;---------------------------------------------------------------------------
; Ichimonji -  (Light)
[Statedef 1000]
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
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1000                       ;Change animation (Def: no change)
poweradd = 30                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1001
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projmiss = 0
projpriority = 0
offset = 60,-52
velocity = 5+(random<500), 0
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0
projshadow = 10,10,0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1001
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projmiss = 0
projpriority = 0
offset = 57,-56
velocity = 4+(random<500), 0
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1001
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projmiss = 0
projpriority = 0
offset = 63,-48
velocity = 5+(random<500), 0
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0

[State 1000, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,5

[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;
; Ichimonji -  (Medium)
[Statedef 1005]
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
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1020                       ;Change animation (Def: no change)
poweradd = 35                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)


[State 1010, Kunai_1]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1001
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projmiss = 0
projpriority = 0
offset = 56,-58
velocity = 4+(random<500), 0
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0

[State 1005, Kunai_2]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1001
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projmiss = 0
projpriority = 0
offset = 58,-53
velocity = 5+(random<500), 0
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0

[State 1005, Kunai_3]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1026
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projpriority = 1
sparkno = s961
offset = 58,-45
velocity = 4+(random<500), 0
attr = S, SP
damage   = 30, 5
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0
projshadow = 10,10,0

[State 1005, 2]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
value = 1000,5

[State 1005, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Ichimonji -  (Hard)
[Statedef 1010]
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
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1030                       ;Change animation (Def: no change)
poweradd = 45                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1010, Kunai_1]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1001
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
;projmiss = 0
projpriority = 0
offset = 65,-52
velocity = 5+(random<500), 0
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 20,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0
projshadow = 10,10,0

[State 1010, Kunai_2]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1001
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projmiss = 0
projpriority = 0
offset = 56,-58
velocity = 4+(random<500), 0
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0

[State 1010, Kunai_3]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1001
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projmiss = 0
projpriority = 0
offset = 50,-49
velocity = 5+(random<500), 0
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0

[State 1010, Kunai_0]
type = Projectile
trigger1 = AnimElem = 5
ID = 1000
projanim = 1025
projhitanim = 1003
projremanim = 1003
projcancelanim = 1003
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projmiss = 0
projpriority = 1
offset = 50,-49
velocity = 4+(random<500), 0
attr = S, SP
damage   = 30, 10
animtype = medium
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -4,-2
air.juggle = 3
air.fall = 0
projshadow = 10,10,0

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 1000,5

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1000,5

[State 1010, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1000,5



[State 1010, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------------------------------------------
;Ichimonji (Midair)
;CNS difficulty: easy
[Statedef 1050]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 1050
sprpriority = 2




[State 1050, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1051

;----------------------------------------------------------------------------
;(Air) Ichimonji -  (D_D) - Throw
[Statedef 1051]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N;A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
;Commonly-used controllers:
;velset = -1,-4  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1051                       ;Change animation (Def: no change)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)



[State 0, VelSet]
type = VelSet
trigger1 = vel Y > 0 && time <=10;anim >= 1
x = -1
y = -2
;ignorehitpause =
;persistent = 1


[State 0, VelSet]
type = VelSet
trigger1 = vel Y < 0 && time <=10;anim >= 1
x = -1
y = 1
;ignorehitpause =
;persistent = 1


[State 1051, Diag_Down Kunai]
type = Projectile
trigger1 = AnimElem = 3
ID = 1051
projanim = 1007
projhitanim = 1008
projremanim = 1008
projcancelanim = 1008
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projpriority = 0
offset = 60,-32
velocity = 2.5+(random<500), 5.0+(random<500) ;4, 5.6
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFPD
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0

[State 1051, Diag_Down Kunai 2]
type = Projectile
trigger1 = AnimElem = 3
ID = 1051
projanim = 1007
projhitanim = 1008
projremanim = 1008
projcancelanim = 1008
projscale = 1,1
projremove = 1
projremovetime = -1
projmiss = 0
projhits = 1
projpriority = 0
offset = 60,-32
velocity = 3+(random<500), 6+(random<500)  ;4, 5.6
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFPD
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0



[State 1051, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = 1000,5

[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animelem = 5
value = 680
ctrl = 0


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime != 0 && Vel Y > 0 && Pos Y >= -10
value = 213
ctrl = 0




;----------------------------------------------------------------------
;Air Ichimonji (D_F) - Throw
;CNS difficulty: easy
[Statedef 1060]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 1050
sprpriority = 2

[State 1050, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1061

;----------------------------------------------------------------------------
;Ichimonji - Throw
[Statedef 1061]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N;A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = -1,-4  ;1,-2                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1051                       ;Change animation (Def: no change)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, VelSet]
type = VelSet
trigger1 = vel Y > 0 && time <=10;anim >= 1
x = -1
y = -2
;ignorehitpause =
;persistent = 1


[State 0, VelSet]
type = VelSet
trigger1 = vel Y < 0 && time <=10;anim >= 1
x = -1
y = 1
;ignorehitpause =
;persistent = 1


[State 1061, Diag_Fwd Kunai]
type = Projectile
trigger1 = AnimElem = 3
ID = 1061
projanim = 1014
projhitanim = 1015
projremanim = 1015
projcancelanim = 1015
projscale = 1,1
projremove = 1
projremovetime = -1
projhits = 1
projpriority = 0
offset = 60,-31
velocity = 4+(random<500), 4+(random<500) ;4, 5.6
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFPD
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 35, -20
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0

[State 1061, Diag_Fwd Kunai]
type = Projectile
trigger1 = AnimElem = 3
ID = 1061
projanim = 1014
projhitanim = 1015
projremanim = 1015
projcancelanim = 1015
projscale = 1,1
projremove = 1
projremovetime = -1
projmiss = 0
projhits = 1
projpriority = 0
offset = 60,-31
velocity = 4.2+(random<500), 5.2+(random<500) ;4, 5.6
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFPD
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0


[State 1061, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 1000, 5


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animelem = 5
value = 680
ctrl = 0


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime != 0 && Vel Y > 0 && Pos Y >= -10
value = 213
ctrl = 0


;----------------------------------------------------------------------
;Air Ichimonji (Slant) - Throw
;CNS difficulty: easy
[Statedef 1070]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 1050
sprpriority = 2


[State 1050, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1071

;----------------------------------------------------------------------------
;Ichimonji - Throw
[Statedef 1071]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = N;A                      ;Physics: S-stand, C-crouch, A-air
juggle  = 1                      ;Number of air juggle points move takes
velset = -1,-6  ;1,-2                   ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1051                       ;Change animation (Def: no change)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 0, VelSet]
type = VelSet
trigger1 = vel Y > 0 && time <=10;anim >= 1
x = -1
y = -2
;ignorehitpause =
;persistent = 1


[State 0, VelSet]
type = VelSet
trigger1 = vel Y < 0 && time <=10;anim >= 1
x = -1
y = 1
;ignorehitpause =
;persistent = 1


[State 1071, Diag_Fwd Kunai]
type = Projectile
trigger1 = AnimElem = 3
ID = 1071
projanim = 1010
projhitanim = 1012
projremanim = 1012
projcancelanim = 1012
projscale = 1,1
projremove = 1
projremovetime = -1
projmiss = 0
projhits = 1
projpriority = 0
offset = 60,-31
velocity = 6+(random<500), 3+(random<500) ;4, 5.6
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFPD
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 0, 0
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0

[State 1071, Diag_Fwd Kunai 2]
type = Projectile
trigger1 = AnimElem = 3
ID = 1071
projanim = 1010
projhitanim = 1012
projremanim = 1012
projcancelanim = 1012
projscale = 1,1
projremove = 1
projremovetime = -1
Projmiss = 0
projhits = 1
projpriority = 0
offset = 60,-31
velocity = 6.2+(random<500), 3+(random<500) ;4, 5.6
attr = S, SP
damage   = 15, 6
animtype = medium
guardflag = MA
hitflag = MAFPD
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 35, -20
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0

[State 1071, Diag_Fwd ]
type = Projectile
trigger1 = AnimElem = 3
ID = 1071
projanim = 1027
projhitanim = 1012
projremanim = 1012
projcancelanim = 1012
projscale = 1,1
projremove = 1
projremovetime = -1
projmiss = 0
projhits = 1
projpriority = 1
offset = 35,-31
velocity = 5.7+(random<500), 3.2+(random<500) ;4, 5.6
attr = S, SP
damage   = 30, 10
animtype = medium
guardflag = MA
hitflag = MAFPD
pausetime = 10,10
sparkno = s961
guard.sparkno = s5570
sparkxy = 35, -20
hitsound   = s50, 6
guardsound = S50,16
ground.type = high
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -6
air.velocity = -3,-2
air.juggle = 3
air.fall = 0


[State 1071, 2]
type = PlaySnd
trigger1 = animelem = 3
value = 1000, 5


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animelem = 5
value = 680
ctrl = 0


[State 1051, 3] ;Change state when KFM is close to ground
type = ChangeState
trigger1 = animtime != 0 && Vel Y > 0 && Pos Y >= -10
value = 213
ctrl = 0


;-----------------------------------------------------------------------------
;Rasen Kyaku (Weak)
; CNS difficulty: easy
[Statedef 1300]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1300
poweradd = 30
sprpriority = 2

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,5

[State 1300, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
value = 2000, 4
volume = -4

[State 1300, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2;animelem = 3;2
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A        ;A,C,S,N

[State 1300, Spin Kicks]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
attr = S, NA
damage = 20, 8
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,11
sparkno = s965
guard.sparkno = s5570
sparkxy = -20, -60
hitsound   = s275,0
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8.5
guard.velocity = -9.5
air.hittime = 20
air.velocity = -7,-1.6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -6.6
envshake.time = 10
envshake.ampl = 3
;fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1

[State 1300, rise up]
type = VelSet
trigger1 = time > 0 && time < 5
x = 4
y = -3  ;-4

[State 1300, Distance]
type = VelSet
trigger1 = time > 6 && time < 38 ;time activation of forward movement & time of distance
x = 3.3
y = 0

[State 1300, Descent]
type = VelSet
trigger1 = time > 39  ; time descent begins
x = 3
y = 4

[State 1300, Reset to Ground]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0


[State 1300, Landing 1]
type = VelMul
trigger1 = AnimElem = 10
x = -.04; .01

[State 1300, Landing 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1300, Landing 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1300, Burst]
type = Explod
trigger1 = Animelem = 2
ID = 1300
anim = 5560
postype = p1
pos = 0, 10
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

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


;-----------------------------------------------------------------------------
;Rasen Kyaku (Medium)
; CNS difficulty: easy
[Statedef 1301]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1301
poweradd = 40
sprpriority = 2


[State 1301, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,5


[State 1301, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
trigger6 = animelem = 13
trigger7 = animelem = 15
trigger8 = animelem = 17
trigger9 = animelem = 19
value = 2000, 4
volume = -4


[State 1301, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2;animelem = 2;3
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A        ;A,C,S,N

[State 1301, Spin Kicks]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
attr = S, NA
damage = 16, 5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,11
sparkno = s965
guard.sparkno = s5570
sparkxy = -20, -60
hitsound   = 5,2
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8.5
guard.velocity = -10
air.hittime = 20
air.velocity = -5,-1.7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
envshake.time = 10
envshake.ampl = 3
;fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1

[State 1301, Final Kick]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 19
attr = S, NA
damage = 18, 5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,11
sparkno = s970
guard.sparkno = s5570
sparkxy = -20, -60
hitsound   = s275,0
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -7, -5
guard.velocity = -12
air.velocity = -5.5,-1.6
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1

[State 1301, rise up]
type = VelSet
trigger1 = time > 0 && time < 5
x = 4
y = -3 ;-4

[State 1301, Distance]
type = VelSet
trigger1 = time > 6 && time < 68
x = 3 ;3.3
y = 0 ; -.1

[State 1301, Descent]
type = VelSet
trigger1 = time > 68
x = 3
y = 6

[State 1301, Reset to Ground]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0


[State 1301, Landing 1]
type = VelMul
trigger1 = AnimElem = 15
x = -.04; .01

[State 1301, Landing 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1301, Landing 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1301, Burst]
type = Explod
trigger1 = Animelem = 2
ID = 1301
anim = 5560
postype = p1
pos = 0, 10
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

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


;-----------------------------------------------------------------------------
;Rasen Kyaku (Hard)
; CNS difficulty: easy
[Statedef 1302]
type = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 1302
poweradd = 50
sprpriority = 2


[State 1302, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200,5


[State 1302, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
trigger2 = animelem = 5
trigger3 = animelem = 7
trigger4 = animelem = 9
trigger5 = animelem = 11
trigger6 = animelem = 13
trigger7 = animelem = 15
trigger8 = animelem = 17
trigger9 = animelem = 19
trigger10 = animelem = 21
trigger11 = animelem = 23
trigger12 = animelem = 25
trigger13 = animelem = 27
value = 2000, 4
volume = -4


[State 1302, StateTypeSet]
type = StateTypeSet
trigger1 = time >= 2;animelem = 2;3
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A        ;A,C,S,N

[State 1302, 1]
type = HitDef
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
trigger9 = AnimElem = 21
trigger10 = AnimElem = 23
attr = S, NA
damage = 12,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,11
sparkno = s970
guard.sparkno = s5570
sparkxy = -20, -60
hitsound   = s275,0
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -5.8, -2.8
guard.velocity = -10
air.hittime = 20
air.velocity = -5.3,-1.7
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1


[State 1302, Final Kick]
type = HitDef
triggerall = p2name = "Symbiote Onslaught"
trigger1 = AnimElem = 25
trigger2 = AnimElem = 27
attr = S, NA
damage = 19, 8
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s970
guard.sparkno = s5570
sparkxy = -20, -60
hitsound   = 5,2
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8, -5
guard.velocity = -9
air.velocity = -8,-1.6
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -5.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1

[State 1302, Final Kick]
type = HitDef
triggerall = p2name != "Symbiote Onslaught"
trigger1 = AnimElem = 25
trigger2 = AnimElem = 27
attr = S, NA
damage = 19, 8
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,10
sparkno = s970
guard.sparkno = s5570
sparkxy = -20, -60
hitsound   = 5,2
guardsound = s150,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -8, -5
guard.velocity = -9
air.velocity = -8,-1.6
ground.cornerpush.veloff = -10
guard.cornerpush.veloff = -5.6
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
p2stateno = 290
p2facing = 1

[State 1302, rise up]
type = VelSet
trigger1 = time > 0 && time < 5
x = 4
y = -3  ; -4

[State 1302, Distance]
type = VelSet
trigger1 = time > 6 && time < 96
x = 3 ;3.3
y = 0

[State 1302, Descent]
type = VelSet
trigger1 = time > 97
x = 3
y = 6

[State 1302, Reset to Ground]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 0


[State 1302, Landing 1]
type = VelMul
trigger1 = AnimElem = 19
x = -.04; .01

[State 1302, Landing 2]
type = VelSet
trigger1 = Time = 0
y = 0

[State 1302, Landing 3]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1302, Burst]
type = Explod
trigger1 = Animelem = 2
ID = 1302
anim = 5560
postype = p1
pos = 0, 10
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 1302, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------
;Utsusemi - Left
[Statedef 1200]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1200, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1000,4


[State 1200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1201
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 0
;ignorehitpause =
;persistent =


[State 1200, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1205

;-------------------------------------------------------------
;Utsusemi - Center
[Statedef 1201]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1201, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1000,4

[State 1201, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1201
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 1201, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 0

[State 1201, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1205

;-------------------------------------------------------------
;Utsusemi - Right
[Statedef 1202]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1200                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1202, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = 1000,4

[State 1202, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1201
pos = 5,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 3
ownpal = 0
removeongethit = 1

[State 1202, Explod]
type = Explod
trigger1 = animelem = 3
anim = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
ownpal = 1
removeongethit = 0


[State 1202, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1205



;-------------------------------------------------------------
;Utsusemi - Movement
[Statedef 1205]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;Move-type: A-attack, I-idle, H-gethit
physics = S                      ;Physics: S-stand, C-crouch, A-air
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1203                       ;Change animation (Def: no change)

[State 1205, StateTypeSet]
type = StateTypeSet
trigger1 = time = 2
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = S         ;A,C,S,N
;ignorehitpause =
;persistent =

[State 1205, VelSet]
type = VelSet
Triggerall = prevstateno = 1200
trigger1 = Time > 0
x = -300
y = -18
;ignorehitpause =
;persistent =

[State 1205, VelSet]
type = VelSet
Triggerall = prevstateno = 1201
trigger1 = Time > 0 && p2bodydist x <= 60
x = -25
y = -18
;ignorehitpause =
;persistent =

[State 1205, VelSet]
type = VelSet
Triggerall = prevstateno = 1201
trigger1 = Time > 0 && p2bodydist x > 60
x = 0
y = -18
;ignorehitpause =
;persistent =



[State 1205, VelSet]
type = VelSet
Triggerall = prevstateno = 1202
trigger1 = Time > 0
x = 700
y = -18
;ignorehitpause =
;persistent =

;[State 1205, VelSet]
;type = VelSet
;trigger1 = pos y <= -275
;x = 0
;y = 0
;ignorehitpause =
;persistent =


[State 1205, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,4


;[State 1205, ScreenBound]
;type = ScreenBound
;trigger1 = 1
;value = 0


;[State 1205, 9]
;type = ChangeState
;trigger1 = pos y <= -275
;value = 1210
;ctrl = 0

[State 1205, 9]
type = ChangeState
triggerall = enemynear, statetype = S && enemynear, pos y >= -120
trigger1 = p2bodydist y >= 225
value = 1210
ctrl = 0


[State 1205, 9]
type = ChangeState
triggerall = enemynear, statetype = A && enemynear, pos y < -120
trigger1 = p2bodydist y >= 80
value = 1210
ctrl = 0


;------------------------------------------------------------------------
;Utsusemi - Reappear
[Statedef 1210]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;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
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                         ;Set ctrl (Def: no change)
anim = 1204                       ;Change animation (Def: no change)

[State 1210, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 1000,4


[State 1210, Explod]
type = Explod
trigger1 = time = 0
anim = 1202
pos = 10,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 2
Ontop = 1
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1210, Explod]
type = Explod
trigger1 = time = 0
anim = 1205
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = 1,1
sprpriority = 5
Ontop = 1
ownpal = 0
removeongethit = 0
;ignorehitpause =
;persistent =

[State 1211, 4] ;Turn & face opponent
type = Turn
trigger1 = p2dist X < -4
trigger1 = Time = 0


[State 1211, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1211


;-------------------------------------------------------------
;Utsusemi - Descent
[Statedef 1211]
type    = A                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A                      ;Move-type: A-attack, I-idle, H-gethit
physics = A                      ;Physics: S-stand, C-crouch, A-air
ctrl = 1                         ;Set ctrl (Def: no change)
anim = 680                       ;Change animation (Def: no change)

[State 1211, VelAdd]
type = VelAdd
triggerall = Vel X >= -2.5
trigger1 = command = "holdback"
x = -0.4

[State 1211, VelAdd]
type = VelAdd
triggerall = Vel X <= 2.5
trigger1 = command = "holdfwd"
x = 0.4


[State 1206, 9]
type = ChangeState
trigger1 = Pos y >= 0
value = 52
ctrl = 0





;-------------------------------------------------------------------------
;Kagero - Run
[Statedef 1400]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;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
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                        ;Set ctrl (Def: no change)
anim = 1400                       ;Change animation (Def: no change)
poweradd = 25                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1400, Running]
type = PlaySnd
trigger1 = Animelem = 1
trigger2 = Animelem = 3
trigger3 = Animelem = 5
value = 10,0
volume = -3

[State 1400, Dash]
type = PlaySnd
trigger1 = animelem = 1
value = 10,2


[State 1400, Dust]
type = Explod
trigger1 = Animelem = 1
trigger2 = Animelem = 3
trigger3 = Animelem = 5
anim = 5556
ID = 1400
pos = 0,4
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = -1,-1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0
ignorehitpause = 1
;persistent =

[State 1400, Distance]
type = posadd
trigger1 = time > 3 && time < 40
x = 9

[State 1400, Air Roll 1]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Air Roll 1"
ID = 1400
stateno = 1402
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 1400, Air Roll 2]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Air Roll 2"
ID = 1400
stateno = 1403
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 1400, ScreenBound]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1


[State 1400, Slide by]
type = Changestate; ChangeAnim
triggerall = (anim = 1400) ;&& (p2bodydist X <= 80)
Trigger1 = command = "a" || command = "b" || command = "c"
Trigger1 = command != "holddown"
trigger1 = Time >= 6 ;,39]
value = 1405
persistent = 0
ctrl = 1


[State 1400, Run Tackle]
type = Changestate; ChangeAnim
triggerall = anim = 1400; && animelem = 1
Trigger1 = command = "x" || command = "y" || command = "z"
trigger1 = Time >= 6 ;,39]
value = 1415
persistent = 0
ctrl = 1

[State 1400, Sweep]
type = Changestate; ChangeAnim
triggerall = anim = 1400; && animelem = 1
Trigger1 = command = "a" || command = "b" || command = "c"
Trigger1 = command = "holddown"
trigger1 = Time >= 6 ;,39]
value = 1420
persistent = 0
ctrl = 1

[State 1400, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 1400
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 1400, 9]
type = ChangeState
trigger1 = time = 30
value = 107
ctrl = 0

;-------------------------------------------------------------------------
;Air Roll 1
[Statedef 1402]
type = s
movetype= I
physics = s
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1402
sprpriority = 2


[State 1402, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 1 ;time = 12
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A        ;A,C,S,N

[State 1402, Rise]
type = velset
trigger1 = (animelem = 1) && (Time >= 0 && Time <= 25)
x = 7.3
y = -7.4
yaccel = -.70


[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 0
;anim =
ignorehitpause = 1
;persistent =



;[State 1402, End]
;type = DestroySelf
;trigger1 = time = 31;33
;value != 52
;-------------------------------------------------------------------------
;Air Roll 2
[Statedef 1403]
type = s
movetype= I
physics = s
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1403
sprpriority = 2


[State 1403, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 1 ;time = 12
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A        ;A,C,S,N

[State 1403, Rise]
type = velset
trigger1 = (animelem = 1) && (Time >= 0 && Time <= 44)
x = 6.3
y = -9.9
yaccel = -.50

[State 212, 1] ;Gravity
type = VelAdd
trigger1 = animelem = 4
x = .5
y = .5

[State 212, 1] ;Gravity
type = VelAdd
trigger1 = animelem = 10
x = .8
y = 2.5


[State 0, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 52
ctrl = 0
;anim =
ignorehitpause = 1
;persistent =


;[State 1403, End]
;type = DestroySelf
;trigger1 = time = 32;30
;value != 52


;------------------------------------------------------------------------
;Kagero - Yoko Aruki
[Statedef 1405]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;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 = 1405                       ;Change animation (Def: no change)
poweradd = 30                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)

[State 1410, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 800, 1


[State 1405, Distance]
type = posadd
trigger1 = time > 3 && time < 30
x = 8.5

[State 1405, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "otori"
ID = 1405
stateno = 1406
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove

[State 1405, Dust]
type = Explod
trigger1 = Animelem = 3
trigger2 = Animelem = 5
trigger3 = Animelem = 7
trigger4 = Animelem = 9
trigger5 = Animelem = 11
anim = 5556
ID = 1405
pos = 0,2
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = -1,-1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0


[State 1405, 9]
type = ChangeState
trigger1 = time = 35
value = 0
ctrl = 1

;------------------------------------------------------------------------
;Yoko Aruki - Otori
[Statedef 1406]
type    = S
movetype= I
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1406
poweradd = 30
sprpriority = 4

[State 1406, DestroySelf]
type = DestroySelf
trigger1 = Animtime = 0
;ignorehitpause =
;persistent =


;------------------------------------------------------------------------
; Kagero - Run Tackle
[StateDef 1415]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1416
poweradd = 40
sprpriority = 2

[State 0, NotHitBy]
type = NotHitBy
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 4
value = SCA,NA,SA,NP,SP
time = 2


[State 1415, Advance]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 8


[State 1415, Stop]
type = VelSet
trigger1 = animelem = 4
x = 0

[State 1415, Launch FX]
type = Explod
trigger1 = movehit
anim = 5552
ID = 1415
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 1415, Launch FX]
type = Explod
trigger1 = movehit
anim = 5553
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 1415, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 40, 10
animtype = hard
guardflag = HA
hitflag = MAF
priority = 6, Hit
pausetime = 12, 14
sparkno = s970
guard.sparkno = s5570
sparkxy = -10, -76
hitsound = s275, 0
guardsound = s150,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -0.2,-12.5  ; -3.5,-7
guard.velocity = -7
air.velocity = -1,-11; -4.5,-10
airguard.velocity = -7, -4
p2facing = 1
forcestand = 1
;yaccel = .5                ;p2 will accelerate down at .4 pixels/sec^2 when falling
air.hittime = 30

[State 1415, EnvShake]
type = EnvShake
trigger1 = animelem =4
time = 6
freq = 45
ampl = -20
phase = 100


[State 1415, Dust]
type = Explod
trigger1 = Animelem = 3
trigger2 = Animelem = 5
trigger3 = Animelem = 7
anim = 5556
ID = 1415
pos = 0,2
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = -1,-1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0

[State 1415, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 15

[State -1, SC Utsus L]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "utsusemi_left"
value = 1200

[State -1, SC Utsus C]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "utsusemi_center"
value = 1201

[State -1, SC Utsus R]
type = ChangeState
triggerall = movecontact > 0
trigger1 = command = "utsusemi_right"
value = 1202


[State 1415, Chase Jump]
type = ChangeState
trigger1 = movehit && (Time <= 20) && enemy, movetype = H
value = 7000
trigger1 = command = "holdup" && command = "holdfwd" || command = "holdup" && command = "holdback" || Command = "holdup"


[State 1415, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kagero - Sweep
; CNS difficulty: easy
[StateDef 1420]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1420
poweradd = 30
sprpriority = 2

[State 1420, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 1,0

[State 1420, Vocal]
type = PlaySnd
trigger1 = animelem = 1
value =  200, 13

[State 1420, Distance]
type = posadd
trigger1 = time > 3 && time < 25
x = 6

[State 1420, 1]
type = HitDef
triggerall = enemy, statetype != L
trigger1 = AnimElem = 3
attr = S, SA
animtype  = hard
damage = 28, 8
hitflag = MAF
guardflag = L
priority = 6, Hit
pausetime = 12, 12
sparkno = s961
guard.sparkno = s5570
sparkxy = -10, -76
hitsound   = s275,0
guardsound = s150,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0, -4
fall = 1
airguard.velocity = 7.9,-.8
air.type = High
air.velocity = -6.9,-3.5
air.hittime = 12
air.fall = 1
fall.recover = 0
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -10;-4, -32

[State 1420, 1]
type = HitDef
triggerall = enemy, statetype = L && enemy, stateno != 5120
trigger1 = AnimElem = 3
attr = S, SA
animtype  = hard
damage = 28, 8
hitflag = MAFD
guardflag = L
priority = 5, Hit
pausetime = 12, 12
sparkno = s961
guard.sparkno = s5570
sparkxy = -10, -76
hitsound   = s275,0
guardsound = s150,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0, -4
airguard.velocity = 7.9,-.8
air.type = High
air.velocity = -6.9,-3.5
air.hittime = 12
p2stateno = 431
p2facing = 1


[State 1420, Dust]
type = Explod
trigger1 = time = 3
trigger2 = time = 9
trigger3 = time = 15
trigger4 = time = 21
trigger5 = time = 27
anim = 5556
ID = 1420
pos = 0,2
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = -1,-1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0


[State 1420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------
;Kagero - Jump 1
[Statedef 1425]
type = s
movetype= I
physics = s
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1402
poweradd = 25
sprpriority = 2


[State 1402, Wind]
type = PlaySnd
trigger1 = animelem = 1
value = 10,2


[State 1402, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 1 ;time = 12
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A        ;A,C,S,N


[State 1425, Ghost Run]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Ghost Run"
ID = 1425
stateno = 1401
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0


[State 1425, Air Roll 2]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Air Roll 2"
ID = 1425
stateno = 1403
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 1425, ScreenBound]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State -1, SC Aichi 1]
type = ChangeState
triggerall = time >= 1
trigger1 = command = "Air Ichimonji_x"
value = 1050

[State -1, SC Aichi 2]
type = ChangeState
triggerall = time >= 1
trigger1 = command = "Air Ichimonji_y"
value = 1060

[State -1, SC Aichi 3]
type = ChangeState
triggerall = time >= 1
trigger1 = command = "Air Ichimonji_z"
value = 1070

[State 1425, Jump Slice]
type = Changestate; ChangeAnim
triggerall = command = "x" || command = "y" || command = "z"
trigger1 = Time >= 4 ;,39]
value = 1430
persistent = 0
ctrl = 1


[State 1425, Dive Kick]
type = Changestate; ChangeAnim
triggerall = command = "a" || command = "b" || command = "c"
trigger1 = Time >= 4 ;,39]
value = 1435
persistent = 0
ctrl = 1


[State 1402, Rise]
type = velset
trigger1 = (animelem = 1) && (Time >= 0 && Time <= 25)
x = 7.6
y = -7.4
yaccel = -.70



[State 1425, End]
type = changestate
trigger1 = (time = 40) && (Vel Y > 0 && Pos Y >= -10);pos y = 0 && vel y = 0 && time = 12
value =  213
ctrl = 0

;-------------------------------------------------------------------------
;Ghost Run
[Statedef 1401]
type    = S                      ;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= I                      ;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
;Commonly-used controllers:
velset = 0,0                     ;Set velocity (x,y) (Def: no change)
ctrl = 0                        ;Set ctrl (Def: no change)
anim = 1401                       ;Change animation (Def: no change)
poweradd = 20                    ;Power to add (Def: 0)
sprpriority = 2                  ;Set p1's sprite layering priority to 2 (in front)


[State 1400, Running]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 3
trigger3 = animelem = 5
value = 10,0
volume = -3


[State 1401, Distance]
type = posadd
trigger1 = time > 3 && time < 40
x = 10

[State 1401, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 1401
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 28
value = 107
ctrl = 0
;anim =
ignorehitpause = 1
;persistent =


;[State 1401, End]
;type = DestroySelf
;trigger1 = time = 28
;value != 52



;---------------------------------------------------------------------------
;Jump Slice
; CNS difficulty: easy
[Statedef 1430]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 25
ctrl = 0
anim = 610
sprpriority = 2

[State 1430, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 250, 1


[State 1430, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 6
volume = 0

[State 1430, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 29, 8
guardflag = HA
priority = 4, hit
pausetime = 12,18
sparkno = s985
guard.sparkno = s5570
sparkxy = -10,-55
hitsound = s50, 5
guardsound = s50, 19
animtype = Medium
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -5
air.velocity = -3,-5
air.fall = 1

[State -1, SC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2200

[State 1430, PlaySnd]
type = PlaySnd
trigger1 = animelem =9
value = 50, 0


[State 1430, End]
type = changestate
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 213
ctrl = 0

;---------------------------------------------------------------------------
;Dive Kick
; CNS difficulty: easy
[Statedef 1435]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 630
sprpriority = 2


[State 1435, PlaySnd]
type = PlaySnd
trigger1 = animelem =1
value = 200, 11
volume = 0

[State 1435, 3]
type = HitDef
trigger1 = Animelem = 1
attr = A, SA
damage = 31, 8
guardflag = HA
priority = 5, hit
pausetime = 12,12
sparkno = s970
guard.sparkno = s5570
sparkxy = -10,-55
hitsound   = s275,0
guardsound = s150,0
animtype = Medium
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6
air.velocity = -7, 8
Fall = 1
Air.fall = 1
fall.recover = 0
down.velocity = -15, 30
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -20;-4, -32

[State 1435, End]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 213
ctrl = 0

;-------------------------------------------------------------------------
;Kagero - Jump 2
[Statedef 1440]
type = s
movetype= I
physics = s
juggle  = 0
velset = 0,0
ctrl = 0
anim = 1440
poweradd = 25
sprpriority = 2


[State 1440, Wind]
type = PlaySnd
trigger1 = animelem = 1
value = 10,2


[State 1440, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 1 ; ;time = 12
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A        ;A,C,S,N

[State 1440, ScreenBound]
type = ScreenBound
triggerall = Pos y < -15
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1


[State 1440, Rise]
type = velset
trigger1 = (animelem = 1) && (Time >= 0 && Time <= 44)
x = 6.3
y = -9.9
yaccel = -.50

[State 212, 1] ;Gravity
type = VelAdd
trigger1 = animelem = 4
x = .5
y = .5

[State 212, 1] ;Gravity
type = VelAdd
trigger1 = animelem = 10
x = .8
y = 2

[State 1440, Ghost Run]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Ghost Run"
ID = 1440
stateno = 1401
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 1440, Air Roll 2]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "Air Roll 1"
ID = 1440
stateno = 1402
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0


[State -1402, Jumonji]
type = ChangeState
triggerall = time >= 5 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2200
ctrl = 1

[State -1, SC Aichi 1]
type = ChangeState
triggerall = time >= 1
trigger1 = command = "Air Ichimonji_x"
value = 1050

[State -1, SC Aichi 2]
type = ChangeState
triggerall = time >= 1
trigger1 = command = "Air Ichimonji_y"
value = 1060

[State -1, SC Aichi 3]
type = ChangeState
triggerall = time >= 1
trigger1 = command = "Air Ichimonji_z"
value = 1070


[State 1440, Air Attack]
type = Changestate; ChangeAnim
triggerall = (command = "x") && (command != "holdfwd") || (command = "y") && (command != "holdfwd") ||  (command = "z") && (command != "holdfwd")
trigger1 = Time >= 2 ;,39]
value = 605
persistent = 0
;ctrl = 1

[State 1440, Great Leap]
type = Changestate; ChangeAnim
triggerall = (command = "x") && (command = "holdfwd") || (command = "y") && (command = "holdfwd") ||  (command = "z") && (command = "holdfwd")
trigger1 = Time >= 5 ;,39]
value = 876
persistent = 0
;ctrl = 1


[State 1440, Diag Air Gun]
type = Changestate; ChangeAnim
triggerall = (command = "a") || (command = "b") || (command = "c")
trigger1 = (command != "holdfwd") && (command != "holddown")
trigger1 = Time >= 4 ;,39]
value = 650
persistent = 0
;ctrl = 1


[State 1440, S Air Gun]
type = Changestate; ChangeAnim
triggerall = (command = "a") || (command = "b") || (command = "c")
Trigger1 = (command = "holdfwd") && (command != "holddown")
trigger1 = Time >= 4 ;,39]
value = 651
persistent = 0
;ctrl = 1


[State 1440, D Air Gun]
type = Changestate; ChangeAnim
triggerall = (command = "a") || (command = "b") ||  (command = "c")
Trigger1 = (command != "holdfwd") && (command = "holddown")
trigger1 = Time >= 4 ;,39]
value = 652
persistent = 0
;ctrl = 1


[State 1440, End]
type = changestate
trigger1 = (time = 45) && (Vel Y > 0 && Pos Y >= -10);pos y = 0 && vel y = 0 && time = 12
value =  213
ctrl = 0

;----------------------------------------------------------------------
; Ultimate Guard (start)
[Statedef 700]
type = S
physics = S
anim = 700
ctrl = 0
poweradd = 50

[State 700, HitOverride]
type = HitOverride
trigger1 = time > 0 && time <= 10;animelem = 1
trigger2 = time > 10 && time <= 20
trigger3 = time > 20 && time <= 30
trigger4 = time > 30 && time <= 40
attr = SCA,NA,SA;HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 701
time = 10
ignorehitpause = 0
persistent = 1


[State 0, ReversalDef]
type = ReversalDef
trigger1 = time > 0
reversal.attr = SCA,NA,SA
sparkno = s965
hitsound = S1,0
p1stateno = 701
ignorehitpause = 0
persistent = 1


[State 700, Kiai]
type = PlaySnd
trigger1 = animelem = 1
value = 200,12

[State 700, Ki Quake1]
type = EnvShake
trigger1 = animelem =1
time = 3
freq = 40
ampl = -15
phase = 100

[State 700, End]
Type = ChangeState
Trigger1 = time = 45
Value = 702
ctrl = 0


;----------------------------------------------------------------------
; Ultimate Guard (End)
[Statedef 702]
type = S
physics = S
anim = 702
ctrl = 0

[State 702, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 0
ctrl = 1

;----------------------------------------------------------------------
; Ultimate Guard (Initiate)
[Statedef 701]
type = S
physics = S
anim = 701
ctrl = 0
;prevstateno != 705 || prevstateno != 712 || prevstateno != 717

[State 701, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 25
pos = 25, -57
anim = 701
sound = s50, 12

[State 701, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA
time = 10


[State 701, Turn] ;Turn & face opponent
type = Turn
trigger1 = p2dist X < -5
trigger1 = Time = 0

[State 701, Long Range]
Type = ChangeState
Trigger1 = (animtime = 0) && (command = "holdp")
Value = 712
ctrl = 1

[State 701, Anti Air]
Type = ChangeState
Trigger1 = (animtime = 0) && (command = "holdk")
Value = 717
ctrl = 1

[State 701, Close Range]
Type = ChangeState
Trigger1 = animtime = 0
Value = 705
ctrl = 1




;---------------------------------------------------------------------------
; UG: Suigetsu no Jin - 1st Part
; CNS difficulty: easy
[Statedef 705]
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
;Commonly-used controllers:
velset = 2.3,0                     ;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 = -1                  ;Set p1's sprite layering priority to 2 (in front)

[State 705, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = 250,2

[State 705, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 705
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 705, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = 800,1

[State 705, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA                     ;Attribute: Standing, Normal Attack
damage = 20                  ;Damage that move inflicts, guard damage
animtype = Light                 ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = M                   ;Flags on how move is to be guarded against
hitflag = MAF                    ;Flags of conditions that move can hit
priority = 2, Hit                ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 11, 20                 ;Time attacker pauses, time opponent shakes
sparkno = s981                      ;Spark anim no (Def: set above)
guard.sparkno = s5570
sparkxy = -40, -73               ;X-offset for the "hit spark" rel. to p2,
hitsound = s50, 6                  ;Sound to play on hit
guardsound = s50, 19                ;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  = 8             ;Time opponent is in hit state
ground.velocity = -6             ;Velocity at which opponent is pushed
airguard.velocity = -3.9,-.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 = -4.6,-3.3           ;X-velocity at which opponent is pushed,
air.hittime = 12                 ;Time before opponent regains control in air
ground.cornerpush.veloff = -9
guard.cornerpush.veloff = -12.6
air.cornerpush.veloff = -12.6
envshake.time = 1
envshake.ampl = 1

[State 705, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "SLP_Slash"
ID = 280
stateno = 280
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0


[State 705, Helper]
type = Helper
trigger1 = time = 0 ;&& P2MoveType =
helpertype = normal ;player
name = "Suigetsu Clone  1"
ID = 705
stateno = 703
pos = 50,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
ignorehitpause = 1
persistent = 1

[State 705, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "Suigetsu Clone  2"
ID = 705
stateno = 704
pos = -50,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
ignorehitpause = 1
persistent = 1

[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura"
value = 1100

[State -1, SC Hyper_Bakuryu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Hyper_Bakuryu"
value = 2058

[State -1, SC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2100

[State 705, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA
time = 10 ;20

[State 705, 7]
type = ChangeState
trigger1 = Animelem = 6
value = 706
ctrl = 0

;---------------------------------------------------------------------------
; UG: Suigetsu no Jin- 2nd Part
; CNS difficulty: easy
[StateDef 706]
type = S
movetype= A
physics = S
juggle  = 1
velset = 2.5,0
ctrl = 0
anim = 203
poweradd = 35
sprpriority = 2

[State 706, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 20
animtype = medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 20
sparkno = s985
guard.sparkno = s5570
sparkxy = -5, -67
hitsound = s50, 5
guardsound = s50, 19
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -6,-3.5
air.hittime = 12
ground.cornerpush.veloff = -3.5
guard.cornerpush.veloff = -4
air.cornerpush.veloff = -12.6
envshake.time = 2
envshake.ampl = 1

[State 706, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 250, 1

[State 706, Helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal ;player
name = "SMP_Slash"
ID = 281
stateno = 281
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0


[State 706, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 6

[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura"
value = 1100

[State -1, SC Hyper_Bakuryu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Hyper_Bakuryu"
value = 2058


[State -1, SC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2100

[State 706, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 50, 0

[State 706, end]
type = ChangeState
trigger1 = Animelem = 6
value = 707
ctrl = 0

;---------------------------------------------------------------------------
; UG: Suigetsu no Jin - Final Part
; CNS difficulty: easy
[StateDef 707]
type = S
movetype= A
physics = S
juggle  = 1
velset = 5.5,0 ;5,0
ctrl = 0
anim = 202
poweradd = 50
sprpriority = 2

[State 707, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 707
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 707, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 11

[State 707, 1]
type = PlaySnd
trigger1 = animelem = 4
value = 250, 0

[State 707, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 25
animtype = hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 12
sparkno = s990
guard.sparkno = s5570
sparkxy = 10, -55
hitsound = s50, 5
guardsound = s50, 19
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -15, -6
airguard.velocity = -3.9,-.8
air.type = High
air.velocity = -12,-5.5
yaccel = .5
Forcestand = 1
air.hittime = 12
p2facing = 1        ;Force to face p1
air.fall = 1
Fall = 1
ground.cornerpush.veloff = -6
guard.cornerpush.veloff = -.6
air.cornerpush.veloff = -12.6
envshake.time = 4
envshake.ampl = 2

[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura"
value = 1100

[State -1, SC Hyper_Bakuryu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Hyper_Bakuryu"
value = 2058

[State -1, SC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2100

[State 707, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal ;player
name = "SFMP_Slash"
ID = 282
stateno = 282
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
ownpal = 0



[State 707, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 50, 0


[State 707, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Suigetsu no Jin- Clone 1
; CNS difficulty: easy
[StateDef 703]
type = S
movetype= A
physics = S
juggle  = 1
velset = 6,0
ctrl = 0
anim = 703
sprpriority = 2

[State 703, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 703
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 703, VelSet]
type = VelSet
trigger1 = (animelem = 1) && (time > 0 && time <= 29)
x = 2.5
y = 0
;ignorehitpause =
;persistent =

[State 703, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 50, 0

[State 703, VelSet]
type = VelSet
trigger1 = (animelem = 13) && (time > 0 && time <= 30)
x = 5.5
y = 0
;ignorehitpause =
;persistent =

[State 703, 1]
type = PlaySnd
trigger1 = animelem = 23
value = 50, 0



[State 703, VelSet]
type = VelSet
trigger1 = (animelem = 27) && (time > 0 && time <= 12)
x = 2.3
y = 0

[State 703, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 6


[State 703, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 50, 0


[State 703, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || parent, movetype = H
;ignorehitpause =
;persistent =



;---------------------------------------------------------------------------
; Suigetsu no Jin- Clone 2
; CNS difficulty: easy
[StateDef 704]
type = S
movetype= A
physics = S
juggle  = 1
velset = 2 ,0 ;5,0
ctrl = 0
anim = 704
sprpriority = 2

[State 704, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 704
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 704, VelSet]
type = VelSet
trigger1 = (animelem = 1) && (time > 0 && time <= 30)
x = 5.5
y = 0

[State 704, 1]
type = PlaySnd
trigger1 = animelem = 8
value = 50, 0



[State 704, VelSet]
type = VelSet
trigger1 = (animelem =  15 ) && (time > 0 && time <= 12)
x = 2.3
y = 0

[State 704, VelSet]
type = VelSet
trigger1 = (animelem = 22) && (time > 0 && time <= 29)
x = 2.5
y = 0

[State 704, 1]
type = PlaySnd
trigger1 = animelem = 30
value = 50, 0


[State 704, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 11


[State 704, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200, 4


[State 704, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 50, 0


[State 704, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA
time = 6

[State 704, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || parent, movetype = H
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
; Suigetsu no Jin- Version 2
; CNS difficulty: easy
[StateDef 712]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0 ,0 ;5,0
ctrl = 0
anim = 707
sprpriority = 2

[State 712, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 706
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 712, Latch]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 0
animtype = hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 12
sparkno = s961
sparkxy = -5, -65
hitsound = 5, 0
guardsound = 6, 0
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -0.1,-0.1
air.type = High
air.velocity = -0.1,-0.1
Forcestand = 1
air.hittime = 12
p2facing = 1

[State 712, 1]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 4
value = 300, 0


[State 712, Pull]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 20
animtype = hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10, 12
sparkno = s961
guard.sparkno = s5570
sparkxy = -5, -65
hitsound = 5, 0
guardsound = 6, 0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = 10
airguard.velocity = 5,-0.8
air.type = High
air.velocity = 7,-0.3
Forcestand = 1
air.hittime = 12
p2facing = 1        ;Force to face p1
envshake.time = 4
envshake.ampl = 2

[State 712, Helper]
type = Helper
trigger1 = time = 0 ;&& P2MoveType =
helpertype = normal ;player
name = "suigetsu 2 Clone 1"
ID = 712
stateno = 713
pos = 50,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
ignorehitpause = 1
persistent = 1

[State 712, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "suigetsu 2 Clone 2"
ID = 712
stateno = 714
pos = -50,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
ignorehitpause = 1
persistent = 1


[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura"
value = 1100

[State -1, SC Hyper_Bakuryu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Hyper_Bakuryu"
value = 2058

[State -1, SC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2100

[State 712, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA
time = 10; 30

[State 712, End]
Type = ChangeState
Trigger1 = animtime = 0
Value = 708
ctrl = 0



;---------------------------------------------------------------------------
; Suigetsu no Jin Ver 2 - Part 2
; CNS difficulty: easy
[StateDef 708]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 240
poweradd = 30
sprpriority = 2

[State 708, Advance]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 10


[State 208, Stop]
type = VelSet
trigger1 = animelem = 4
x = 0


[State 708, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 20
animtype = hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
hitsound = s50, 5 ;s275,1
guardsound = s50, 19;s150,0
pausetime = 10, 18
sparkno = s990; s961
guard.sparkno = s5570
sparkxy = -10, -55
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -7
airguard.velocity = -2.9,-.8
air.type = High
air.velocity = -4.9,-3.5
air.hittime = 12
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -7.6

[State 708, EnvShake]
type = EnvShake
trigger1 = animelem =4
time = 3
freq = 45
ampl = -15
phase = 100

[State 708, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 9

[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura"
value = 1100

[State -1, SC Hyper_Bakuryu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Hyper_Bakuryu"
value = 2058

[State -1, SC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2100

;[State 240, 1]
;type = PlaySnd
;trigger1 = animelem = 7
;value = 50, 0

[State 708, end]
type = ChangeState
trigger1 = Animelem= 5
value = 709
ctrl = 0

;------------------------------------------------------------------------
; Suigetsu no Jin Ver. 2  - Final 3
; CNS difficulty: easy
[StateDef 709]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 241
poweradd = 40
sprpriority = 2

[State 709, Advance]
type = VelSet
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 7


[State 709, Stop]
type = VelSet
trigger1 = animelem = 4
x = 0



[State 709, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 25
animtype = hard
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12, 14
sparkno = s965
guard.sparkno = s5570
sparkxy = -5, -50
hitsound = s275, 0
guardsound = s150,0
ground.type = low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -10, -6.5
Fall = 1
airguard.velocity = -4.9,-.9
air.type = High
air.velocity = -10,-5.5
air.hittime = 12
air.fall = 1
fall.recover = 1
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -12.6


[State 709, EnvShake]
type = EnvShake
trigger1 = animelem =4
time = 3
freq = 45
ampl = -15
phase = 100

[State 709, 1]
type = PlaySnd
trigger1 = animelem = 2
value = 200, 10

[State -1, SC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura"
value = 1100

[State -1, SC Hyper_Bakuryu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Hyper_Bakuryu"
value = 2058

[State -1, SC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2100


[State 709, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Suigetsu no JinVer 2  - Clone 1
; CNS difficulty: easy
[StateDef 713]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 708
sprpriority = 2

[State 713, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 713
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 713, VelSet]
type = VelSet
trigger1 = (animelem = 1) && (time > 0 && time <= 15)
x = 8
y = 0
;ignorehitpause =
;persistent =

[State 713, 1]
type = PlaySnd
trigger1 = animelem = 14
trigger2 = animelem =  16
value = 300, 0


[State 713, VelSet]
type = VelSet
trigger1 = (animelem = 18) && (time > 0 && time <= 8)
x = 7
y = 0


[State 713, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || parent, movetype = H
;ignorehitpause =
;persistent =



;---------------------------------------------------------------------------
; Suigetsu no JinVer 2 - Clone 2
; CNS difficulty: easy
[StateDef 714]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0 ,0 ;5,0
ctrl = 0
anim = 709
sprpriority = 2

[State 714, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 714
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 714, VelSet]
type = VelSet
trigger1 = (animelem = 1) && (time > 0 && time <= 8)
x = 6
y = 0

[State 714, VelSet]
type = VelSet
trigger1 = (animelem =  7 ) && (time > 0 && time <= 9)
x = 7
y = 0


[State 714, 1]
type = PlaySnd
trigger1 = animelem = 17
trigger2 = animelem = 19
value = 300, 0


[State 714, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || parent, movetype = H
;ignorehitpause =
;persistent =


;-------------------------------------------
;Suigetsu no JinVer 3 - Part 1
[Statedef 717]
type    = A
movetype= A
physics = N
velset = 1.8 ,-3 ; 2,-6
anim = 212
ctrl = 0

[State 717, 2]
type = PlaySnd
trigger1 = Time = 0
value = 210, 2

[State 717, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 705
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 717, 2]
type = HitDef
trigger1 = Time = 0
attr = A, SA
animtype = up
air.animtype = up
damage    = 20
priority  = 5
guardflag = MA
pausetime = 12,20
sparkxy = -10,-70
sparkno = s961
guard.sparkno = s5570
hitsound   = s275,0
guardsound = s150,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -0.1,-10 ; -3.5,-7
guard.velocity = -7
air.velocity = -0.1,-3
p2facing = 1
forcestand = 1
ground.cornerpush.veloff = -4
guard.cornerpush.veloff = -6.6
air.cornerpush.veloff = -12.6
air.guard.velocity = -7, -4
envshake.time = 6
envshake.ampl = 4

[State 717, Helper]
type = Helper
trigger1 = time = 0 ;&& P2MoveType =
helpertype = normal ;player
name = "suigetsu 2 Clone 1"
ID = 717
stateno = 722
pos = 50,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
ignorehitpause = 1
persistent = 1

[State 717, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "suigetsu 2 Clone 2"
ID = 717
stateno = 723
pos = -70,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove
ignorehitpause = 1
persistent = 1


[State -1, SC Jumonji 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2200


[State 717, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA
time = 10

[State 717, ChangeState]
type = ChangeState
trigger1 = animelem = 4
value = 718
ctrl = 0


;---------------------------------------------------------------------------
;Suigetsu no JinVer 3 - Part 2
[Statedef 718]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 28
ctrl = 0
anim = 600
sprpriority = 2
velset = 2, -5

[State 718, 1]
type = PlaySnd
trigger1 = Time = 1
value = 800, 1

[State 718, hit]
type = HitDef
trigger1 = animelem = 4
attr = A, NA
damage    = 20
guardflag = HA
animtype  = light
priority = 3
pausetime = 7,18
sparkno = s961
guard.sparkno = s5570
sparkxy = -10,-58
hitsound   = s275,5
guardsound = s150,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -.5, -5.5 ;-.5, -3 ;-1, -2; ((vel y)-.1)


[State -1, SC Jumonji 1]
type = ChangeState
triggerall = time <= 15 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2200



[State 718, ChangeState]
type = ChangeState
trigger1 = animelem = 6
value = 719
ctrl = 0
;anim =
;ignorehitpause =
;persistent =

;---------------------------------------------------------------------------
;Suigetsu no JinVer 3 - Final Part
; CNS difficulty: easy
[Statedef 719]
type    = A
movetype= A
physics = A
juggle  = 5
ctrl = 0
anim = 719
sprpriority = 2

[State 715, Yell]
type = PlaySnd
trigger1 = Animelem = 2
value = 200, 15

[State 715, 2]
type = PlaySnd
trigger1 = Animelem = 2
value = 210, 2

[State 719, 3]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage    = 25
guardflag = HMAF
priority = 4
pausetime = 12,12
sparkno = s965
guard.sparkno = s5570
sparkxy = -10,-40
hitsound   = s275,3
guardsound = s150,0
animtype = hard
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,17
Fall = 1
fall.recover = 0
down.velocity = -4,20
down.hittime = 30
down.bounce = 1
down.bounce.velocity = -4, -40;-4, -32
envshake.time = 8
envshake.ampl = 6

[State 719, VelSet]
type = VelSet
trigger1 = animelem = 1
x = 1
y = -5
yaccel = .50

[State -1, SC Jumonji 1]
type = ChangeState
triggerall = Time <= 10 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2200



[State 719, 4]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= -10
value = 213
ctrl = 0

;---------------------------------------------------------------------------
; Suigetsu no JinVer 3  - Clone 1
; CNS difficulty: easy
[StateDef 722]
type = S
movetype= A
physics = S
juggle  = 1
velset = 9,0
ctrl = 0
anim = 721
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = parent, pos y

[State 721, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 721
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 722, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || parent, movetype = H || Parent, stateno = 2200
;ignorehitpause =
;persistent =


;---------------------------------------------------------------------------
; Suigetsu no JinVer 3  - Clone 2
[StateDef 723]
type = S
movetype= A
physics = S
juggle  = 1
velset = 7.5,0
ctrl = 0
anim = 722
sprpriority = 2

[State 0, PosSet]
type = PosSet
trigger1 = 1
y = parent, pos y


[State 722, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 722
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5


[State 723, DestroySelf]
type = DestroySelf
trigger1 = animtime = 0 || parent, movetype = H || Parent, stateno = 2200
;ignorehitpause =
;persistent =





;----------------------------------------------------------------------
; Ultimate Guard (start)
[Statedef 710]
type = S
physics = S
anim = 700
ctrl = 0
poweradd = 50

[State 710, HitOverride]
type = HitOverride
trigger1 = time > 0 && time <= 10;animelem = 1
trigger2 = time > 10 && time <= 20
trigger3 = time > 20 && time <= 30
trigger4 = time > 30 && time <= 40
attr = SCA,NA,SA;HA;NP,SP,HP,NT,ST,HT
slot = 0
stateno = 711
time = 10
ignorehitpause = 0
persistent = 1

[State 710, HitOverride]
type = HitOverride
trigger1 = time > 40 && time <= 45
attr = SCA,NA,SA;HA;NP,SP,HP,NT,ST,HT
slot = 0
stateno = 711
time = 5
ignorehitpause = 0
persistent = 1


[State 0, ReversalDef]
type = ReversalDef
trigger1 = time > 0
reversal.attr = SCA,NA,SA
sparkno = s965
p1stateno = 711
ignorehitpause = 0
persistent = 1





[State 710, Kiai]
type = PlaySnd
trigger1 = animelem = 1
value = 200,12

[State 710, Ki Quake1]
type = EnvShake
trigger1 = animelem =1
time = 3
freq = 40
ampl = -15
phase = 100
;ignorehitpause =
;persistent =



[State 710, End]
Type = ChangeState
Trigger1 = time = 42
Value = 702
ctrl = 0



;----------------------------------------------------------------------
; Ultimate Guard (Initiate)
[Statedef 711]
type = S
physics = S
anim = 701
ctrl = 0
prevstateno != 715 || prevstateno != 716


[State 711, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 25
pos = 25, -57
anim = 701
sound = s50, 12

[State 711, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA
time = 6

[State 711, Turn] ;Turn & face opponent
type = Turn
trigger1 = p2dist X < -5
trigger1 = Time = 0


[State 711, End]
Type = ChangeState
Trigger1 = time = 4
Value = 715
ctrl = 0


;---------------------------------------------------------------------------
; UG: Musou Zan
; CNS difficulty: easy
[StateDef 715]
type = S
movetype= A
physics = S
juggle  = 1
velset = 2,0
ctrl = 0
anim = 1410
poweradd = 35
sprpriority = 4

[State 715, Burst]
type = Explod
trigger1 = Animelem = 3
ID = 715
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 715, Helper]
type = Helper
trigger1 = Animelem =1
helpertype = normal ;player
name = "Musou"
ID = 715
stateno = 716
pos = 200 ,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove
pausemove = 9999

[State 715, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 3000, 2

[State 715, 1]
type = PlaySnd
trigger1 = animelem = 1
trigger2 = animelem = 108
value = 50, 0

[State 715, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 250, 0

[State 715, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
animtype  = hard
damage = 38, 7
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 15
sparkno = s985
guard.sparkno = s5570
sparkxy = -10, -76
hitsound = s50, 4
guardsound = s50, 19
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2, -2
airguard.velocity = -7.9,-.8
air.type = High
air.velocity = -2,-2
air.hittime = 12
air.fall = 1


[State 715, Flash1]
type = Explod
trigger1 = animelem = 4
ID = 311
anim = 311
pos = 0, 0
postype = p1  ;p2,front,back,left,right
bindtime = 3
scale = 1,1
ignorehitpause = 1
removetime = -2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 6
id = 311

[State 715, Flash2]
type = Explod
trigger1 = animelem = 6
anim = 312
pos = 0, 0
postype = p1  ;p2,front,back,left,right
bindtime = 3
scale = 1,1
ignorehitpause = 1
removetime = -2


[State 715, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA
time = 10


[State 715, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Musou Zan - Clone
; CNS difficulty: easy
[StateDef 716]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 1411
sprpriority = 1

[State 716, Burst]
type = Explod
trigger1 = Animelem = 6
ID = 716
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 716, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = 200, 10

[State 716, PlaySnd]
type = PlaySnd
trigger1 = animelem = 15
value = 50, 0

[State 716, PosAdd]
type = PosAdd
trigger1 = animelem =5
trigger2 = animelem =6
x = 1


[State 716, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
animtype  = hard
damage = 38, 7
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 12, 14
sparkno = s990
guard.sparkno = s5570
sparkxy = -10, -76
hitsound = s50, 4
guardsound = s50, 19
ground.type = low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 11, -12
airguard.velocity = 7.9,-3
air.type = High
air.velocity = 11,-11.5
air.hittime = 12
air.fall = 1
Fall = 1


[State 716, end]
type = destroyself
trigger1 = AnimTime = 0 || parent, movetype = H

;----------------------------------------------------------------------
; Ultimate Guard (start)
[Statedef 720]
type = S
physics = S
anim = 700
ctrl = 0
poweradd = 50

[State 720, HitOverride]
type = HitOverride
trigger1 = time > 0 && time <= 10;animelem = 1
trigger2 = time > 10 && time <= 20
trigger3 = time > 20 && time <= 30
trigger4 = time > 30 && time <= 40
attr = SCA,NA,SA;HA,NP,SP,HP,NT,ST,HT
slot = 0
stateno = 721
time = 10
;forceair = 1
ignorehitpause = 0
persistent = 1

[State 0, ReversalDef]
type = ReversalDef
trigger1 = time > 0
reversal.attr = SCA,NA,SA
sparkno = s965
hitsound = S1,0
p1stateno = 721
ignorehitpause = 0
persistent = 1


[State 720, Kiai]
type = PlaySnd
trigger1 = animelem = 1
value = 200,12

[State 720, Ki Quake1]
type = EnvShake
trigger1 = animelem =1
time = 3
freq = 40
ampl = -15
phase = 100
;ignorehitpause =
;persistent =



[State 720, End]
Type = ChangeState
Trigger1 = Time = 38
Value = 702
ctrl = 0


;----------------------------------------------------------------------
; Ultimate Guard (Initiate)
[Statedef 721]
type = S
physics = S
anim = 701
ctrl = 0
prevstateno != 725

[State 721, Super Pause]
type = SuperPause
trigger1 = animelem = 1
time = 25
pos = 25, -57
anim = 701
sound = s50, 12

[State 721, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA
time = 6


[State 721, Turn] ;Turn & face opponent
type = Turn
trigger1 = p2dist X < -5
trigger1 = Time = 0


[State 721, End]
Type = ChangeState
Trigger1 = time = 4
Value = 725
ctrl = 1



;--------------------------------------------------------------------------
;UG: Enmazuki
; CNS difficulty: easy
[Statedef 725]
type = S
movetype= A
physics = S
juggle = 3
ctrl = 0
velset = 0,0
anim = 2425
sprpriority = -3
Poweradd = 45


[State 725, Burst]
type = Explod
trigger1 = Animelem = 1
ID = 725
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State 725, 1]
type = PlaySnd
trigger1 = animelem = 1
value = 200, 15

;[State 725, 1]
;type = PlaySnd
;trigger1 = movecontact > 0 && movehit = 1;&& p2life >= 0
;value = 50, 1

[State 725, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(6) < 0
value = 6,0

[State 725, Lunge]
type = Posadd
trigger1 = animelem = 3 && time < 15
x = 28

[State 725, Pierce]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
animtype  = hard
damage    = 100, 25
getpower  = 0
priority  = 7, hit
hitflag = MAF
guardflag = MA
pausetime = 15,16
sparkno = s970
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   = s275,3;5,4
guardsound = s150,0
ground.type = high
ground.slidetime = 20
ground.hittime  = 30
ground.velocity = -14, -3.8
air.velocity = -14, -3.8
ignorehitpause = 0
Fall = 1
Air.fall = 1
fall.recover = 0
persistent = 1


[State 725, EnvShake]
type = EnvShake
trigger1 = animelem =3
time = 5
freq = 60
ampl = -20
phase = 150

[State 725, Dust]
type = Explod
trigger1 = Animelem = 6
anim = 5556
ID = 725
pos = 0,2
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = -1,-1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0


[State 705, 6] ;Can't be hit right after getting up (short time)
type = NotHitBy
trigger1 = Animelem = 1
value = SCA, NA, SA
time = 6


[State 725, 2]
type = ChangeState
trigger1 = animtime = 0
value = 726
ctrl = 1

;--------------------------------------------------------------------------
;Enmazuki - Stop
; CNS difficulty: easy
[Statedef 726]
type = S
movetype= A
physics = S
juggle = 3
;poweradd= 22
ctrl = 0
velset = 0,0
anim = 2450
sprpriority = 6

[State 726, ScreenBound]
triggerall = prevstateno != 6002
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
;persistent =

[State 726, Dust]
type = Explod
trigger1 = Animelem = 2
trigger2 = Animelem = 4
trigger3 = Animelem = 6
anim = 5556
ID = 726
pos = 0,2
postype = p1  ;p2,front,back,left,right
facing = 1
bindtime = 1
removetime = -2
scale = -1,-1
sprpriority = 7
ontop = 1
ownpal = 1
removeongethit = 0


[State 726, Slow 1]
type = VelSet
trigger1 = time > 0 && time < 5
x = 3
y = 0
;yaccel = 1.8


[State 726, Slow 2]
type = posadd
trigger1 = time > 6 && time < 15
x = 2.5
y = 0
;yaccel = 1.8


[State 726, slow 2]
type = posadd
trigger1 = time > 16 && time < 20
x = 2.5
y = 0
;yaccel = 1.8


[State 726, 3]
type = changestate
trigger1 = animtime = 0 && backedgebodydist < 0
value = 101 ;run back onscreen state
ctrl = 1

[State 726, ChangeState]
type = ChangeState
trigger1 = animtime = 0 && backedgebodydist >= 0 ;This is true only if he is NOT offscreen
value = 0 ;
ctrl = 1

;--------------------------------------------------------------------------
; Rasetsujin - Light
; CNS difficulty: easy
[Statedef 1500]
type = S
movetype= A
physics = S
juggle = 3
;poweradd= 22
ctrl = 0
velset = 0,0
anim = 1500
sprpriority = 6

[State 1500, 1]
type = PlaySnd
trigger1 = animelem = 3  ; fine
value = 3000, 0

[State 1500, 1]
type = PlaySnd
trigger1 = animelem = 10  ; fine
value = 50, 0


[State 1500, 1]
type = PlaySnd
trigger1 = animelem = 16  ; fine
value = 50, 22


[State 1500, 1]
type = PlaySnd
trigger1 = animelem = 18
trigger2 = animelem = 22
value = 3000, 1

[State 1515, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 3000, 2

[State 1500, 2]
type = PlaySnd
trigger1 = animelem = 23
value = 3000, 3

[State 1500, 1st Swing]
type = HitDef
trigger1 = AnimElem = 18
attr = S, SA
animtype  = hard
damage    = 40, 10
priority  = 7, hit
hitflag = MAFP
getpower  = 20
guardflag = L
pausetime = 10,20
sparkno = s981
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   =s50,4
guardsound = s50,12
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = 0
air.velocity = -.1, -.1
ignorehitpause = 0
persistent = 1
Air.Fall =1

[State 1500, 2nd Swing]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
animtype  = hard
damage    = 45, 10
getpower  = 20
priority  = 7, hit
hitflag = MAFP
guardflag = MA
pausetime = 10,15
sparkno = s991
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   =s50,4
guardsound = s50,12
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -9, -3
air.velocity = -9, -3
fall = 1
air.fall = 1
fall.animtype = hard
fall.recover = 0
ignorehitpause = 0
persistent = 1

[State 1500, EnvShake]
type = EnvShake
trigger1 = animelem =18
trigger2 = animelem =22
time = 4
freq = 60
ampl = -15
phase = 150

[State 1500, Burst]
type = Explod
trigger1 = Animelem = 17
trigger2 = animelem = 21
ID = 1500
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State -1, HC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura"
value = 1100

[State -1, HC Hyper_Bakuryu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = time <= 55 && command = "Hyper_Bakuryu"
value = 2058

[State -1, HC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2100

[State 1500, 3]
type = NotHitBy
trigger1 = animelem = 9
value = SCA, NA,SA,NP,SP
time = 19


[State 1500, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1515       ; check
ctrl = 1

;--------------------------------------------------------------------------
; Rasetsujin - Medium
[Statedef 1505]
type = S
movetype= A
physics = S
juggle = 3
ctrl = 0
velset = 0,0
anim = 1501
sprpriority = 6

[State 1505, 1]
type = PlaySnd
trigger1 = animelem = 3  ; fine
value = 3000, 0

[State 1505, 1]
type = PlaySnd
trigger1 = animelem = 10  ; fine
value = 50, 0


[State 1505, 1]
type = PlaySnd
trigger1 = animelem = 16  ; fine
value = 50, 22



[State 1505, 1]
type = PlaySnd
trigger1 = animelem = 18
trigger2 = animelem = 22
value = 3000, 1

[State 1515, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 3000, 2

[State 1500, 2]
type = PlaySnd
trigger1 = animelem = 23
value = 3000, 3


[State 1505, Slide]
type = Posadd
trigger1 = animelem = 17
trigger2 = animelem = 22
x = 35


[State 1505, 1st Swing]
type = HitDef
trigger1 = AnimElem = 18
attr = S, SA
animtype  = hard
damage    = 45, 10
getpower  = 22
priority  = 7, hit
hitflag = MAF
guardflag = L
pausetime = 10,15
sparkno = s981
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   =s50,4
guardsound = s50,12
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -3
air.velocity = -3.5, -.1
Air.Fall = 1
ignorehitpause = 0
persistent = 1


[State 1505, 2nd Swing]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
animtype  = hard
damage    = 55, 15
priority  = 7, hit
getpower  = 22
hitflag = MAF
guardflag = MA
pausetime = 10,15
sparkno = s991
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   =s50,4
guardsound = s50,12
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -9, -3
air.velocity = -9, -3
fall = 1
air.fall = 1
fall.animtype = hard
fall.recover = 0
ignorehitpause = 0
persistent = 1

[State 1505, EnvShake]
type = EnvShake
trigger1 = animelem =18
trigger2 = animelem =22
time = 4
freq = 70
ampl = -20
phase = 150

[State 1505, Burst]
type = Explod
trigger1 = Animelem = 17
trigger2 = animelem = 21
ID = 1505
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State -1, HC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura"
value = 1100

[State -1, HC Hyper_Bakuryu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = time <= 60 && command = "Hyper_Bakuryu"
value = 2058

[State -1, HC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2100



[State 1505, 3]
type = NotHitBy
trigger1 = animelem = 9
value = SCA, NA,SA,NP,SP
time = 20


[State 1505, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1515
ctrl = 1

;--------------------------------------------------------------------------
; Rasetsujin - Heavy
[Statedef 1510]
type = S
movetype= A
physics = S
juggle = 3
ctrl = 0
velset = 0,0
anim = 1502
sprpriority = 6
poweradd = 0

[State 1510, 1]
type = PlaySnd
trigger1 = animelem = 3  ; fine
value = 3000, 0

[State 1510, 1]
type = PlaySnd
trigger1 = animelem = 10  ; fine
value = 50, 0


[State 1510, 1]
type = PlaySnd
trigger1 = animelem = 16  ; fine
value = 50, 22


[State 1510, 1]
type = PlaySnd
trigger1 = animelem = 18
trigger2 = animelem = 22
value = 3000, 1

[State 1515, 3]
type = PlaySnd
trigger1 = animelem = 16
value = 3000, 2

[State 1500, 2]
type = PlaySnd
trigger1 = animelem = 23
value = 3000, 3


[State 1510, Slide]
type = Posadd
trigger1 = animelem = 17 ;(animelem = 8) && (time > 0 && time < 30)
trigger2 = animelem = 22
x = 50
;ignorehitpause =
;persistent =


[State 1510, 1st Swing]
type = HitDef
trigger1 = AnimElem = 18
attr = S, SA
animtype  = hard
damage    = 60, 15
getpower  = 25
priority  = 7, hit
hitflag = MAF
guardflag = L
pausetime = 10,15
sparkno = s981
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   =s50,4
guardsound = s50,12
ground.type = low
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -6
air.velocity = -6, -.1
ignorehitpause = 0
persistent = 1
Air.Fall =1

[State 1510, 2nd Swing]
type = HitDef
trigger1 = AnimElem = 22
attr = S, SA
animtype  = hard
damage    = 65, 15
getpower  = 25
priority  = 7, hit
hitflag = MAF
guardflag = MA
pausetime = 10,15
sparkno = s991
guard.sparkno = s5570
sparkxy = -10,-60
hitsound   =s50,4
guardsound = s50,12
ground.type = high
ground.slidetime = 30
ground.hittime  = 30
ground.velocity = -9, -3
air.velocity = -9, -3
fall = 1
air.fall = 1
fall.recover = 0
fall.animtype = hard
ignorehitpause = 0
persistent = 1

[State 1510, EnvShake]
type = EnvShake
trigger1 = animelem =18
trigger2 = animelem =22
time = 4
freq = 70
ampl = -20
phase = 150

[State 1505, Burst]
type = Explod
trigger1 = Animelem = 17
trigger2 = animelem = 21
ID = 1505
anim = 5560
postype = p1
pos = 0, 0
bindtime = 1
removetime = -2
ownpal = 1
sprpriority = 7
scale = 0.5, 0.5

[State -1, HC Homura 1]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Homura"
value = 1100

[State -1, HC Hyper_Bakuryu]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = time <= 74 && command = "Hyper_Bakuryu"
value = 2058

[State -1, HC Jumonji]
type = ChangeState
triggerall = movecontact > 0 && (power >= 1000)
trigger1 = command = "Jumonji"
value = 2100



[State 1510, 3]
type = NotHitBy
trigger1 = animelem = 9
value = SCA, NA,SA,NP,SP
time = 31


[State 1510, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1515
ctrl = 1


;--------------------------------------------------
; Rasetsujin - End
; CNS difficulty: easy
[Statedef 1515]
type    = S
movetype= A
physics = S
juggle  = 4
ctrl = 0
velset = 0,0
anim = 1515
sprpriority = 2

[State 2052, 1]
type = PlaySnd
trigger1 = animelem = 9
value = 50, 21


[State 1515, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
