall = time > 25
trigger1 = command = "holdup" && command = "c"
value = 680
ctrl = 1

[State -1, Drill]
type = ChangeState
triggerall = time > 25
trigger1 = command = "Drill"
value = 1200
ctrl = 1


[State 600, Landing]
type = ChangeState
trigger1 = Pos y >= 0
value = 52

;---------------------------------------------------------------------------
; Dive Kick 2
[Statedef 672]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= 40
ctrl = 0
anim = 672

[State 672, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 100,1

[State 672, VelSet]
type = VelSet
trigger1 = time > 3
x = 0
y = 13

[State 672, 1]
type = HitDef
trigger1 = time = 0
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 35, 0			;Damage that move inflicts, guard damage
animtype = Heavy			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 8			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s955				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 1			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -1, 11		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity =  -1, 11		;X-velocity at which opponent is pushed,
airguard.velocity = -2, 5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.hittime = 30
air.fall = 1
fall = 1
fall.recover = 0
down.bounce = 1
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -6
air.cornerpush.veloff = -6
air.guard.cornerpush.veloff = -6
envshake.time = 5
envshake.ampl = 5
p2facing = 1



[State 672, Changestate]
type = ChangeState
triggerall = prevstateno != 671
trigger1 = movecontact
value = 671


[State 672, Changestate]
type = ChangeState
trigger1 = pos y >= 0
value = 52

;---------------------------------------------------------------------------
; Dive Kick 3
[Statedef 673]
type    = A
movetype= A
physics = S
juggle  = 0
velset = 0,0
poweradd= 350
ctrl = 0
anim = 673


[State 670, PlaySnd]
type = PlaySnd
trigger1 = time = 12
value = 100,1


[State 673, VelSet]
type = VelSet
trigger1 = time > 12
x = 9
y = 11

[State 673, 1]
type = HitDef
trigger1 = time%4 = 0 && hitcount <= 2
attr = A, NA			;Attribute: Standing, Normal Attack
damage = ifelse((hitcount > 3),5,15), 0			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = HA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 7, 7			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s960				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 9			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 22		;Time opponent is in hit state
ground.velocity = -6		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity =  -6, 11		;X-velocity at which opponent is pushed,
airguard.velocity = -4, 5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.hittime = 22
air.fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5


[State 673, Changestate]
type = ChangeState
trigger1 = pos y >= 0
value = 52

;---------------------------------------------------------------------------
; Wild Combination
[Statedef 680]
type    = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
poweradd= 35
ctrl = 0
anim = 680

[State 680, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 260,1

[State 680, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 260,2


[State 680, PlaySnd]
type = PlaySnd
trigger1 = time = 0
trigger2 = animelem = 4
value = 250,2

[State 680, VelSet]
type = VelSet
trigger1 = time > 0 && time <= 10
x = 0.8
y = -5

[State 680, 1]
type = HitDef
trigger1 = animelem = 3
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 30, 0			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 8			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s960				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 1			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -0.5, -7		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity =  -0.5, -7		;X-velocity at which opponent is pushed,
airguard.velocity = -0.5, -5.5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.hittime = 30
air.fall = 1
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
air.cornerpush.veloff = -5
air.guard.cornerpush.veloff = -5
envshake.time = 5
envshake.ampl = 5

[State 680, 1]
type = HitDef
trigger1 = animelem = 7
attr = A, NA			;Attribute: Standing, Normal Attack
damage = 20, 0			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 4			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s960				;Spark anim no (Def: set above)
;guard.sparkno; = s935
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 2			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -12, 7		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity =  -12, 7		;X-velocity at which opponent is pushed,
airguard.velocity = -4, 5	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.hittime = 30
air.fall = 1
fall = 1
fall.recover = 0
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -9
air.cornerpush.veloff = -9
air.guard.cornerpush.veloff = -9
envshake.time = 5
envshake.ampl = 5
p2facing = 1


[State 656, ChangeState]
type = ChangeState
trigger1 = time != 48 && backedgebodydist < -10
value = 101 ;run back onscreen state
ctrl = 0


[State 655, ScreenBound]
type = ScreenBound
trigger1 = p2movetype = H && hitcount > 0
value = 0
movecamera = 0,0

[State -1, Symbiote_Flood]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Flood" && power >= 1000
value = 4001

[State -1, Tornado_Claw_L]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Tornado_Claw_L"
value = 1100

[State -1, Tornado_Claw_M]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Tornado_Claw_M"
value = 1101

[State -1, Tornado_Claw_H]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Tornado_Claw_H"
value = 1102


[State -1, Drill]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Drill"
value = 1200


[State -1, Web_Claw_L]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Web_Claw_L"
value = 1600

[State -1, Web_Claw_M]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Web_Claw_M"
value = 1601

[State -1, Web_Claw_H]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Web_Claw_H"
value = 1602

[State -1, Instinctive_L]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Instinctive_L"
value = 1700
ctrl = 1

[State -1, Instinctive_M]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Instinctive_M"
value = 1701
ctrl = 1


[State -1, Instinctive_H]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "Instinctive_H"
value = 1702
ctrl = 1


[State 1209, DK2]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "holddown" && command = "b"
value = 672
ctrl = 1

[State 1209, DK1]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "holddown" && command = "a"
value = 670
ctrl = 1


[State 671, DK3]
type = ChangeState
triggerall = hitcount = 1 && time <= 18
trigger1 = command = "holddown" && command = "c"
value = 673
ctrl = 1


[State 680, Changestate]
type = ChangeState
trigger1 = animtime = 0
value = 660


[State 680, Changestate]
type = ChangeState
trigger1 = time > 10 && pos y >= 0
value = 52


;---------------------------------------------------------------------------
; Drill & Slash - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1
sparkxy = -10, -80		;X-offset for the "hit spark" rel. to p2,
sprpriority = 1       ;Draw in front of p2
p1facing = ifelse (command = "holdback", -1, 1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 805       ;On success, player changes to state 810
p2stateno = 810       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Drill & Slash - Activate
[Statedef 805]
type    = S
movetype= A
physics = N
anim = 805
poweradd = 100
sprpriority = 3


[State 0, PosAdd]
type = PosAdd
trigger1 = backedgebodydist <= -10
trigger1 = time = 0
x = -15

[State 0, PosAdd]
type = PosAdd
trigger1 = enemynear, backedgebodydist <= -10
trigger1 = time = 0
x = -10


[State 805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 800,0


[State 805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,25

[State 805, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 55, 0

[State 805, Bind 2]
type = TargetBind
trigger1 = time = 50
pos = 35, -15


[State 805, 1]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
trigger5 = AnimElem = 14
damage = 10
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = MFL          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s955
sparkxy = -25, -55		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 811       ;If hit, p2 changes to state 820 in player's cns
kill = 0
ID = 1

[State 805, 1]
type = HitDef
trigger1 = animelem = 20
attr = S, NT			;Attribute: Standing, Normal Attack
damage = 60, 0			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags of conditions that move can hit
priority = 7, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 11			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s990				;Spark anim no (Def: set above)
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 3			;Sound to play on hit
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -12, -8.5		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity =  -12, -8.5		;X-velocity at which opponent is pushed,
air.hittime = 30
air.fall = 1
fall = 1
fall.recover = 1
fall.recovertime = 30
ground.cornerpush = -15
envshake.time = 5
envshake.ampl = 5
p2facing = 1
kill = 1
ID = 2

[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Drill & Slash  - Opponent Caught
[Statedef 810]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

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

[State 810, 1]
type = Changeanim2
Trigger1 = time = 0
value = 810




;---------------------------------------------------------------------------
; Drill & Slash  - Opponent Hit
[Statedef 811]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

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

[State 810, 1]
type = Changeanim2
Trigger1 = time = 0
value = 811


;---------------------------------------------------------------------------
; Knockdown & Stab - Attempt
[Statedef 820]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1
sparkxy = -10, -80		;X-offset for the "hit spark" rel. to p2,
sprpriority = 1       ;Draw in front of p2
p1facing = 1;ifelse (command = "holdback", -1, 1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 825       ;On success, player changes to state 810
p2stateno = 830       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

[State 820, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Drill & Slash - Activate
[Statedef 825]
type    = S
movetype= A
physics = S
anim = 820
poweradd = 100
sprpriority = 3


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 10
value = 821

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 40
value = 822

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 500,3

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = F1;981
pos = 0,-10
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
sprpriority = 0
ontop = 1



[State 0, PosAdd]
type = PosAdd
trigger1 = time > 10 && time <= 25
x = 1.8
y = -2

[State 0, PosAdd]
type = PosAdd
trigger1 = time > 25 && time <= 40
x = 1.8
y = 2


[State 0, PosAdd]
type = PosAdd
trigger1 = time > 40
x = 0
y = 0

[State 805, PlaySnd]
type = PlaySnd
trigger1 = time = 48
trigger2 = time = 62
value = 260,4

[State 805, Bind 1]
type = TargetBind
trigger1 = time = 0
pos = 60, 0


[State 800, 1]
type = HitDef
triggerall = anim = 822
Trigger1 = time = 52
damage = 11
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = MFL          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s985
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 831       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 800, 1]
type = HitDef
triggerall = anim = 822
Trigger1 = time = 66
damage = 11
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = MFL          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s995
sparkxy = -50, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 831       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 810, State End]
type = ChangeState
triggerall = Time > 70 && time <= 80
trigger1 = command = "x" || command = "y" || command = "z"
value = 828
ctrl = 0

[State 810, State End]
type = ChangeState
trigger1 = Time = 85
value = 826
ctrl = 0


;---------------------------------------------------------------------------
; Knockdown && Stab - Part 2
[Statedef 826]
type    = S
movetype= A
physics = S
anim = 822
sprpriority = 3

[State 826, PlaySnd]
type = PlaySnd
trigger1 = time = 8
trigger2 = time = 22
value = 260,4


[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
damage = 11
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = MFL          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s985
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 831       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 800, 1]
type = HitDef
Trigger1 = animelem = 7
damage = 11
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = MFL          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s995
sparkxy = -50, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 831       ;If hit, p2 changes to state 820 in player's cns
kill = 0

[State 810, State End]
type = ChangeState
triggerall = Time > 30 && time < 40
triggerall = prevstateno = 825
trigger1 = command = "x" || command = "y" || command = "z"
value = 829
ctrl = 0


[State 810, State End]
type = ChangeState
triggerall = prevstateno = 828 || prevstateno = 825 || prevstateno = 829
trigger1 = Time = 45
value = 827
ctrl = 0

;---------------------------------------------------------------------------
; Knockdown && Stab - Extend 1 (Part 1)
[Statedef 828]
type    = S
movetype= A
physics = S
anim = 822
sprpriority = 3

[State 826, PlaySnd]
type = PlaySnd
trigger1 = time = 8
trigger2 = time = 22
value = 260,4


[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
damage = 11
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = MFL          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s985
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 831       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 800, 1]
type = HitDef
Trigger1 = animelem = 7
damage = 11
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = MFL          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s995
sparkxy = -50, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 831       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 810, State End]
type = ChangeState
triggerall = Time > 30 && time < 40
trigger1 = command = "x" || command = "y" || command = "z"
value = 829
ctrl = 0

[State 810, State End]
type = ChangeState
trigger1 = Time = 45
value = 826
ctrl = 0


;---------------------------------------------------------------------------
; Knockdown && Stab - Extend (Part 2)
[Statedef 829]
type    = S
movetype= A
physics = S
anim = 822
sprpriority = 3

[State 829, PlaySnd]
type = PlaySnd
trigger1 = time = 8
trigger2 = time = 22
value = 260,4


[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
damage = 11
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = MFL          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s985
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 831       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 800, 1]
type = HitDef
Trigger1 = animelem = 7
damage = 11
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = MFL          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s995
sparkxy = -50, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 831       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 810, State End]
type = ChangeState
triggerall = prevstateno = 828 && prevstateno != 826
triggerall = Time > 30 && time < 40
trigger1 = command = "x" || command = "y" || command = "z"
value = 826
ctrl = 0

[State 810, State End]
type = ChangeState
trigger1 = Time = 45
value = 827
ctrl = 0


;---------------------------------------------------------------------------
; Drill & Slash - Finish
[Statedef 827]
type    = S
movetype= A
physics = S
anim = 105
poweradd = 100
sprpriority = 3

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 7
statetype = A       ;S,A,C,L
physics = A         ;A,C,S,N

[State 0, SuperPause]
type = SuperPause
trigger1 = time = 0
time = 10
anim = 840
sound = -1
pos = 0,0
move = 0
darken = 0

[State 805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 260,3


[State 805, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 200,5


[State 0, Explod]
type = Explod
trigger1 = time = 0
anim = F1;960
pos = 30,-10
postype = p2  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
ontop = 1
ownpal = 1


[State 0, Velset]
type = Velset
trigger1 = time > 5 && time <= 35
x = ifelse((time < 20),-10.5,-3)


[State 0, Velset]
type = Velset
trigger1 = time > 5 && time <= 18
y = -1.9

[State 0, TargetState]
type = TargetState
trigger1 =  time = 0
value = 835


[State 105, ChangeState]
type = ChangeState
trigger1 = time > 15 && Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; Knockdown & Stab  - Opponent Caught
[Statedef 830]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

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

[State 810, 1]
type = Changeanim2
Trigger1 = time = 0
value = 830

;---------------------------------------------------------------------------
; Knockdown & Stab  - Opponent Hit
[Statedef 831]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

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


[State 810, 1]
type = Changeanim2
Trigger1 = time = 0
value = 831;5080

;[State 810, 1]
;type = Changeanim
;Trigger1 = time = 4
;value = 8110


;---------------------------------------------------------------------------
; Knockdown & Stab  - fly Away
[Statedef 835]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 0
value = -22
kill = 1


[State 835, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 0, VelSet]
type = VelSet
trigger1 = time >= 5 && time < 15
x = -15.5
y = -5

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

[State 810, 1]
type = Changeanim2
Trigger1 = time = 0
value = 835


[State 835, 5]
type = SelfState
trigger1 = time >= 15 && pos y >= 0
value = 5100



;---------------------------------------------------------------------------
; Stab in Air - Attempt
[Statedef 840]
type    = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 840

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = A-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1
sparkxy = -10, -80		;X-offset for the "hit spark" rel. to p2,
sprpriority = 1       ;Draw in front of p2
p1facing = 1;ifelse (command = "holdback", -1, 1) ;Turn if holding forwards
p2facing = 1          ;Force p2 to face player
p1stateno = 844       ;On success, player changes to state 810
p2stateno = 850       ;If hit, p2 changes to state 820 in player's cns
fall = 1              ;Force p2 into falling down

[State 820, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 660
ctrl = 1


;---------------------------------------------------------------------------
; Stab in Air - Grab
[Statedef 844]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 842
sprpriority = 3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 800,0

[State 0, PosSet]
type = PosSet
trigger1 = time = 0
x = enemynear, pos x+0
y = enemynear, pos y-40


[State 810, State End]
type = ChangeState
trigger1 = Time = 20
value = 845
ctrl = 0



;---------------------------------------------------------------------------
; Stab in Air - Part 1
[Statedef 845]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 822
sprpriority = 3




;[State 0, PosAdd]
;type = PosAdd
;trigger1 = time = 0
;y = -30


[State 845, PlaySnd]
type = PlaySnd
trigger1 = time = 8
trigger2 = time = 22
value = 260,4

[State 845, 1]
type = HitDef
Trigger1 = animelem = 3
damage = 11
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = MAF          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s985
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 851       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 800, 1]
type = HitDef
Trigger1 = animelem = 7
damage = 11
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = MAF          ;Affect only ground people who are not being hit
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s995
sparkxy = -50, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 851       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 810, State End]
type = ChangeState
triggerall = Time > 30 && time < 40
trigger1 = command = "x" || command = "y" || command = "z"
value = 848
ctrl = 0

[State 810, State End]
type = ChangeState
trigger1 = Time = 45
value = 846
ctrl = 0


;---------------------------------------------------------------------------
; Stab in Air- Part 2
[Statedef 846]
type    = S
movetype= A
physics = S
anim = 822
velset = 0,0
sprpriority = 3

[State 826, PlaySnd]
type = PlaySnd
trigger1 = time = 8
trigger2 = time = 22
value = 260,4


[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
damage = 11
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = MAF
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s985
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 851       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 800, 1]
type = HitDef
Trigger1 = animelem = 7
damage = 11
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = MAF
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s995
sparkxy = -50, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 851       ;If hit, p2 changes to state 820 in player's cns
kill = 0

[State 810, State End]
type = ChangeState
triggerall = Time > 30 && time < 40
triggerall = prevstateno = 845
trigger1 = command = "x" || command = "y" || command = "z"
value = 849
ctrl = 0


[State 810, State End]
type = ChangeState
triggerall = prevstateno = 848 || prevstateno = 845 || prevstateno = 849
trigger1 = Time = 45
value = 847
ctrl = 0

;---------------------------------------------------------------------------
; Stab in Air - Extend 1 (Part 1)
[Statedef 848]
type    = S
movetype= A
physics = S
anim = 822
velset = 0,0
sprpriority = 3

[State 826, PlaySnd]
type = PlaySnd
trigger1 = time = 8
trigger2 = time = 22
value = 260,4


[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
damage = 11
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = MAF
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s985
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 851       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 800, 1]
type = HitDef
Trigger1 = animelem = 7
damage = 11
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = MAF
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s995
sparkxy = -50, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 851       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 810, State End]
type = ChangeState
triggerall = Time > 30 && time < 40
trigger1 = command = "x" || command = "y" || command = "z"
value = 849
ctrl = 0

[State 810, State End]
type = ChangeState
trigger1 = Time = 45
value = 846
ctrl = 0


;---------------------------------------------------------------------------
; Stab in Air - Extend (Part 2)
[Statedef 849]
type    = S
movetype= A
physics = S
velset = 0,0
anim = 822
sprpriority = 3

[State 829, PlaySnd]
type = PlaySnd
trigger1 = time = 8
trigger2 = time = 22
value = 260,4


[State 800, 1]
type = HitDef
Trigger1 = animelem = 3
damage = 11
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = MAF
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s985
sparkxy = -40, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 851       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 800, 1]
type = HitDef
Trigger1 = animelem = 7
damage = 11
attr = A, NT          ;Attributes: Standing, Normal Throw
hitflag = MAF
priority = 7, Hit    ;Throw has low priority, must be miss or dodge type.
sparkno = 0;s995
sparkxy = -50, -5		;X-offset for the "hit spark" rel. to p2,
hitsound = s500, 7			;Sound to play on hit
sprpriority = 3       ;Draw in front of p2
p2facing = 1          ;Force p2 to face player
p2stateno = 851       ;If hit, p2 changes to state 820 in player's cns
kill = 0


[State 810, State End]
type = ChangeState
triggerall = prevstateno = 848 && prevstateno != 846
triggerall = Time > 30 && time < 40
trigger1 = command = "x" || command = "y" || command = "z"
value = 846
ctrl = 0

[State 810, State End]
type = ChangeState
trigger1 = Time = 45
value = 847
ctrl = 0


;---------------------------------------------------------------------------
; Stab in Air - Finish
[Statedef 847]
type    = A
movetype= A
physics = S
anim = 841
velset, 0,0
sprpriority = 3


[State 805, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 260,3

[State 680, 1]
type = HitDef
trigger1 = animelem = 3
attr = A, NT			;Attribute: Standing, Normal Attack
damage = 22, 0			;Damage that move inflicts, guard damage
animtype = back			;Animation type: Light, Medium, Heavy, Back (def: Light)
hitflag = MAF			;Flags of conditions that move can hit
priority = 4, Hit			;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 8, 4			;Time attacker pauses, time opponent shakes
guard.pause = 17
sparkno = 0;s960				;Spark anim no (Def: set above)
sparkxy = -10, -65		;X-offset for the "hit spark" rel. to p2,
hitsound = s200, 2			;Sound to play on hit
guardsound = s130, 0			;Sound to play on guard
ground.type = high		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 30		;Time opponent is in hit state
ground.velocity = -12, 9		;Velocity at which opponent is pushed
air.type = high			;Type: High, Low, Trip (def: same as ground.type)
air.velocity =  -12, 9		;X-velocity at which opponent is pushed,
air.hittime = 30
air.fall = 1
fall = 1
fall.recover = 0
envshake.time = 5
envshake.ampl = 5
p2facing = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 10
x = -3
y = -3



[State 847, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 660
ctrl = 0


;---------------------------------------------------------------------------
; Stab in Air  - Opponent Caught
[Statedef 850]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -10


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

[State 810, 1]
type = Changeanim2
Trigger1 = time = 0
value = 845


;---------------------------------------------------------------------------
; Stab in Air  - Opponent Hit
[Statedef 851]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = 1

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

[State 810, 1]
type = Changeanim2
Trigger1 = time = 0
value = 846


[State 810, 1]
type = Changeanim2
Trigger1 = time = 4
value = 845

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[Statedef -2]

;For debugging purposes
[State -2, Debug Info]
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 = "Score %d"
;text = "P2 Distance X from P1 %f, P2 Distance Y from P1 %f"
params = var(8), var(17), var(59), var(0), var(5)
;params = var(1), var(2), var(7), var(6)
;params = var(11)
;params = P2BodyDist X, P2BodyDist Y

;---------------------------------------------------------------------------
;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

;---------------------------------------------------------------------------
; - mvsc2 screen pack
[State -2, Is MvC2 Screeenpack]
type = Explod
trigger1 = var(17) < 10 && roundstate < 2 && numexplod(8522) = 0
id = 8522
anim = 9001
pos = 0,240
postype = p1
removetime = 1
bindtime = -1
sprpriority = -1
ownpal = 1

;---------------------------------------------------------------------------
; - Press Start (from the Mvc2 screen pack)
[State -2, Press Start Label]
type = Explod
triggerall = var(59) = 1 && roundstate >= 0
trigger1 = (gametime%60) = id && life != 0
id = 8620
anim = 9001
pos = ((enemy, id)<id)*172, 0
postype = Left
removetime = 30
bindtime = -1
sprpriority = -1
ownpal = 1
ontop = 1

; Combo Messages and Score control =====================================
;
[State -2, VS_Combo]
type = VarSet
trigger1 = var(8) >= 3
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(9) = 1+(var(8)>4)+(var(8)>5)+(var(8)>7)+(var(8)>9)+(var(8)>29)+(var(8)>49)+(var(8)>69)-(var(8)=-1)
ignorehitpause = 1

[State -2, Danger]
type = VarSet
trigger1 = var(10) !=1 && roundstate=2 && life = [1,250]
var(9) = 9
ignorehitpause = 1

[State -2, First Attack]
type = PlaySnd
triggerall = var(8)=-1
triggerall = NumExplod(8701) = 0
trigger1 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
persistent = 0
value = 230,0
volume=255
ignorehitpause = 1

[State -2, Combo Sound]
type = PlaySnd
trigger1 = NumExplod(8701) = 0
trigger1 = var(8)=0 && var(9)!=0
persistent = 0;1
value = 230,var(9)
volume=255
ignorehitpause = 1

[State -2, Left]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 1 && NumExplod(8701) = 0
anim = (8000 + var(9))
ID = 8701
postype = left
pos = 0,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0
ignorehitpause = 1

[State -2, Right]
type = explod
trigger1 = var(8)=0 && var(9)!=0
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
triggerall = TeamSide = 2 && NumExplod(8701) = 0
anim = (8100+ var(9))
ID = 8701
postype = right
pos = -1,80
ontop = 1
bindtime = -1
removetime = 60
supermovetime = 60
pausemovetime = 60
scale = 0.5,0.5
persistent = 0;1
ignorehitpause = 1

[State -2, VS_Combo]
type = VarAdd
trigger1 = enemynear, time = 0
trigger1 = enemynear, Hitshakeover = 0
trigger1 = p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
var(8) = 1 + (var(8)=-1)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
trigger1 = var(8)!=-1 && (p2movetype!=H || enemynear, ctrl)
trigger2 = var(8)=-1 && stateno = [5000,5899]
var(8) = 0 - (roundstate<2)
ignorehitpause = 1

[State -2, VS_Combo]
type = VarSet
triggerall = numexplod(8701)!=0
trigger1 = var(8)=0
var(9) = 0
ignorehitpause = 1

[State -2, Score]
type = Varadd
trigger1 = enemynear, time=0
trigger1 = enemynear, Hitshakeover=0
trigger1 = moveguarded || p2stateno = 6300 || p2stateno = [5000,5899]
trigger2 = var(8)=-1 && (movehit || p2stateno = 6300 || p2stateno = [5000,5899])
trigger3 = roundstate=4 && time=0 && stateno = [180,189]
var(11) = ceil(stateno/50)*var(8) + (life)*(roundstate=4) + (moveguarded)
ignorehitpause = 1

[State -2, Normalize Score]
type = Varset
triggerall = numpartner=1
trigger1 = var(11)< partner, var(11)
var(11) = partner, var(11)

[State -2, Is Danger]
type = VarSet
trigger2 = var(10) = 0 && life <= 250
trigger1 = var(10) = 1 && roundstate!=2
var(10) = (roundstate>1)
ignorehitpause = 1

[State -2, Is First Attack p3]
type = VarSet
triggerall = numpartner=1
trigger1 = partner, movehit
trigger1 = partner, var(8) != -1
var(8) = 0
ignorehitpause = 1


;--------------------------------------------------

;P2 Custom Slam FX
[State -2, Helper]
type = Helper
Triggerall = p2movetype = H
Trigger1 = enemynear, stateno = 223
helpertype = normal ;player
name = "Slam"
stateno = 256
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
size.xscale = 0.7
size.yscale = 1
supermovetime = 999
pausemovetime = 999



;Lock Screen for Drill Claw
[State -2, ScreenBound]
type = ScreenBound
trigger1 = numhelper(1215) = 1
value = 1
movecamera = 0,1

;Lock Screen for Arachnid Massacre
[State -2, ScreenBound]
type = ScreenBound
trigger1 = numhelper(6090) = 1
value = 1
movecamera = 0,1

;Remove Slash Marks 1
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = numhelper(9099) > 0
id = 225
Ignorehitpause = 1


;Remove Slash Marks 2
[State -2, RemoveExplod]
type = RemoveExplod
trigger1 = Pos y >= 0
id = 621
Ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall = !numhelper(1829)
triggerall = p2name = "Banshee"
trigger1 = time = 1
helpertype = normal ;player
name = "Banshee_ID"
ID = 1829
stateno = 1829
pos = 0,0
postype = p2    ;p2,front,back,left,right
facing = 1
ownpal = 0
;persistent = 1




;========2nd BG after Infectious Darkness========

[State -2, Hyper BG]
type=helper
triggerall = numhelper(7199) < 1
triggerall = !numhelper(9099)
trigger1 = stateno = [2001, 2006]
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State -2, Hyper BG]
type=helper
triggerall = numhelper(7199) < 1
triggerall = !numhelper(9099)
trigger1 = stateno = [3002, 3010]
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1


[State -2, Hyper BG]
type=helper
triggerall = numhelper(7199) < 1
triggerall = !numhelper(9099)
trigger1 = stateno = [4002, 4003]
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, Hyper BG]
type=helper
triggerall = numhelper(7199) < 1
triggerall = !numhelper(9099)
trigger1 = stateno = [6002, 6019]
helpertype = normal
stateno = 9099
ID = 9099
name = "hyperbg"
postype = p1
pos = 0,0
ownpal = 1
persistent = 0
supermovetime = 9999
pausemovetime = 9999
ignorehitpause = 1

[State -2, Infectious Damage]
type=helper
triggerall = numhelper(7199) > 0
triggerall = !numhelper(7198)
triggerall = enemynear, movetype != H
trigger1 = enemynear, movetype = I && time = 1
trigger2 = enemynear, movetype = A && random > 975
helpertype = normal
stateno = 7198
ID = 7198
name = "Infectious"
postype = p2
pos = 0,0
ownpal = 0
persistent = 1
ignorehitpause = 0


;===============Infectious Darkness==================

;Appearance if attack(ed) during Infectious Darkness
[State -2, PalFXWiz]
type = PalFX
triggerall = numhelper(7199) > 0
trigger1 =  Stateno != [130,155]
trigger1 = movetype = A || movetype = H
time = 1
add = 100,100,100
mul = 125,125,125
sinadd = -256,-256,-256,15
invertall = 1
color = 50
ignorehitpause = 1

;No FG or BG during Infectious Darkness
[State -2, assertspecial]
type = assertspecial
trigger1 = numhelper(7199) > 0
trigger1 = 1
flag = noBG
flag2 = noFG
ignorehitpause = 1


;--------------------------------------------------------

[State -2, Random]
type = VarRandom
trigger1 = Time = 0
v = 2
range = 0,500

[State -2, VarSet]
type = VarSet
trigger1 = p2name = "juggernaut"
v = 3
value = 1


;-----------------------------------
;MvC Damage Damper - Currently Disabled
[State -2, Damage based on hits]
type=varset
trigger1= numenemy
fvar(12)= enemynear,gethitvar(hitcount)
ignorehitpause=1

[State -2, Reset var when the opponent recovers]
type=varset
trigger1= numenemy
trigger1= (enemynear,movetype!=H)
trigger2= !numenemy
fvar(12)=1

[State -2, Dampener]
type=varset
trigger1=1
fvar(10)= ifelse(fvar(12)=0, 1, ifelse(fvar(12)=1, 1, .9**fvar(12)))
ignorehitpause=1


;[State -2, Dampener itself]
;type=attackmulset
;trigger1= 1
;value=fvar(10)
;ignorehitpause=1


;---------------------------------------------------------------------------
[Statedef -3]


;========================VOCALS=======================

[State -3, PlaySnd]
type = PlaySnd
triggerall = random > 300
Triggerall = var(2) = [0,175]
triggerall = time = 1
trigger1 = stateno = [200,215]
trigger2 = stateno = [230,245)
trigger3 = stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440
trigger4 = stateno = [600,615]
trigger5 = stateno = 630 || stateno = 640
trigger6 = stateno = 670 || stateno = 672 || stateno = 673
value = 260, ifelse((random > 500),0,1)

[State -3, PlaySnd]
type = PlaySnd
triggerall = random > 300
Triggerall = var(2) = [176,350]
triggerall = time = 1
trigger1 = stateno = [200,215]
trigger2 = stateno = [230,245)
trigger3 = stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440
trigger4 = stateno = [600,615]
trigger5 = stateno = 630 || stateno = 640
trigger6 = stateno = 670 || stateno = 672 || stateno = 673
value = 260, ifelse((random>500),1,5)


[State -3, PlaySnd]
type = PlaySnd
triggerall = random > 700
Triggerall = var(2) = [351,500]
triggerall = time = 1
trigger1 = stateno = [200,215]
trigger2 = stateno = [230,245)
trigger3 = stateno = 400 || stateno = 410 || stateno = 430 || stateno = 440
trigger4 = stateno = [600,615]
trigger5 = stateno = 630 || stateno = 640
trigger6 = stateno = 670 || stateno = 672 || stateno = 673
value = 260, ifelse((random > 500),5,0)


;================Infectious Darkness===================

;Invincibility when idle during Infectious Darkness
[State -2, NotHitBy]
type = NotHitBy
triggerall = random > 500
triggerall = numhelper(7199) > 0
triggerall = movetype = I
trigger1 = time = 0
trigger2 = time = 20
trigger3 = time = 40
trigger4 = time = 60
trigger5 = time = 80
trigger6 = time = 100
trigger7 = time = 120
trigger8 = time = 140
trigger9 = time = 160
trigger10 = time = 180
trigger11 = time = 200
trigger12 = time = 220
trigger13 = time = 240
trigger14 = time = 260
trigger15 = time = 280
trigger16 = time = 200
trigger17 = time = 320
trigger18 = time = 340
trigger19 = time = 360
trigger20 = time = 380
trigger21 = time = 400
trigger22 = time = 420
trigger23 = time = 440
trigger24 = time = 460
trigger25 = time = 480
trigger26 = time = 500
trigger27 = time = 520
trigger28 = time = 540
trigger29 = time = 560
trigger30 = time = 580
value = SCA
time = 10

;Transparency during Infectious Darkness
[State -3, Trans]
type = Trans
Triggerall = numhelper(7199) > 0
trigger1 = movetype = I
trigger1 = 1
trigger2 = Stateno = [130,155]
trans = sub
ignorehitpause = 1
persistent = 1

;Invisibility for outlines during Infectious Darkness
[State -3, AssertSpecial]
type = AssertSpecial
Triggerall = numhelper(7199) > 0
trigger1 = movetype = I
trigger1 = 1
flag = invisible
ignorehitpause = 1
persistent = 1

;Attack boost during Infectious Darkness
[State -3, AttackMulSet]
type = AttackMulSet
triggerall = numhelper(7199) > 0
trigger1 = time = 1
time = 600
value = 1.3

;Attack level return to normal when Infectious Darkness ends
[State -3, AttackMulSet]
type = AttackMulSet
triggerall = numhelper(7199) < 1
trigger1 = time = 1
time = 1
value = 1

