

;245 157
;---------------------- Integer variable list ----------------------

; var(0):= -3, 1003
; var(1):= 1003, -1
; var(2):= 1000, 1003, 1004, 1005
; var(3):= 3008, 3009, 3013, -2
; var(4):= 236
; var(5):= 3008, 3009
; var(6):= -2
; var(7):= 40
; var(9):= 1050, 1051
;var(10):= -2, 1001, 1003, 1004, 1005, 3001
;var(11):= -2
;var(12):= 838, -2, 57
;var(13):= 3011
;var(14):= -2, 108, 3011
;var(15):= -2, 102, 3011
;var(16):= -2, 102
;var(17):= -2, 1001, 1002, 1003, 1004, 1005, 3001, 3015
;var(19):= 200, 205, 210, 215, 216, 220, 230, 231, 236, 237, 235, 240, 245, 250, 400, 405, 410, 430, 435, 440, 600, 605, 606, 610, 611, 630, 631, 635, 636, 640, 1050, 1051, 3000, 3005, 3006, 3007, 3008, 3009, 3013, 3014, -2, 1003, 1005
;var(20):= 3008, 3009, 3013, -2
;var(21):= 3014, -2
;var(22):= -2
;var(23):= 1001, 1002
;var(24):= -2
;var(25):= -2
;var(26):= 3008, -2
;var(27):= 200, 216, 236, -2
;var(28):= 210, 215, 235, 430, -2
;var(29):= 610, 611, 640, 104
;var(30):= -2
;var(31):= 610, 611, 640, 104
;var(35):= 810, 840
;var(39):= 800, 850, 830
;var(40):= -3
;var(41):= -3
;var(42):= -3
;var(43):= -3
;var(50):= -2
;var(56):= 11013, 10000
;var(57):= -2
;var(58):= 11013

;---------------------- Float variable list ----------------------

; fvar(0):= 105
; fvar(2):= -2, -3, 3001
; fvar(3):= 3008, 3009





[Data]
life = 1000
attack = 100
defence = 100
power=5000
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = S7003
KO.echo = 0
volume = 255
IntPersistIndex = 55
FloatPersistIndex = 40

[Size]
xscale=.55
yscale=1
ground.back=26
ground.front=26
air.back=22
air.front=22
height=60
attack.dist=160
proj.attack.dist=90
proj.doscale=0
head.pos=5,-92
mid.pos=-2,-61
shadowoffset=0
draw.offset=0,0


[Velocity]
walk.fwd  =3.5     ;Walk forward
walk.back = -3.1    ;Walk backward
run.fwd  = 5.33, -5.5    ;Run forward (x, y)
run.back = -6.2,-5.5;Hop backward (x, y)
jump.neu = 0,-9.3  ;Neutral jumping velocity (x, y)
jump.back = -2.85  ;Jump back Speed (x, y)
jump.fwd = 3   ;Jump forward Speed (x, y)
runjump.back = -2.55,-8.1 ;Running jump speeds (opt)
runjump.fwd = 4,-8.1      ;.
airjump.neu = 0,-8.1
airjump.back = -2.55      ;Air jump speeds (opt)
airjump.fwd = 2.5         ;.
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5

[Movement]
airjump.num = 0      ;Number of air jumps allowed (opt)
airjump.height = 35  ;Minimum distance from ground before you can air jump (opt)
yaccel = .55         ;Vertical acceleration
stand.friction = .85  ;Friction coefficient when standing
crouch.friction = .82 ;Friction coefficient when crouching
air.gethit.groundlevel = 15          ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 10      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05

[Quotes]
; Up to 100 victory quotes can be specified per language (victory0 - victory99)
victory1 = "Are you man enough to fight with me?"
victory2 = "Go home and be a family man!"
victory3 = "Don't you want tougher training, Private?"
victory4 = "I came. I saw. I destroyed! Power. Skill. Strength. Period."
victory5 = "I soar to destroy... I dive and am deadly...!"
victory6 = "Man enough to fight with me, but not man enough to defeat me!"
victory7 = "Motivation is sometimes a greater asset than power!"
victory8 = "No handcuffs!? Fighting isn't what it used to be!"
victory9 = "That was a Sonic Boom that hit you, not a tank!"
victory10 = "You're qualified for combat, but not for victory!"
victory11 = "Go home and see your family!"
victory12 = "Hey, reality! It's no picnic!"
victory13 = "I can't lose... I want revenge!"
victory14 = "If you fight for fun... Give it up!"
victory15 = "I'll avenge NASH! C'mon, meat!"
victory16 = "Don't expect any mercy from me."
victory17 = "Fighting is gambling with your life. Go home now if you can't take that risk."
victory18 = "Give it up. You're not good enough to compete at this level."
victory19 = "Giving up already? It's just as well, you have no chance at winning anyway."
victory20 = "I can't remember the last time a victory made me feel so good!"
victory21 = "If you don't keep your eyes on the prize, you'll never win."
victory22 ="Make no mistake. I'm always the last one standing."
victory23 ="No one is invincible."
victory24 ="For bad seafood, I had plenty during my soldier training regimen period!"
victory25 ="Too easy."
victory26 ="You okay there?"
victory27 ="You're all talk."
victory28 ="Don't feel bad about your cowardice. It saved your life today!"
victory29 ="Go home and sleep this off! Don't ever try to face me again!"
victory30 ="If you set a goal for yourself, only you know what you need to do next."
victory31 ="I've got nothing to say to a loser like you."
victory32 ="Now you know you don't have what it takes to fight a pro like me."
victory33 ="This isn't a contest of philosophy or doctrine. Strength determines victory."
victory34 ="Titles are useless. A man's true worth is spoken by his power, not his words!"
victory35 ="Waging combat with you has made me stronger. For that, I thank you."
victory36 ="What doesn't kill you makes you stronger. Let this beating be a lesson."
victory37 ="You wouldn't last 30 seconds on the battlefield."

;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 170]
type = S
ctrl = 0
anim = 5300
velset = 0,0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = 11, 1

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

;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S


[State 180, 1]
type = ChangeState
trigger1 = 1
value = 181+(random%4)

;---------------------------------------------------------------------------
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0

[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1
value = S190,2
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1
value = S190,6
channel=0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 171]
type = S
physics=S
ctrl = 0
anim = 170

[State 0, VelSet]
type = Velset
trigger1 =time =0
x = -5

[State 200, 1]
type = PlaySnd
trigger1 = time = 6
value = 11, 1

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 10
value = 40, 0
[State 0, StopSnd]
type = StopSnd
trigger1 = time=[0,5]
channel = -1


[State 0, PosSet]
type = PosSet
trigger1 =1
y = 0
;ignorehitpause =
;persistent =


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

[State 0, ChangeState]
type = ChangeState
trigger1 =animtime = 0
value =5110
;---------------------------------------------------------------------------
; Introduction
[Statedef 190]
type = S
ctrl = 0
;anim = 190
velset = 0,0
sprpriority = 2

[State 190, ChangeState]
type = ChangeState
trigger1 = random <499
value = 191

;[State 191, ChangeState]
;type = ChangeState
;trigger1 =random > 500
;value = 192

;[State 191, ChangeState]
;type = ChangeState
;trigger1 =1;random = [668,999]
;value = 0

;---------------------------------------------------------------------------
; Introduction
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0
sprpriority = 2

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

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "choice"
ID = 11013
stateno = 11013
pos = 0,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale =.5
size.yscale =.5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2
value = S190,ifelse((random=[0,333]),1,ifelse((random=[334,449]),3,ifelse((random=[450,666]),4,5)))

[State 191, 3] ;Change to stand state when done
type = Changestate
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; Introduction
[Statedef 192]
type = S
ctrl = 0
anim = 900
velset = 0,0

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0 && anim = 900
value = S800,5


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 && anim = 900
value = S800,2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time = 20  && anim = 900
value = 200
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && anim = 200
value = 205
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && anim = 205
value = 210
elem = 1

[State 702, PlaySnd]
type = PlaySnd
trigger1 =animelem = 1 && anim = 200
value = S0,1

[State 702, PlaySnd]
type = PlaySnd
trigger1 =animelem = 1 && anim = 205
value = S0,1

[State 702, PlaySnd]
type = PlaySnd
trigger1 =animelem = 1 && anim = 210
value = S0,2

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0 && anim = 210
value = 0
;---------------------------------------------------------------------------
; Introduction 2
[Statedef 193]
type = A
physics = N
ctrl = 0
anim = 197
velset = 0,0

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

[State 1060, 1]
type = AssertSpecial
trigger1 = time= [0,15]
flag = Invisible
persistent = 1

[State 702, PlaySnd]
type = PlaySnd
trigger1 =time = 0 && anim = 197
value = S90,4

[State 200, 1]
type = PlaySnd
trigger1 =animelem = 9 && anim = 192
value = 800,11
freqmul = .95
channel = 1

[State 900, Effect]
type = Helper
trigger1 =time = 1
name = "charge3"
postype = P1
pos = -220,0
ownpal = 1
stateno =708
id = 708

[State 0, PosSet]
type = Posadd
trigger1 = time = 0
y = -70

[State 900, Effect]
type = Helper
trigger1 = time = 1
name = "charge3"
postype = P1
pos = 220,0
ownpal = 1
stateno = 709
id = 709

[State 900, Effect]
type = Helper
trigger1 = time = 16 && numhelper(8100) <1
name = "ball1"
postype = P1
pos = -73,-63
ownpal = 1
stateno = 8100
id = 8100

[State 900, Effect]
type = Helper
trigger1 = time = 16 && numhelper(8101) <1
name = "ball1"
postype = P1
pos = -7,-63
ownpal = 1
stateno = 8101
id = 8101



[State 702, PlaySnd]
type = PlaySnd
trigger1 =time = 240
value = S800,11

[State 0, VelSet]
type = VelSet
trigger1 = time > 15
y = .3



[State 702, PlaySnd]
type = PlaySnd
trigger1 = (timemod = 14,12) && anim = 197
value = S800,8

[State 702, PlaySnd]
type = PlaySnd
trigger1 =time = 240
value = S800,1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim !=192
trigger1 = vel y > 0 && pos y >= 0
value = 192
elem = 1

[State 0, PosSet]
type = PosSet
trigger1 = anim = 192
y = 0

[State 191, 3] ;Change to stand state when done
type = ChangeState
trigger1 = AnimTime = 0 && anim = 192
value = 0

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
movetype = I
physics = S
sprpriority = 2

[State 200, 1]
type = PlaySnd
trigger1 = time = 0
value = 190, ifelse(random<499,0,4)


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

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

[State 0, Helper]
type = Helper
trigger1 = time = 0 && roundstate=0
helpertype = normal ;player
name = "choice"
ID = 11013
stateno = 11013
pos = 0,-30
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale =.5
size.yscale =.5

[State 195, 2]
type = ChangeState
trigger1 =time=30
value = 0

;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(58)=1,0,8)

ctrl = 0
anim = ifelse(var(58)=1,214,200)
poweradd= 35
sprpriority = 2

[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0

[State 200, 1]
type = HitDef
trigger1 = !movecontact  && var(19) <=32
attr = S, NA
damage = ifelse(var(58)=1,27,15)
animtype = Light
guardflag = MA
hitflag = MAF
priority = 2, Hit
pausetime = ifelse(var(58)=1,8,10),  ifelse(var(58)=1,8,10)
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -12, -80
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,7,9))
getpower =10
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 5
ground.hittime  = ifelse(var(58)=1,8,9)
guard.ctrltime=6
ground.velocity = ifelse(var(58)=1,-3.5,ifelse(var(58) != 0,-4,-5.5))
airguard.velocity = -3,-.8
air.type = High
air.velocity = -1,-3
air.hittime = ifelse(var(58)=1,15,99)
envshake.time = ifelse(var(58)!=1,8,0)
envshake.ampl = 1
air.hittime=ifelse(var(58)!=1,98,8)
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)

id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movehit=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, VarSet]
type = VarSet
trigger1 =movecontact
v = 27    ;fv = 10
value =1
ignorehitpause=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0
channel=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,0
channel=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------------------
; Stand Light Punch
; CNS difficulty: easy
[Statedef 201]
type    = A
movetype= H
physics = N
velset = 0,0

[State 5020, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(airtype) = 1),5000,5010) + GetHitVar(animtype)

[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim
triggerall = selfanimexist(5061)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5061
[State 5020, 2] ;Anim for HIT_BACK
type = ChangeAnim2
triggerall = !selfanimexist(5061)
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5061

[State 5020, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047 + GetHitVar(animtype)))
value = 5047 + GetHitVar(animtype) ;5051 - 4 + type

[State 5020, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5020, 5]
type = ChangeState
trigger1 = HitShakeOver
value = 202

;---------------------------------------------------------------------------
; HITA_UP (initial going up)
[Statedef 202]
type    = A
movetype= H
physics = N
ctrl = 0

[State 5030, 1]
type = VelAdd;Gravity
trigger1 = 1
y = GetHitVar(yaccel)

[State 5030, 2]
type = HitVelSet
trigger1 = Time = 0
x = 1
y = 1

[State 5030, 3]
type = selfState
triggerall = !HitFall
trigger1 = HitOver && (time>gethitvar(hittime)) ;.
value = 5040 ;HITA_RECOV

[State 5030, 4]
type = selfState
triggerall = HitFall
trigger1 = Pos Y >= 10  ;.
value = 5110 ;HITA_FALL

[State 5030, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 203 ;HITA_UP (transition)

;---------------------------------------------------------------------------
; HITA_UP_T (transition)
[Statedef 203]
type    = A
movetype= H
physics = N

[State 5035, 1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5061)
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5061

[State 5035, 1]
type = ChangeAnim2
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5061)
trigger1 = Anim != 5090 ;Not if hit off ground anim
value = 5061


[State 5035, 2]
type = VelAdd
trigger1 = 1
y = GetHitVar(yaccel)

[State 5035, 3]
type = selfState
triggerall = !HitFall
trigger1 = HitOver && (time>gethitvar(hittime)) ;.
value = 5040  ;HITA_RECOV

[State 5035, 4]
type=selfState
triggerall = HitFall
trigger1 = Pos Y >= 10  ;.
value = 5110 ;HITA_FALL
;-------------------------------
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0
anim = 205
sprpriority = 2

[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,2
channel = 1


[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0



[State 210, 2]
type = HitDef
trigger1 =animelem =2 && !movecontact  && var(19)<=8
attr = S, NA
animtype  = Medium
damage =ifelse(var(58)=1,49,52)
guardflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -20,-65
getpower = 20
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,2,8)
guardsound =Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = ifelse(var(58)=1,10,9)
ground.hittime  = ifelse(var(58)=1,10,14)
guard.ctrltime=   ifelse(var(58)=1,9,8)
air.hittime=ifelse(var(58)!=1,99,15)
ground.velocity = ifelse(var(58)=1,-7.5,-9)
air.velocity = -1,-3
airguard.velocity = -6,-.8
envshake.time = ifelse(var(58)!=1,10,0)
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 210, 2]
type = HitDef
trigger1 =animelem=3 &&!movecontact&& var(19)<=8
attr = S, NA
animtype  = Medium
damage =ifelse(var(58)=1,49,52)
priority = 3, Hit
guardflag = MA
pausetime = 10, 10
sparkno =Svar(41)
guard.sparkno= S11004
sparkxy = -15,-95
getpower = 20
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,2,ifelse(var(58)=1,6,8))
guardsound =  Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = ifelse(var(58)=1,7,8)
ground.hittime  = ifelse(var(58)=1,11,12)
guard.ctrltime=   ifelse(var(58)=1,9,8)
air.hittime=ifelse(var(58)!=1,99,14)
ground.velocity = ifelse(var(58)=1,-7,-9)
air.velocity = -1,-3
airguard.velocity = -6,-.8
envshake.time = ifelse(var(58)!=1,10,0)
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
trigger2= movehit
movetype = I 
ignorehitpause=0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0
anim = 206
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,2
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0

[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 0, VarSet]
type = VarSet
triggerall = var(28)=2
trigger1 = movecontact
v = 28  ;fv = 10
value = 3
ignorehitpause=1
[State 210, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = medium
damage =51
priority = 3, Hit
guardflag = MA
pausetime = 10, 10
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -15,-75
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,8,7))
guardsound =  Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
getpower = 20
ground.type = High
ground.slidetime = ifelse(var(58)=1,8,9)
ground.hittime  = ifelse(var(58)=1,18,13)
guard.ctrltime=   ifelse(var(58)=1,11,9)
air.hittime=ifelse(var(58)!=1,99,15)
ground.velocity = ifelse(var(58)=1,-4.5,-9)
air.velocity = -1,-3
airguard.velocity = -6,-.8
envshake.time = ifelse(var(58)!=1,10,0)
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I 
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 211]
type    = A
movetype= H
physics = N
juggle  = 0
velset=-10,6
poweradd= 59
ctrl = 0
sprpriority = 2
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .69
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 1205
[State 0, NotHitBy]
type = NotHitBy
trigger1 =anim!=1205
value = SCA
;value2 = S,NA
time = 1

;ignorehitpause =
;persistent =

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=5160
trigger1 =pos y>=0 && anim=1205 && time>3
value = 5160
[State 0, PosSet]
type = PosSet
trigger1 = anim=5160&& animelem=1
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=1 && anim=5160
x = -4
y = -6

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = alive
trigger1 = animelemtime(1)>7 && anim!=5200 && anim=5160
value = 5200
[State 0, SelfState]
type = SelfState
trigger1 =pos y >=0 &&anim=5200  &&alive
value =52
ctrl=1
[State 0, SelfState]
type = SelfState
trigger1 =pos y >=0 &&!alive  && time>5
value =5100
ctrl=1
;---------------------------------------------------------------------------
; Standing medium punch
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0
anim = ifelse(var(58)=1,215,210)
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,1
channel=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 0, VarSet]
type = VarSet
triggerall = var(28)=3
trigger1 = movecontact
v = 28  ;fv = 10
value = 4
[State 210, 2]
type = HitDef
trigger1 =!movecontact
attr = S, NA
animtype  = heavy
damage =  ifelse(var(58)=1,90,83)
guardflag = MA
pausetime = 12, 12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -20,-76
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
getpower = 35
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = ifelse(var(58)=1,12,10)
ground.hittime  =18
guard.ctrltime = ifelse(var(58)=1,16,11)
air.hittime=ifelse(var(58)!=1,99,15)
airguard.velocity = -6,-.8
ground.velocity = ifelse(var(58)=1,-8,ifelse(var(58) != 0,-7,-11.5))
air.velocity = -2.5,-4
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
envshake.freq=60
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I 
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing medium punch
[Statedef 216]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0

anim = 212
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,1
channel=1
[State 0, VarSet]
type = VarSet
triggerall = var(27)=2
trigger1 =movecontact
v = 27    ;fv = 10
value =3
ignorehitpause=1
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2 
x = 23
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3 
x = 18
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4 
x = -14
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
x = -27
[State 210, 2]
type = HitDef
trigger1 =!movecontact
attr = S, NA
animtype  = heavy
damage =  ifelse(var(58)=1,90,89)
guardflag = MA
pausetime =  12, 12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -25,-72
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
getpower = 35
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
air.hittime=ifelse(var(58)!=1,99,18)
airguard.velocity = -6,-.8
guard.ctrltime = 11
ground.velocity = ifelse(var(58)=1,-8,ifelse(var(58) != 0,-7,-10.5))
air.velocity = -4,-4
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
envshake.freq=60
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, Width]
type = Width
trigger1 = animelem=2
player = 25,0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0

anim = ifelse(var(58)=1,213,211)
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 210, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,2
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,2
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 210, 2]
type = HitDef
trigger1 = animelem=2 &&!movecontact
attr = S, NA
animtype  = heavy
damage = ifelse(var(58)=1,90,80)
guardflag = MA
pausetime =  12, 12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -30,-66
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
getpower = 35
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
air.hittime=ifelse(var(58)!=1,99,18)
guard.ctrltime=11
airguard.velocity = -6,-.8
ground.velocity = ifelse(var(58)=1,-8,ifelse(var(58) != 0,-7,-9.5))
air.velocity = -2.5,-4
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
envshake.freq=60
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 210, 2]
type = HitDef
trigger1 = animelem=3 &&!movecontact
attr = S, NA
animtype  = Medium
damage = ifelse(var(58)=1,90,80)
guardflag = MA
pausetime =  12, 12
sparkno =Svar(42)
guard.sparkno= S11004
sparkxy = -20,-100
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
getpower = 35
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
air.hittime=ifelse(var(58)!=1,99,20)
guard.ctrltime=11
ground.velocity = ifelse(var(58)=1,-8,ifelse(var(58) != 0,-7,-9.5))
air.velocity = -2.5,-4
airguard.velocity = -6,-.8
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
envshake.freq=60
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
trigger2=movehit
movetype = I 
ignorehitpause=0
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(58)=1,0,8)
poweradd= 22
ctrl = 0
anim = ifelse(var(58)=1,233,230)
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,3
channel=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,0
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 4
ignorehitpause = 1
persistent = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0


[State 230, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = Medium
damage =  ifelse(var(58)=1,28,22)
guardflag = MA
priority = 3, Hit
pausetime =ifelse(var(58)=1,8,10),ifelse(var(58)=1,8,10)
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-36
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,3,ifelse(var(58)=1,6,6))
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
getpower =10
ground.slidetime = ifelse(var(58)=1,6,8)
ground.hittime  = 8
guard.ctrltime=ifelse(var(58)=1,8,7)
air.hittime=ifelse(var(58)!=1,99,14)
ground.velocity = ifelse(var(58)=1,-3.4,-6.7)
air.velocity = -1,-4
envshake.time = ifelse(var(58)!=1,8,0)
envshake.ampl = 1
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------------
; Standing light kick
; CNS difficulty: easy
[Statedef 231]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(58)=1,0,8)
poweradd= 22
ctrl = 0
anim = ifelse(var(58)=1,232,231)
sprpriority = 2

[State 230, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,3
channel=1
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = (prevstateno=105||prevstateno=100)&& time=0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 0, VelSet]
type = posset
trigger1 = (prevstateno=105||prevstateno=100)&& time=0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
statetype = A       ;S,A,C,L
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = 5.4
y = -4
;ignorehitpause = 
;persistent = 
[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(3)>0&&animelemtime(5)<0
y = .6
[State 0, VelSet]
type = VelSet
trigger1 =animelem=5
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 =animelem=5
y = 0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 4
ignorehitpause = 1
persistent =1

[State 230, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = Medium
damage =  ifelse(var(58)=1,90,44)
guardflag = MA
priority = 3, Hit
pausetime =8,8
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-67
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,3,ifelse(var(58)=1,7,6))
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
getpower =10
guard.ctrltime = 9
ground.slidetime = 9
ground.hittime  = ifelse(var(58)=2,14,10)
air.hittime=ifelse(var(58)!=1,99,15)
ground.velocity = ifelse(var(58)=1,-4.9,ifelse(var(58) = 0,-9.2,-2.5))
air.velocity = -2.5,-3.5
envshake.time = ifelse(var(58)!=1,8,0)
envshake.ampl = 1
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 





[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
[State 230, 3]
type = ChangeState
trigger1 =animtime=0
value =0
ctrl = 1

;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 236]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0
velset = ifelse(var(27)=1,0,ifelse((command="holdfwd" &&var(58)!=1),3,ifelse(command="holdback"&&var(58)!=1,-3,0)))
anim = 235
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,4
channel=1

;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, VelMul]
type = VelMul
trigger1 = animelemtime(4) >0
x = .87
[State 0, VarSet]
type = VarSet
trigger1 =var(58)=2&&command="c"
v = 4   ;fv = 10
value = 1

[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0
[State 0, HitBy]
type = HitBy
trigger1 = animelemtime(2)>=0 && animelemtime(7)<0
value = SA,NA,SA,HA,NP,SP,HP,NT,ST,HT
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0
[State 0, VarSet]
type = VarSet
triggerall = var(27)=1
trigger1 =movecontact
v = 27    ;fv = 10
value =2
ignorehitpause=1
[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = Medium
damage =  51
priority = 3, Hit
guardflag = MA
pausetime = 10, 10
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -20,-52
getpower = 20
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,4,ifelse(var(58)=1,6,5))
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
ground.slidetime = 11
ground.hittime  = ifelse(var(58)=1,10,15)
guard.ctrltime=10
air.hittime=ifelse(var(58)!=1,99,14)
ground.velocity = ifelse(var(58)=1,-7.6,-ifelse(var(58)=0,10.4,8.5))
air.velocity = -2.2,-3.2
envshake.time = ifelse(var(58)!=1,10,0)
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, PosAdd]
type = PosAdd
trigger1 = movecontact && enemy,backedgedist <15
x = -3
;ignorehitpause = 
;persistent = 

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 237]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0
velset =3,0
anim = 235
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,4
channel=1

[State 0, VelMul]
type = VelMul
trigger1 = animelemtime(4) >0
x = .87

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0

[State 240, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, NA
animtype  = heavy
damage =  90
guardflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -20,-52
getpower = 20
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,4,ifelse(var(58)=1,6,5))
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
ground.slidetime = 8
ground.hittime  = 12
guard.ctrltime=10
air.hittime=ifelse(var(58)!=1,99,14)
ground.velocity = ifelse(var(58)=1,-8,-8.5)
air.velocity = -2.2,-3.2
envshake.time = ifelse(var(58)!=1,10,0)
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0
anim = 236
sprpriority = 2

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,4
channel=1
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0
[State 0, VarSet]
type = VarSet
triggerall = var(28)=1
trigger1 = movecontact
v = 28  ;fv = 10
value = 2
ignorehitpause=1
[State 240, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = Medium
damage = 58
guardflag = MA
priority = 3, Hit
pausetime = 10, 10
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -15,-82
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,4,ifelse(var(58)=1,6,5))
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
getpower = 20
ground.type = Low
ground.slidetime = 11
ground.hittime  = ifelse(var(58)=1,10,14)
guard.ctrltime=12
air.hittime=ifelse(var(58)!=1,99,16)
ground.velocity = ifelse(var(58)!=1,-7.5,-6.5)
air.velocity = -2.2,-3.2
envshake.time = ifelse(var(58)!=1,10,0)
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
ground.cornerpush.veloff=ifelse(var(58)=1,-4,-10)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
; Standing strong kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0
anim = ifelse(var(58)=1,243,240)
sprpriority = 2

[State 245, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,4
channel=1
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 245, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = heavy
damage =  ifelse(var(58)=1,90,89)
guardflag = MA
pausetime =  12, 12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -15,-72
hitsound   =Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,5,ifelse(var(58)=1,5,4))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
getpower = 20
ground.type = Low
ground.slidetime = 11
ground.hittime  = 18
ground.velocity = ifelse(var(58)=1,-8,-11)
air.hittime=ifelse(var(58)!=1,99,18)
air.velocity = -2.2,-3.2
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
envshake.freq=60
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
ground.cornerpush.veloff=ifelse(var(58)=1,-4,-15)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I 
[State 245, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 245]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 65
ctrl = 0
velset = 7,-2
anim = 241
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(2)>0
x = 0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 0, VelAdd]
type = VelAdd
trigger1 =animelemtime(2)<0 && pos y<0
y = .58

[State 0, PosSet]
type = PosSet
trigger1 =animelemtime(2)>0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelem=2
statetype = S


[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,4
channel=1


[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0

[State 240, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = heavy
damage = 80
guardflag = MA
pausetime =  12, 12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -20,-54
hitsound   =Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,5,ifelse(var(58)=1,5,4))
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
getpower = 35
ground.type = Low
ground.slidetime = 16
ground.hittime  = 18
air.hittime=ifelse(var(58)!=1,99,17)
guard.ctrltime=14
ground.velocity =-10.5
air.velocity = -2.2,-3.2
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
envshake.freq=60
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
ground.cornerpush.veloff=-17
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I 
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing medium kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 65
ctrl = 0
anim = ifelse(var(58)=1,244,242)
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = 0,4
channel=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0

[State 0, NotHitBy]
type = HitBy
trigger1 = animelemtime(2)>0 && animelemtime(13)<0
value = SA,AA,AP
time = 1

[State 240, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
animtype  = heavy
damage =  ifelse(var(58)=1,90,89)
guardflag = MA
pausetime = 12, 12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -10,-74
hitsound   =Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,5,ifelse(var(58)=1,5,4))
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
getpower = 35
ground.type = Low
ground.slidetime = 13
ground.hittime  = ifelse(var(58)=1,18,17)
air.hittime=ifelse(var(58)!=1,99,19)
ground.velocity = ifelse(var(58)=1,-7.5,-10)
air.velocity = -2.2,-3.2
guard.ctrltime = 14
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
envshake.freq=60
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8
movetype = I 
[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Crouching light punch
; CNS difficulty: easy
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(58)=1,0,8)
poweradd= 10
ctrl = 0
anim = ifelse(var(58)=1,401,400)
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 400, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0
channel=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,0
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 400, 2]
type = HitDef
trigger1 = animelem= 2
attr = S, NA
damage =  ifelse(var(58)=1,27,15)
priority  = 3
animtype  = Light
hitflag = MAF
priority = 2, Hit
guardflag = M
getpower = ifelse(var(3),0,8)
pausetime = ifelse(var(58)=1,8,10),ifelse(var(58)=1,8,10)
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-45
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,7,9))
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
ground.slidetime =ifelse(var(58)!=2,4,6)
ground.hittime  = ifelse(var(58)!=2,8,11)
air.hittime=ifelse(var(58)!=1,99,11)
ground.velocity = ifelse(var(58)=1,-2.5,-5.5)
air.velocity = ifelse(var(58)!=2,-4,-3),ifelse(var(58)!=2,-5,-3)
envshake.time =8
envshake.ampl = 1
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I 
[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
;Crouching medium punch
; CNS difficulty: easy
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 35
ctrl = 0
anim = 405
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1
channel=1
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0


[State 410, 2]
type = HitDef
trigger1 = !movecontact
attr = S, NA
damage =  ifelse(var(58)=1,48,51)
animtype  = Medium
hitflag = MAF
guardflag = M
priority = 3, Hit
pausetime = 10,10
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -12,-44
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,2,8)
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
getpower = ifelse(var(3),0,15)
ground.slidetime = 8
ground.hittime  = 10
air.hittime=ifelse(var(58)!=1,99,14)
guard.ctrltime=8
ground.velocity = ifelse(var(58)=1,-5.5,-7)
air.velocity = -3,-4
envshake.time = ifelse(var(58)!=1,10,0)
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I 
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching medium punch
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(58)=1,0,8)
poweradd= 40
ctrl = 0
anim = ifelse(var(58)=1,411,410)
sprpriority = 2

[State 410, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1
channel=1
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,1)
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,2
channel=0
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 0, Explod]
type = Explod
triggerall = var(58)=1 && animelem=2
trigger1 =numexplod(7011) < 1 &&movecontact && !moveguarded
anim =7014
ID =7011
pos = 40,-70
[State 0, Helper]
type = Helper
triggerall = var(58)=1 
trigger1 =movehit
helpertype = normal ;player
name = "launch"
ID = 7011
stateno =7011
pos = 40,-95
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 40
pausemovetime = 40
ignorehitpause=1
persistent=0
[State 0, Explod]
type = Explod
triggerall = var(58)=1 && animelem=3
trigger1 =numexplod(7011) < 1 &&movecontact && !moveguarded
anim =7014
ID =7011
pos = 40,-84
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 410, 2]
type = HitDef
triggerall = var(58)!=1
trigger1 = AnimElem = 2 && !movecontact
attr = S, NA
damage =  88,10
animtype  =heavy
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -13,-70
getpower = 35
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
ground.slidetime = 11
ground.hittime  = 18
air.hittime=99
guard.ctrltime=11
ground.velocity = -8.5,0
air.velocity = -3,-4
envshake.time = 10
envshake.ampl = 2
envshake.mul=90



[State 410, 2]
type = HitDef
triggerall = var(58)!=1
trigger1 = AnimElem = 3 && !movecontact
attr = S, NA
damage =  88,10
animtype  = heavy
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -10,-84
getpower = 35
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
ground.slidetime = 11
ground.hittime  = 18
air.hittime=99
guard.ctrltime=14
ground.velocity = -8.5,0
air.velocity = ifelse(var(58)=1,-1,-3),ifelse(var(58)=1,-14,-4)
envshake.time = ifelse(var(58)=1,0,10)
envshake.ampl = 2
envshake.mul=90

[State 410, 2]
type = HitDef
triggerall = var(58)=1
trigger1 = AnimElem = 2 && !movecontact
attr = S, NA
damage =  90,1
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -13,-70
getpower = 35
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
ground.slidetime = 13
ground.hittime  = 18
air.hittime=ifelse(var(58)!=1,99,15)
ground.velocity = -1,-18
air.velocity = -2,-16.5
yaccel=.55
id=410

[State 410, 2]
type = HitDef
triggerall = var(58)=1
trigger1 = AnimElem = 3 && !movecontact
attr = S, NA
damage =  90,1
animtype  = up
hitflag = MAF
guardflag = M
pausetime = 8,8
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -10,-84
getpower = 35
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
ground.slidetime =9
ground.hittime  = 18
air.hittime=ifelse(var(58)!=1,99,15)
ground.velocity = -1,-18
air.velocity =-2,-16.5
forcenofall=1
yaccel=.55
id=410

[State 0, TargetState]
type = TargetState
trigger1 =movehit&&enemy,stateno!=411 &&animelemtime(4)<0
value = 411
ID = 410
ignorehitpause =0
;persistent =
[State 0, StateTypeSet]
type = StateTypeSet
triggerall = var(58)!=1
trigger1 = animelem=5
trigger2= movehit
movetype = I 
ignorehitpause=0
[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 411]
type    = A
movetype= H
physics = N
juggle  = 8
velset=0,-16.35
poweradd= 59
ctrl = 0
sprpriority = 2
facep2=1
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .65


[State 0, ChangeAnim2]
type = ChangeAnim
triggerall = anim!=5160
trigger1 =time=0
value = 5051



[State 0, SelfState]
type = SelfState
trigger1 =time>=26
value =5040
ctrl=1
;---------------------------------------------------------------------------
;Crouching light kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(58)=1,0,8)
poweradd= 7
ctrl = 0
anim =  ifelse(var(58)=1,431,430)
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,3
channel=1
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,0
channel=0
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 4
ignorehitpause = 1
persistent = 0

[State 0, VarSet]
type = VarSet
trigger1 = movecontact
v = 28  ;fv = 10
value = 1
ignorehitpause=1
[State 430, 2]
type = HitDef
triggerall = var(58)!=1
trigger1 = animelem = 3
attr = C, NA
damage = 22
animtype  = Light
hitflag = MAF
guardflag = L
priority = 3, Hit
pausetime = ifelse(var(58)=1,8,10),ifelse(var(58)=1,8,10)
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-22
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,3,ifelse(var(58)=1,7,6))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
getpower =10
ground.slidetime =7
ground.hittime  = 8
air.hittime=ifelse(var(58)!=1,99,11)
ground.velocity = ifelse(var(58)=1,-2,-5.5)
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
envshake.time = ifelse(var(58)!=1,8,0)
envshake.ampl = 1
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)

[State 430, 2]
type = HitDef
triggerall = var(58)=1
trigger1 = animelem = 3
attr = C, NA
damage = 27
animtype  = Light
hitflag = MAFD
guardflag = L
priority = 3, Hit
pausetime = 8,8
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-22
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,3,ifelse(var(58)=1,7,6))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
getpower =10
ground.slidetime =7
ground.hittime  = 10
air.hittime=ifelse(var(58)!=1,99,11)
ground.velocity = ifelse(var(58)=1,-2,-5.5)
air.velocity = -2,-3
down.velocity = -5,-3
down.hittime = 13
down.cornerpush.veloff=-15
envshake.time = ifelse(var(58)!=1,8,0)
envshake.ampl = 1
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =(p2statetype= A||p2stateno=5080) && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I 
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 435]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(58)=1,0,8)
poweradd= 14
ctrl = 0
anim = 435
sprpriority = 2

[State 430, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,4
channel=1
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value =4
ignorehitpause = 1
persistent = 0
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0

[State 430, 2]
type = HitDef
trigger1 = animelem =3
attr = C, NA
damage =ifelse(var(58)=1,47,51)
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime =  10,10
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -10,-27
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,4,ifelse(var(58)=1,6,5))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
getpower = ifelse(var(3),0,14)
ground.type = Low
ground.slidetime =  ifelse(var(58)=1,11,13)
ground.hittime  = ifelse(var(58)=1,10,14)
air.hittime=ifelse(var(58)!=1,99,17)
ground.velocity = ifelse(var(58)=1,-6,-9)
guard.ctrltime=13
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20
envshake.time = ifelse(var(58)!=1,10,0)
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
ground.cornerpush.veloff=-12
fall.recover=ifelse(var(58)=2,0,1)
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;----------------------------------------------------------------------------
[Statedef 440]
type    = C
movetype= A
physics = C
juggle  = ifelse(var(58)=1,0,8)
poweradd= 30
ctrl = 0
anim = ifelse(var(58)=1,441,440)
sprpriority = 2
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,4)
ignorehitpause = 1
persistent = 0

[State 440, 2]
type = PlaySnd
trigger1 = time  = 0
trigger2 = animelem = 7
value = 0, 5

[State 440, 3]
type = HitDef
trigger1 = animelem = 3 && (!movehit||var(58)=1)
trigger2 = animelem= 10 && (!movehit||var(58)=1)
attr = C, NA
damage = ifelse(var(58)=1,45,95)
hitflag = MAFD
guardflag = L
pausetime =  12,12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -12,-17
hitsound   =Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,5,ifelse(var(58)=1,5,4))
getpower = ifelse(var(3),0,40)
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Trip
ground.slidetime = 7
ground.hittime  = 18
ground.velocity = -1.3,ifelse(var(58)=1,-4,-3)
air.velocity = -1.3,ifelse(var(58)=1,-4,-4)
guard.velocity = -5
fall = 1
fall.recover=0
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
envshake.freq=60
id=440
yaccel=.55
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=11
trigger2= movehit &&var(58)!=1
movetype = I 
[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 441]
type    = A
movetype=H
physics = N
velset =0,-2.3
poweradd = 40
anim=5070


[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .44
[State 0, NotHitBy]
type = NotHitBy
trigger1 = anim=5070
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause =
;persistent =


[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=5101|| stateno=614||stateno=612
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y>=0 && (anim=5070) && time>3
value = 5100
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y>=0 &&(anim=5070) && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 612
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5100 && animtime=0
value = 612

[State 0, PosSet]
type = PosSet
trigger1 =anim=5100 || anim=612 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =
[State 0, ChangeState]
type = selfState
triggerall = alive
triggerall = anim=612 && animelemtime(1)>1
trigger1 = command="x"||command="y"||command="z"||command="a"||command="b"||command="c"
trigger2= AIlevel >0 && random<111
value =5120
ctrl = 0
[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=25 && anim=612
value =ifelse(alive,5120,5110)
ctrl=1

;---------------------------------------------------------------------------
; Ground Bounce
[Statedef 442]
type    = A
movetype= H
physics = N
poweradd= 0
ctrl = 0
sprpriority =-1
[State 0, Turn]
type = Turn
trigger1 =facing= enemy,facing 
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = hitshakeover && anim!=5070
value = 5070
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0&& anim!=5070
value = 5030

;ignorehitpause = 
;persistent = 
[State 0, HitVelSet]
type = HitVelSet
trigger1 =anim=5070 && animelemtime(1)=1
x = 1
y = 1
;ignorehitpause = 
;persistent =
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = gethitvar(yaccel)

;persistent =

[State 0, SelfState]
type = changeState
triggerall = time >5
trigger1 = pos y>=10
value =443
;---------------------------------------------------------------------------
; Ground bounce up
[Statedef 443]
type    =L
movetype= H
physics = N
poweradd= 0
velset=0,0
ctrl = 0
sprpriority =-1
[State 0, PosSet]
type = PosSet
trigger1 =time=[0,4]
y = 0
;ignorehitpause =
;persistent =

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0  && !selfanimexist(5101)
value = 5100

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=5
value = 5110

[State 0, SelfState]
type = SelfState
trigger1 = pos y>=0 && time>55
value =ifelse(!alive, 5110,5120)
;---------------------------------------------------------------------------
;Jump Light Punch
[Statedef 600]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,8)
poweradd= 11
ctrl = 0
anim = ifelse(var(58)=1,600,601)
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,0
channel=0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0
channel=1
[State 0, VarSet]
type = Varset
trigger1 = movecontact=1  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,4)
ignorehitpause = 1
persistent = 0

[State 600, 2]
type = HitDef
triggerall = var(58)!=1
trigger1 = animelem = 2
attr = A, NA
damage = 36
guardflag = HA
priority = 2
pausetime =  8,8
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-60
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,7,9))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 11
ground.hittime  = ifelse(var(7)=1,6,8)
ground.velocity = -4
air.velocity = -.2,-3
fall.recovertime = 10
air.hittime = 99
envshake.time = 8
envshake.ampl = 1
[State 600, 2]
type = HitDef
triggerall = var(58)=1
trigger1 = animelem = 2
attr = A, NA
damage = 27
guardflag = HA
priority = 3
pausetime =  8,8
animtype=medium
air.animtype=up
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-60
hitsound   = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,7,9))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime =6
ground.hittime = 12
air.hittime = 9
ground.velocity = -4
air.velocity = -.2,-9
yaccel=.8
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 57
ctrl = ifelse(var(58)=1,1,0)

;---------------------------------------------------------------------------
;Jump medium Punch
; CNS difficulty: easy
[Statedef 605]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,7)
poweradd= 11
ctrl = 0
anim = 605
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1
channel=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,4)
ignorehitpause = 1
persistent = 0


[State 605, 2]
type = HitDef
triggerall = var(58)!=1
trigger1 =!movecontact
attr = A, NA
damage =51
guardflag = HA
priority = 3
pausetime =  10,10
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -15,-70
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,2,8)
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 12
ground.hittime  = ifelse(var(7)=1,9,13)
ground.velocity = -4
air.velocity = -.2,-3
fall.recovertime = 10
air.hittime =99


[State 605, 2]
type = HitDef
triggerall = var(58)=1
trigger1 =!movecontact
attr = A, NA
damage = 49
guardflag = HA
animtype=medium
air.animtype=up
priority = 3
pausetime =  8,8
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -15,-70
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,2,8)
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime =8
ground.hittime = 12
air.hittime =17
ground.velocity = -4
air.velocity = -.2,-8.35
yaccel=.8
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A &&movecontact=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 

[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 57
ctrl = ifelse(var(58)=1,1,0)
;---------------------------------------------------------------------------
;Jump medium Punch
; CNS difficulty: easy
[Statedef 606]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,7)
poweradd= 11
ctrl = 0
anim = 606
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1
channel=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,4)
ignorehitpause = 1
persistent = 0

[State 605, 2]
type = HitDef
triggerall = var(58)!=1
trigger1 =!movecontact
attr = A, NA
damage =51
guardflag = HA
priority = 3
pausetime =  10,10
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -15,-60
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,2,8)
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 12
ground.hittime  = ifelse(var(7)=1,9,13)
ground.velocity = -4
air.velocity = -.2,-3
fall.recovertime = 10
air.hittime = 99


[State 605, 2]
type = HitDef
triggerall = var(58)=1
trigger1 =!movecontact
attr = A, NA
damage = 49
guardflag = HA
animtype=medium
air.animtype=up
priority = 3
pausetime =  8,8
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -15,-60
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,2,ifelse(var(58)=1,6,8))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -4
air.velocity = -.2,-6.5
air.hittime =18
yaccel=.5
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 57
ctrl = ifelse(var(58)=1,1,0)
;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0
anim = ifelse(var(58)=1,606,610)
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0,2
channel = 1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,2
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0


[State 605, 2]
type = HitDef
triggerall = anim=606
trigger1 =!movecontact
attr = A, NA
damage =90
guardflag = HA
pausetime =  8,8
sparkno =S7000+(random%4)
guard.sparkno= S7004
sparkxy = -10,-60
hitsound = S10,5
guardsound = S10,4
getpower=40
ground.type = High
ground.slidetime = 17
ground.hittime  = ifelse(var(7)=1,13,18)
air.hittime=ifelse(var(58)!=1,99,17)
ground.velocity = -4
air.velocity = ifelse(var(58)=1,-15,-1.3),ifelse(var(58)=1,10,-3)
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
yaccel = ifelse(var(58)=1,.7,.45)
air.fall  =ifelse(var(58)=1,1,0)
fall.recover = 0


[State 605, 2]
type = HitDef
triggerall = anim=610
trigger1 =!movecontact
attr = A, NA
damage =ifelse(var(58)=1,90,88)
guardflag = HA
pausetime = 12,12
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -15,-70
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
getpower=40
ground.slidetime = 17
ground.hittime  = ifelse(var(7)=1,13,18)
ground.velocity = -4
air.hittime=ifelse(var(58)!=1,99,17)
air.velocity = ifelse(var(58)=1,-15,-1.3),ifelse(var(58)=1,10,-3)
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
yaccel = ifelse(var(58)=1,.7,.45)
air.fall  =ifelse(var(58)=1,1,0)
fall.recover = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(58)=1
trigger1 = movehit &&p2statetype=A  && (prevstateno= [600,635])  && var(22)
value = 615

[State 0, TargetState]
type = TargetState
triggerall = var(58)=1
trigger1 =movehit &&p2statetype=A && p2stateno!=211 && (prevstateno!= [600,635])  && var(22)=0
value =211
ID = -1
ignorehitpause=1
[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, TargetState]
type = TargetState
triggerall = var(58)=1
trigger1 =movehit &&p2statetype=A && p2stateno!=10613  && var(22)
value =10613
ID = -1
ignorehitpause=0



[State 0, ScreenBound]
type = ScreenBound
triggerall = anim=615
trigger1 = 1
value = 0
[State 600, 3]
type = changestate
 triggerall =prevstateno= [600,635]
triggerall = var(58)=1
trigger1 = p2statetype=L&&var(31)=19 && var(29)=1
value = 104
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(22)
 triggerall =prevstateno= [600,635]
triggerall = var(58)=1
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -190 && enemy,pos y >-10 &&movehit
v = 29    ;fv = 10
value = 1

[State 0, VelSet]
type = VelSet
triggerall =  var(22)
triggerall = var(58)=1
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -190
x = 0
y = 0

[State 600, 3]
type = changestate
triggerall = var(58)=1
triggerall =  ((pos y >= -240)|| (pos x >=40&&facing=1|| pos x<=-40&&facing=-1))  ||(!movehit)
trigger1 = animtime=0
value = 57
ctrl=1

[State 0, ChangeState]
type = ChangeState
triggerall = var(58)!=1
trigger1 =  animtime = 0
value = 57
ctrl = ifelse(var(58)=1,1,0)

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >=0
value =52
;anim =
;ignorehitpause = 
;persistent = 

;---------------------------------------------------------------------------
;Jump Strong Punch
; CNS difficulty: easy
[Statedef 611]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,8)
poweradd= 65
ctrl = 0
anim = 611
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0,2
channel = 1


[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 605, 2]
type = HitDef
trigger1 =!movecontact
attr = A, NA
damage =ifelse(var(58)=1,90,88)
guardflag = HA
pausetime =  8,8
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -10,-60
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,1,ifelse(var(58)=1,5,7))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 17
getpower=ifelse(var(58)=1,75,40)
ground.hittime  = ifelse(var(7)=1,13,18)
air.hittime=ifelse(var(58)!=1,99,17)
ground.velocity = -4
air.velocity = ifelse(var(58)=1,-15,-1.3),ifelse(var(58)=1,14,-3)
envshake.time = 12
envshake.ampl = 3
yaccel = ifelse(var(58)=1,.7,.45)
air.fall  =ifelse(var(58)=1,1,0)
fall.recover = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(58)=1
trigger1 = movehit &&p2statetype=A  && (prevstateno= [600,635])  && var(22)
value = 613

[State 0, TargetState]
type = TargetState
triggerall = var(58)=1
trigger1 =movehit &&p2statetype=A && p2stateno!=211 && (prevstateno!= [600,635])  && var(22)=0
value =211
ID = -1
ignorehitpause=1
[State 0, ScreenBound]
type = ScreenBound
triggerall = anim=613
triggerall = var(58)=1
trigger1 = 1
value = 0
[State 600, 3]
type = changestate
 triggerall =prevstateno= [600,635]
triggerall = var(58)=1
trigger1 = p2statetype=L&&var(31)=19 && var(29)=1
value = 104

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(22)
 triggerall =prevstateno= [600,635]
triggerall = var(58)=1
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -230 && enemy,pos y >-10 &&movehit
v = 29    ;fv = 10
value = 1

[State 0, TargetState]
type = TargetState
triggerall = var(58)=1
trigger1 =movehit &&p2statetype=A && p2stateno!=10613  && var(22)
value =10613
ID = -1
ignorehitpause=0
[State 0, VelSet]
type = VelSet
triggerall =  var(22)
triggerall = var(58)=1
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -230
x = 0
y = 0
[State 600, 3]
type = changestate
triggerall = var(58)=1
triggerall =  ((pos y >= -240)|| (pos x >=40&&facing=1|| pos x<=-40&&facing=-1))  ||(!movehit)
trigger1 = animtime=0
value = 57
ctrl=1

[State 0, ChangeState]
type = ChangeState
triggerall = var(58)!=1
trigger1 =  animtime = 0
value = 57
ctrl = 1
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >=0
value =52
;---------------------------------------------------------------------------
; Standing strong punch
[Statedef 10613]
type    = A
movetype= H
physics = N
juggle  = 0
velset=-10,13
poweradd= 59
ctrl = 0
sprpriority = -2
[State 0, VelAdd]
type = VelAdd
trigger1 =1
y = .67
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0
value = 1205

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=5160
trigger1 =pos y>=0 && anim=1205 && time>3
value = 5160
[State 0, PosSet]
type = PosSet
trigger1 = anim=5160&& animelem=1
y = 0
[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
;value2 = S,NA
time = 1
[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=1 && anim=5160
y = -7
x=0
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=5160
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5101)
trigger1 = pos y>=0 && anim=5160 && animelemtime(1)>10
value = 5101
[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5101)
trigger1 = pos y>=0 && anim=5160 && animelemtime(1)>10
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 612
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5101 && animtime=0
value = 612

[State 0, PosSet]
type = PosSet
trigger1 =anim=5101 || anim=612 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5101 || anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=31 && anim=612
value =ifelse(alive,5120,5110)
ctrl=1
;------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,6)
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0
channel=1
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,4)
ignorehitpause = 1
persistent = 0

[State 600, 2]
type = HitDef
triggerall= var(58)!=1
trigger1 = animelem = 2
attr = A, NA
damage = 36
guardflag = HA
priority = 2
pausetime = ifelse(var(58)=1,8,10),ifelse(var(58)=1,8,10)
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-77
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,3,ifelse(var(58)=1,7,6))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 11
getpower=20
ground.hittime  = 8
ground.velocity = -4
air.velocity = -.2,-3
fall.recovertime = 10
air.hittime = 99
envshake.time = 8
envshake.ampl = 1


[State 600, 2]
type = HitDef
triggerall= var(58)=1
trigger1 = animelem = 2
attr = A, NA
damage = 27
guardflag = HA
priority = 3
animtype=medium
air.animtype=up
pausetime = 8,8
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-77
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,3,ifelse(var(58)=1,7,6))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 12
getpower=20
ground.hittime  = 12
ground.velocity = -4
air.velocity = -.2,-8
air.hittime = 11
yaccel=.5
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A &&movecontact=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[state 0, changeState]
type = ChangeState
trigger1 =  animtime = 0
value = 57
ctrl = ifelse(var(58)=1,1,0)
;---------------------------------------------------------------------------
;Jump Light Kick
; CNS difficulty: easy
[Statedef 631]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,6)
poweradd= 20
ctrl = 0
anim = ifelse(command="holdup"&&var(58)=1,630,ifelse(var(58)=1,631,632))
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0

[State 600, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,0
channel=1
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,4)
ignorehitpause = 1
persistent = 0

[State 600, 2]
type = HitDef
triggerall= var(58)!=1
trigger1 = animelem = 2
attr = A, NA
damage = 36
guardflag = HA
priority = 2
pausetime = 8,8
getpower=20
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-50
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,3,ifelse(var(58)=1,7,6))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime =12
ground.hittime  = ifelse(var(7)=1,9,13)
ground.velocity = -4
air.velocity = -.2,-3
fall.recovertime = 12
air.hittime = 99
envshake.time = 8
envshake.ampl = 1


[State 600, 2]
type = HitDef
triggerall= var(58)=1
trigger1 = animelem = 2
attr = A, NA
damage = 27
guardflag = HA
priority = 2
animtype=medium
air.animtype=up
pausetime = 8,8
sparkno =Svar(40)
guard.sparkno= Svar(43)
sparkxy = -10,-50
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,3,ifelse(var(58)=1,7,6))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 12

ground.hittime  = 12
ground.velocity = -4
air.velocity = -.2,-8
air.hittime = 11
yaccel=.5
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


[State 0, ChangeState]
type = ChangeState
trigger1 =  animtime = 0
value = 57
ctrl = ifelse(var(58)=1,1,0)
;-----------------------------------------------------------
;Jump Strong Kick
[Statedef 635]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,7)
poweradd= 65
ctrl = 0
anim = 635
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1
channel=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,4)
ignorehitpause = 1
persistent = 0

[State 605, 2]
type = HitDef
trigger1 =animelem = 2
attr = A, NA
damage =58
guardflag = HA
priority = 3
pausetime =  8,8
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -15,-55
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,2,8)
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 14
ground.hittime  = ifelse(var(7)=1,12,15)
ground.velocity = -4
getpower=ifelse(var(58)=1,40,30)
air.velocity = -.2,-7.5
air.hittime=ifelse(var(58)!=1,99,11)
yaccel=.5
forcenofall=1
envshake.time = ifelse(var(58)!=1,8,0)
envshake.ampl = 1
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 57
ctrl = ifelse(var(58)=1,1,0)
;-----------------------------------------------------------
;Jump Strong Kick
[Statedef 636]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,7)
poweradd= 65
ctrl = 0
anim = 636
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,1
channel=1

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,1
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,4)
ignorehitpause = 1
persistent = 0


[State 605, 2]
type = HitDef
triggerall=var(58)!=1
trigger1 =animelem = 2
attr = A, NA
damage =51,4
guardflag = HA
priority = 3
pausetime =  10,10
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -10,-60
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,2,8)
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 14
ground.hittime  = 10
ground.velocity = -4
air.velocity = -.2,-5
fall.recovertime = 10
getpower=35
air.hittime = 99
envshake.time = 8
envshake.ampl = 1
[State 605, 2]
type = HitDef
triggerall=var(58)=1
trigger1 =animelem = 2
attr = A, NA
damage =49,4
guardflag = HA
animtype=medium
air.animtype=up
priority = 3
pausetime =  10,10
sparkno =Svar(41)
guard.sparkno= Svar(43)
sparkxy = -10,-60
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,4,ifelse(var(58)=1,6,5))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime =8
ground.hittime = 12
air.hittime =17
ground.velocity = -4
air.velocity = -.2,-8.35
yaccel=.8
forcenofall=1
id=200

[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact=1 && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 57
ctrl = ifelse(var(58)=1,1,0)
;---------------------------------------------------------------------------
;Jump medium Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = N
juggle  =ifelse(var(58)=1,0,8)
poweradd= 20
ctrl = 0
anim = ifelse(var(58)=1,640,642)
sprpriority = 2
[state 9000, VelAdd]
type = VelAdd
trigger1 = numexplod(56)
x = 0
y = .435
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =  !numexplod(56)
physics = A 
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0,2
channel = 1
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,1,5)
ignorehitpause = 1
persistent = 0

[State 200, 1]
type = PlaySnd
trigger1 = Time = 0
value = S200,3
channel=0

[State 605, 2]
type = HitDef
trigger1 =animelem = 3
attr = A, NA
damage =ifelse(var(58)=1,90,88)
guardflag = HA
pausetime =  8,8
sparkno =Svar(42)
guard.sparkno= Svar(43)
sparkxy = -10,-62
hitsound = Sifelse(var(58)=0,2,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,5,ifelse(var(58)=1,5,4))
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
getpower=ifelse(var(58)=1,45,80)
ground.slidetime = 17
ground.hittime  = ifelse(var(58)=0,10,18)
air.hittime=ifelse(var(58)!=1,99,17)
ground.velocity = -4
air.velocity = ifelse(var(58)=1,-15,-1.3),ifelse(var(58)=1,10,-3)
envshake.time = ifelse(var(58)=1,0,12)
envshake.ampl = 3
fall.recover = 0
 [State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(58)=1
trigger1 = movehit &&p2statetype=A  && (prevstateno= [600,635])  && var(22)
value = 641
[State 0, TargetState]
type = TargetState
triggerall = var(58)=1
trigger1 =movehit &&p2statetype=A && p2stateno!=211 && (prevstateno!= [600,635])  && var(22)=0
value =211
ID = -1
ignorehitpause=1
[State 0, ScreenBound]
type = ScreenBound
triggerall = anim=641
triggerall = var(58)=1
trigger1 = 1
value = 0
[State 600, 3]
type = changestate
 triggerall =prevstateno= [600,635]
triggerall = var(58)=1
trigger1 = p2statetype=L&&var(31)=19 && var(29)=1
value = 104

[State 0, VarSet]
type = Varadd
trigger1 =var(29)=1
v = 31    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
triggerall = p2statetype=A   && var(22)
 triggerall =prevstateno= [600,635]
triggerall = var(58)=1
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = pos y < -230 && enemy,pos y >-10 &&movehit
v = 29    ;fv = 10
value = 1

[State 0, TargetState]
type = TargetState
triggerall = var(58)=1
trigger1 =movehit &&p2statetype=A && p2stateno!=10613  && var(22)
value =10613
ID = -1
ignorehitpause=0
[State 0, VelSet]
type = VelSet
triggerall =  var(22)
triggerall = var(58)=1
 triggerall =prevstateno= [600,635]
triggerall = pos x <40&&facing=1|| pos x>-40&&facing=-1
trigger1 = movehit  &&  pos y < -230
x = 0
y = 0
[State 600, 3]
type = changestate
triggerall = var(58)=1
triggerall =  ((pos y >= -240)|| (pos x >=40&&facing=1|| pos x<=-40&&facing=-1))  ||(!movehit)
trigger1 = animtime=0
value = 57
ctrl=1


[State 0, ChangeState]
type = ChangeState
triggerall = var(58)!=1
trigger1 =  animtime = 0
value = 57
ctrl = ifelse(var(58)=1,1,0)

[State 0, ChangeState]
type = ChangeState
trigger1 = pos y >=0
value =52
;------------------------------------------------------------------------
[Statedef 800]
type = S
movetype= A
physics = S
juggle = 15
velset = 0,0
ctrl = 0
anim = ifelse(var(58)=2,800,820)

[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 810
p2stateno = 820
fall = 1
fall.recover=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=3
value = S5000,2
channel = 0
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype=A 
v = 39    ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=A 
v = 39    ;fv = 10
value = 0
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value =ifelse(var(58)!=2,ifelse(command="holdfwd",216,220),0)
ctrl = 1
;-------------------------------------------------------------
[Statedef 801]
type = A
movetype= A
physics = N
juggle = 0
ctrl = 0
velset=0,0
anim = 830

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S5100,12
volumescale = 0
channel = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 =1 
value =0
;ignorehitpause = 
;persistent = 

[State 0, NotHitBy]
type = NotHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =animtime=0 
x = -4.5
y = -2.5

[State 0, ChangeAnim]
type = Changestate
trigger1 =animtime=0 
value =5040
ctrl=0

;-------------------------------------------------------------
[Statedef 802]
type = A
movetype= A
physics = N
juggle = 0
ctrl = 0
velset=0,0
[State 0, NotHitBy]
type = NotHitBy
trigger1 =1 
value = SCA
;value2 = S,NA
time = 1
[State 0, PosSet]
type = PosSet
trigger1 = time = 0
y = enemy,pos y
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 =time=0 
value = 830
[State 0, PlayerPush]
type = PlayerPush
trigger1 =1 
value =0
[State 0, VelSet]
type = VelSet
trigger1 =animtime=0 
x = -4.5
y = -2.5
[State 0, ChangeAnim]
type = selfstate
trigger1 =animtime=0 
value =5040
ctrl=0
;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 803]
type    = S
movetype= I
physics = N
poweradd = 0
poweradd = 70
facep2=1
velset = -3,0
[State 840,ChangeAnim];クリエーターズジャパン指定anim
type = ChangeAnim
trigger1 = Time = 0
value = 5940
[STate 840, NotHitby]
type = NotHitby
trigger1 = time < 20
value = SCA



[State 3010,PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 90,3

[State 3010,PlaySnd]
type = PlaySnd
trigger1 = time=0
value = 5000,3
channel=0

[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0






[State 840, SelfState]
type = SelfState
trigger1 = time >= 32
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 804]
type    = S
movetype= I
physics = N
poweradd = 0

poweradd = 70
[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -3
;ignorehitpause = 
;persistent = 


[State 810,NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 194, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 105, VelMul]
type = VelMul
trigger1 = 1
x = .95

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0

[State 840, Changestate]
type = selfstate
Trigger1 = time = 0
trigger1 = authorname = "GM"
trigger1 = name="Ryu"||name="Ken"||name="Gouki"||name="Sean"||name="Alex"||name="Hugo"||name="Ibuki"||name="Gill"
Trigger2 = time = 0
trigger2 = authorname = "Kamekaze"
trigger2 = name="Kame-Groove Dudley"
value = 850

[State 840,ChangeAnim];クリエーターズジャパン指定anim
type = ChangeAnim
trigger1 = Time = 0
triggerall = SelfAnimExist(5940)
value = 5940

[State 840, ChangeAnim]
type = ChangeAnim
Trigger1 = anim != 5940
value = 130



[State 840, SelfState]
type = SelfState
trigger1 = time >= 32
value = 0
ctrl = 1

;----------------------------------------------------------------------
[Statedef 810]
type = S
movetype= A
physics = N
anim = 810
poweradd = 80
;juggle = 8
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=802 ||p2stateno=804
value =ifelse(var(58)=1,801,803)
[State 0, VarSet]
type = VarSet
trigger1 = random<33*AIlevel&&AIlevel>0&&time=0
v = 35   ;fv = 10
value = 1
[State 0, ChangeState]
type = targetState
triggerall = time <5 && var(39)=0
trigger1= (enemy,command="z" || enemy,command="y"  || (enemy,command="a"&&enemy,command="x"))&& AILevel=0
trigger2 =  var(35)=1
value =ifelse(var(58)=1,802,804)
[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=1
value = S1,2
channel=1


[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && animelemtime(2)<0
pos = 65, 0

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 32, -89

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos =-17, -101

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = -40, -84

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = -76, -79




[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 5
value = 821



[State 0, Width]
type = Width
trigger1 =animelemtime(3) > 0
edge = 25,0
player = 0,0

[State 0, Width]
type = Width
trigger1 =animelemtime(1) > 0 && animelemtime(2)<0
edge = 60,30
player = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S200,2

[State 810, Hurt]
type = targetLifeAdd
trigger1 =AnimElem = 5
value = ifelse(var(58)=1,-111,-124)


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

;---------------------------------------------------------------------------
;Thrown by Throw
[Statedef 820]
type    = S
movetype= H
physics = N
velset = 0,0

[State 0, ScreenBound]
type = ScreenBound
trigger1 = enemy,animelemtime(5)<0
value = 0
movecamera = 0,0

[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=810
value = 5050

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 811
 ;----------------------------------------------------------------------
[Statedef 821]
type = A
movetype = H
physics =N
velset = ifelse(enemy,var(58)=1,7,4),-ifelse(enemy,var(58)=1,3,9)
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .57
[State 0, ChangeState]
type = ChangeState
trigger1 = time=1 && enemy,var(58)=1
value =1006
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= -8 && Vel Y > 0
value =5100
;---------------------------------------------------------------------------
;Throw - Attempt
[Statedef 850]
type    = S
movetype= A
physics = S
juggle = 15
velset = 0,0
ctrl = 0
anim = ifelse(var(58)=2,800,820)
sprpriority = 2
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1sprpriority = 1
p1facing = ifelse(command = "holdfwd",-1,1)
p2facing = -1
p1stateno = 840
p2stateno = 845
guard.dist = 0
fall = 1
fall.recover=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=3
value = S5000,2
channel = 0
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype!=A 
v = 39    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =p2movetype=A && var(58)!=1
v = 39    ;fv = 10
value = 1
[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(var(58)!=2,ifelse(command="holdfwd",250,240),0)
ctrl = 1

;---------------------------------------------------------------------------
;Throw - Throwing the opponent
[Statedef 840]
type    = S
movetype= A
physics = N
anim = 840
poweradd = 40
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=802 ||p2stateno=804
value =ifelse(var(58)=1,801,803)
[State 0, VarSet]
type = VarSet
trigger1 = random<33*AIlevel&&AIlevel>0&&time=0
v = 35   ;fv = 10
value = 1
[State 0, ChangeState]
type = targetState
triggerall = time <5 && var(39)=0
trigger1= (enemy,command="z" || enemy,command="y"  || (enemy,command="a"&&enemy,command="x"))&& AILevel=0
trigger2 =  var(35)=1
value =ifelse(var(58)=1,802,804)
[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1
pos = 10, 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=1
value = S1,2
channel=1

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = 15, -90

[State 810, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3
pos =-15, -70

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElem = 4
pos = -60, -96

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = -105, -21


[State 810, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = ifelse(var(58)=0,-135,-111)

[State 0, Turn]
type = Turn
trigger1 = animtime = 0

[State 0, Width]
type = Width
trigger1 =animelemtime(3) > 0 && animelemtime(6)<0
edge = 65,45
player = 0,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S0,2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S200,1


[State 100, dust]
type = Explod
trigger1 = animelem = 5 && var(58)!=1
anim = ifelse(var(58)=1,6007,7020)
ID = 11005
postype = p2
pos = ifelse(var(58)=1,0,-20),ifelse(var(58)=1,25,20)
bindtime = 2
sprpriority = 9
scale = ifelse(var(58)=1,.5,.25),ifelse(var(58)=1,.5,.25)
ownpal = 1
[State 100, dust]
type = Explod
trigger1 = animelemtime(6) = 4 && var(58)=1
anim = 6007
ID = 11005
postype = p1
pos = -93,5
bindtime = 2
sprpriority = 9
scale = 1,1
ownpal = 1
[State 810, Throw Sound]
type = PlaySnd
triggerall = var(58)=0
trigger1 = animelem = 5
value = 0, 6

[State 810, Throw Sound]
type = PlaySnd
triggerall = var(58)=0
trigger1 = animelem = 5
value = 2, 2


[State 810, Throw Sound]
type = PlaySnd
triggerall = var(58)=2
trigger1 = animelem = 5
value = 12, 1

[State 810, Throw 11]
type = TargetState
trigger1 = AnimElemtime(6) = 4 && var(58)=1
trigger2 = AnimElemtime(5) = 4 && var(58)!=1
value = 822

[State 831, Shake]
type  = envshake
trigger1 = AnimElemtime(6) = 4&& var(58)=1
trigger2 = AnimElemtime(5) = 4 && var(58)!=1
freq  = 60
time  = 10
ampl  = 4

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

;---------------------------------------------------------------------------
;Thrown by Throw
[Statedef 845]
type    = A
movetype= H
physics = N
velset = 0,0

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


[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 845

;---------------------------------------------------------------------------
;Thrown by Throw - thrown into the air
[Statedef 822]
type    = A
movetype= H
physics = N
velset = 0,0
poweradd = 40


[State 0, VelSet]
type = VelSet
trigger1 =animelem=5 && enemy,var(58)=1
trigger2= time=0 && enemy,var(58)!=1
x = -ifelse(var(58)=1,4,2)
y = -ifelse(var(58)=1,7,6)
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = enemy,var(58)!=1 
value = 845
elem = 4

[State 0, VelAdd]
type = VelAdd
trigger1 = time >=0&& enemy,var(58)!=1
trigger2 = animelemtime(5)>0&& enemy,var(58)=1
y = ifelse(var(58)=1,.6,.35)
[State 821, 4] ;Hit ground
type = SelfState
trigger1 =animtime=0& enemy,var(58)=1
value =5040

[State 821, 4] ;Hit ground
type = SelfState
trigger1 =time >= 25  && pos y>=-25 && enemy,var(58)!=1
value = ifelse(enemy,var(58)=1,5110,5100)

;---------------------------------------------------------------------------
[Statedef 830]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 801

[State 800, 1]
type = HitDef
Trigger1 = time=0
attr = A, NT
hitflag = A
priority = 5, Miss
sparkno = -1
sprpriority = 1
p1facing = 1
p2facing = 1
p1stateno = 831
p2stateno = 835
fall = 1
fall.recover=0
numhits=0
[State 0, VarSet]
type = VarSet
trigger1 =p2movetype=A && var(58)=1
v = 39    ;fv = 10
value = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 57
ctrl = 1

;----------------------------------------------------------------------
[Statedef 831]
type = A
movetype= A
physics = N
anim = 802
poweradd = 60
velset=0,0
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=802  && var(58)=1
value =801

[State 0, ChangeState]
type = targetState
triggerall = time <5 && var(39)=0 && var(58)=1
trigger1= (enemy,command="b" || enemy,command="c"|| enemy,command="y" || enemy,command="z" || (enemy,command="a"&&enemy,command="x"))&& AILevel=0
trigger2 =  enemy,AILevel >0 && random <45 *AILevel
value =802



[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0

[State 0, VelSet]
type = Veladd
trigger1 = anim=802 && animelemtime(1)>20
y = .55

[State 810, Grab Sound]
type = PlaySnd
trigger1 = time = 0
value = 1, 2

[State 810, Width 2-11]
type = Width
triggerall = anim=802
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
edge = 60,0

[State 810, SprPriority]
type = SprPriority
triggerall = anim=802
trigger1 = AnimElem =1
value = 2

[State 810, Bind 1]
type = TargetBind
triggerall = anim=802
trigger1 = AnimElemTime(1) >= 0 
pos = 46, -98



[State 810, State End]
type = Changeanim
triggerall=anim!=804
trigger1 =Vel Y > 0 && Pos Y >= 15
value = 804

[State 810, SprPriority]
type = SprPriority
trigger1 = AnimElem =1 && anim =804
value = 0

[State 100, dust]
type = Explod
trigger1 = animelem = 1 && anim=804
anim = ifelse(var(58)=1,7010,7020)
ID = 11005
postype = p1
pos = ifelse(var(58)=1,15,0),ifelse(var(58)=1,-10,-10)
bindtime = 2
sprpriority = 9
scale = ifelse(var(58)=1,1,.25),ifelse(var(58)=1,1,.25)
ownpal = 1

[State 0, VelSet]
type = VelSet
trigger1 = anim=804
x = 0
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = anim=804
y = 0

;ignorehitpause = 
;persistent = 
[State 100, dust]
type = Explod
trigger1 = animelem = 1 && anim=804
anim = 7005
ID = 11005
postype = p1
pos = 8, -64
bindtime = 2
sprpriority = 9
scale = 1,1
ownpal = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1&&anim=804
value = Sifelse(var(58)=0,2,ifelse(var(58)=1,15,12)),ifelse(var(58)=0,2,ifelse(var(58)=1,0,7))

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=1&&anim=804
value = S0,6

[State 810, Width 2-11]
type = Width
triggerall = anim=804
trigger1 = AnimElemTime(1) >= 0 
edge = 60,0

[State 810, Bind 1]
type = TargetBind
triggerall = anim=804
trigger1 = AnimElem=1
pos = 8, -64
[State 810, Bind 1]
type = TargetBind
triggerall = anim=804 && var(58)=1
trigger1 = AnimElemtime(1)=3
pos = 8, -5
[State 0, TargetLifeAdd]
type = TargetLifeAdd
triggerall = anim=804
trigger1 =  AnimElemtime(1)= 1
value = -100

[State 0, EnvShake]
type = EnvShake
triggerall = anim=804
trigger1 =  AnimElemtime(1)= 1
time = 10
freq = 60
ampl = 6
phase = 90
ignorehitpause = 1
;persistent =

;ignorehitpause = 
;persistent = 


[State 810, Throw]
type = TargetState
triggerall = anim=804
trigger1 = AnimElemtime(1)=3&& p2stateno!=836 && var(58)=1
trigger2 = AnimElemtime(1)=21&& p2stateno!=836 && var(58)!=1
value = 836

[State 810, State End]
type = ChangeState
triggerall = anim=804
trigger1 = animelemtime(1) = 7 && var(58)=1
trigger2 = animtime=0&& var(58)!=1
value = 0
ctrl = 1
;----------------------------------------------------------------------
[Statedef 835]
type = A
movetype = H
physics = N
sprpriority = 1
[State 0, VelSet]
type = VelSet
trigger1 = time=0
trigger2= enemy,anim!=802
x = 0
y = 0
[State 0, VelSet]
type = Veladd
trigger1 = enemy,anim=802
y = .55
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
;ignorehitpause = 
;persistent = 

[State 820, 1]
type = ChangeAnim2
Trigger1 =time=0
value = 803

[State 820, 1]
type = ChangeAnim2
Trigger1 =enemy,anim=804 
value = 803
elem=3
persistent=0
[State 0, SelfState]
type = SelfState
trigger1 =enemy,stateno!=831
value =5050
;----------------------------------------------------------------------
[Statedef 836]
type = A
movetype = H
physics = N
velset = -3,-7
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5


;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = ChangeState
trigger1 = time=1 && enemy,var(58)=1
value =1006
ctrl = 0


[State 0, Turn]
type = Turn
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -15
;ignorehitpause =
;persistent =

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -15
value = 5100 ;Hit ground
;-------------------------------------------------------------
[Statedef 837]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 801

[State 800, 1]
type = HitDef
Trigger1 = time=0
attr = A, SA
guardflag = HA
priority = 6
sparkno = -1
sprpriority = 1
p1facing = ifelse (command = "holdfwd", 1, -1)
p2facing = 1
p1stateno = 838
p2stateno = 839
hitsound = S1,2
fall = 1
fall.recover=0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = unguardable


[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 57
ctrl = 1

;----------------------------------------------------------------------
[Statedef 838]
type = A
movetype= A
physics = N
anim = 806
poweradd = 60
[State 0, ChangeState]
type = ChangeState
trigger1 = p2stateno=802  && var(58)=1
value =801

[State 0, ChangeState]
type = targetState
triggerall = time <5 && var(39)=0 && var(58)=1
trigger1= (enemy,command="b" || enemy,command="c"|| enemy,command="y" || enemy,command="z" || (enemy,command="a"&&enemy,command="x"))&& AILevel=0
trigger2 =  enemy,AILevel >0 && random <45 *AILevel
value =802

[State 200, 1]
type = PlaySnd
trigger1 = animelem = 3
value = 0,4
channel=2

[State 810, Width 2-11]
type = Width
trigger1 = AnimElemTime(1) >= 0 && AnimElemTime(3) < 0
edge = 0,25
player = 0,25
value = 0,2
channel = 15


[State 4001, bind]
type=targetbind
trigger1=animelem=1
pos=-11,-99

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S200,1

[State 4001, bind]
type=targetbind
trigger1=animelem=2
pos=3,-105

[State 4001, bind]
type=targetbind
trigger1=animelem=3
pos=44,-73
[State 4001, bind]
type=targetbind
trigger1=animelem=4
pos=33,-50
[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 4
value = 841

[State 0, VelSet]
type = VelSet
trigger1 =1
x = 0
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 12  ;fv = 10
value = 999
;ignorehitpause =
;persistent =


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 57
ctrl = 1

;----------------------------------------------------------------------
[Statedef 839]
type = A
movetype = H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 807

[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=838
value = 5050

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

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1
;ignorehitpause = 
;persistent = 
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
;ignorehitpause = 
;persistent = 

[State 810, Throw]
type = changeState
trigger1 = enemy,AnimElem = 3 && stateno!=841
value = 841

[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1
;----------------------------------------------------------------------
[Statedef 841]
type = A
movetype = H
physics = N
velset = -5,7
poweradd = 40

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

;[State 0, Turn]
;type = Turn
;trigger1 = time = 0

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5
[State 0, ChangeState]
type = ChangeState
trigger1 = time=1&& enemy,var(58)=1
value =1006
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 



;ignorehitpause = 
;persistent = 


[State 810, Hurt]
type =LifeAdd
trigger1 =time=0
value = -111

[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -25
value = 5100 ;Hit ground
;----------------------------------------------------------------------------
[Statedef 1000]
type    = S
movetype= A
physics = S
juggle  = 6
poweradd= 20
anim = ifelse(var(58)=1,1000,1010)
ctrl = 0
velset=0,0
sprpriority = 0
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1 && time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0
[State 0, VarSet]
type = VarSet
triggerall = AILevel =0
triggerall=var(58)!=0
trigger1 = time=0
v = 2  ;fv = 10
value = ifelse(command = "sbx",1,ifelse(command = "sby",ifelse((var(58)=0 ||(var(58)!=1||var(56)=1)),3,2),3))
[State 0, VarSet]
type = Varset
triggerall = AILevel =0
triggerall = var(58)=0
trigger1 =time = 0
v = 2  ;fv = 10
value = ifelse(command ="sbx",1,3)
ignorehitpause =1

[State 0, VarSet]
type = VarSet
triggerall = var(58) = 2  && power>=500
trigger1 = time=0 && command="sbex"
v = 2  ;fv = 10
value = 4

[State 1000, VarRandom]
type = VarRandom
triggerall = numhelper(1001) <1
triggerall =AILevel >0
trigger1=time=0
v = 2
range = 1,2
ignorehitpause =1
[State 0, VarSet]
type = VarSet
triggerall=AILevel>0
trigger1 =(prevstateno=[205,220])|| (prevstateno=[405,410]) && p2movetype=H && (p2stateno!=[120,155])
v = 2   ;fv = 10
value = 3
[State 1005, VarSet]
type = VarSet
triggerall = numhelper(1001) <1
triggerall = AILevel >0 && var(58)=2
triggerall = statetype!=A
triggerall = power>=500
triggerall = random <29
triggerall = p2bodydist x =[0,30]
trigger1=time=0
v = 2    ;fv = 10
value = 4
ignorehitpause = 1
[State 0, PowerAdd]
type = PowerAdd
trigger1 =time = 1
value = ifelse(var(2)=4,-500,25)
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(2)=4&&anim!=1004
value = 1004
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(2)=3&&time=0 && var(58)
value = 1005

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(2)=3&&time=0 && var(58)=0
value = 1011

[State 1220, Afterimage]
type = AfterImage
trigger1 = Time = 1 && var(58)=2 && var(2)=4
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1220, Afterimage]
type = AfterImageTime
triggerall = var(58)=2 && var(2)=4
trigger1 = AnimTime < -2
time = 2

[State 1220, Blink Yellow]
type = PalFX
trigger1 = Time = 1 && var(58)=2&& var(2)=4
time = 20
add = 32,16,0
sinadd = 64,32,5,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1 && var(2)=4
value = S3,0

[State 100, dust]
type = Explod
trigger1 = animelem = 1 && var(58)=1
anim = 8000
ID = 11008
postype = p1
bindtime = 1
sprpriority = 9
pos = 1,-11
ownpal = 1
scale=1,ifelse(GameHeight = 180,.75,1)

[State 100, dust]
type = Explod
trigger1 =animelemtime(3) = 1
anim = 1003
ID = 11008
postype = p1
pos = 15,-25
bindtime = -1
sprpriority = 9
ontop=1
scale = .2745,.5
ownpal = 1


[State 1050, 1]
type = PlaySnd
trigger1 = time = 1
value = S200,10
channel=0

[State 1050, 1]
type = PlaySnd
trigger1 = animelem =4
value = 0,2
channel = 1


[State 0, Helper]
type = Helper
trigger1 = animelemtime(6)=1
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos = 53,-57
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.2745
size.yscale=.5



;[State 0, Helper]
;type = Helper
;trigger1 = animelem  = 3
;helpertype = normal ;player
;name ="Haoh-ken"
;ID = 1001
;stateno = 1006
;pos = 83,-66
;postype = p1    ;p2,front,back,left,right
;facing = 1
;keyctrl = 0
;ownpal = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I 
[State 1000, 7]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl  = 1
;---------------------------------------------------------------------------
; Opponent thrown into the air
; (a custom gethit state)
; Description: This state has the opponent flying through the air and
;     falling down onto the ground. The SelfState controller sets the
;     opponent back using to his own state file when he his the ground.
;     Controllers 821,2 and 821,3 allow the opponent to recover by
;     hitting his recovery command when he is falling.
[Statedef 1006]
type    = A
movetype= H
physics = N
poweradd = 56
facep2=1
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0 && prevstateno!=841&& prevstateno!=836
value = 1205
;elem = 1
;ignorehitpause = 
;persistent = 

[State 0, HitVelSet]
type = HitVelSet
trigger1 = time=0 && (prevstateno!=[800,899])
x = 1
y = 1
;ignorehitpause = 
;persistent =

;ignorehitpause =
;persistent =



;[State 0, PosAdd]
;type = PosAdd
;trigger1 =time=0 &&(prevstateno=[800,899])
;y = -15
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 = (prevstateno!=[800,899])
y = gethitvar(yaccel)
[State 0, VelAdd]
type = VelAdd
trigger1 =(prevstateno=821|| prevstateno=851)
y = .6
[State 0, VelAdd]
type = VelAdd
trigger1 =( prevstateno=841||prevstateno=836)
y = .67

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

;ignorehitpause = 
;persistent = 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=5100|| anim=612||anim=614
statetype = L      ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = selfanimexist(5100)
trigger1 = pos y>=-10 && (anim!=5100 && anim!=614&& anim!=612) && time>2
value = 5100

[State 0, ChangeAnim]
type = ChangeAnim2
triggerall = !selfanimexist(5100)
trigger1 = pos y>=0 &&(anim!=5100 && anim!=614&& anim!=612) && time>2
value = 614
[State 0, EnvShake]
type = EnvShake
trigger1 =(anim=5100||anim=614) && animelem=1 
time = 8
freq = 60
ampl = -2
phase = 90
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614&& animtime=0
value = 612
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=5100 && animtime=0
value = 612

[State 0, PosSet]
type = PosSet
trigger1 =anim=5100 || anim=612 ||anim=614
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = anim=5100 || anim=612||anim=614
x = 0
y = 0
;ignorehitpause =
;persistent =

;ignorehitpause = 
;persistent = 

[State 0, ChangeState]
type = selfState
triggerall = p2stateno!=3050
triggerall = alive
triggerall = anim=612 && animelemtime(1)>1
trigger1 = command="x"||command="y"||command="z"||command="a"||command="b"||command="c"
trigger2= AIlevel >0 && random<249
value =5120
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


[State 0, SelfState]
type = SelfState
trigger1 =animelemtime(1)=8 && anim=612
value =ifelse(alive,5120,5110)
ctrl=0
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
[Statedef 1050]
type    = A
movetype= A
physics = N
juggle  = 8
poweradd= 0
anim=1060
ctrl = 0
velset=0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,11
channel=0
[State 0, VarSet]
type = Varset
triggerall = animelemtime(9)>=0
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value =2
ignorehitpause = 1
persistent = 0


[State 1000, VarRandom]
type = VarRandom
triggerall =AILevel >0
trigger1=time=0
v = 9
range = 1,2
ignorehitpause =1
[State 0, VarSet]
type = VarSet
triggerall = AIlevel>0
trigger1 =(prevstateno=[205,220])|| (prevstateno=[405,410]) && p2movetype=H && (p2stateno!=[120,155])
v = 9    ;fv = 10
value = 3
;ignorehitpause = 
;persistent = 

[State 1005, VarSet]
type = VarSet
triggerall = stateno!=1050
triggerall = AILevel >0 && var(58)=2
triggerall = statetype!=A
triggerall = p2bodydist y =[-50,0]
triggerall = power>=500
triggerall = random <249
triggerall = (p2bodydist x =[0,60])|| (var(16)=[2,4])
trigger1=time=0
v = 9    ;fv = 10
value = 4
ignorehitpause = 1






[State 0, VarSet]
type = Varset
triggerall = AILevel =0
triggerall = var(58)!=0
trigger1 =time = 0
v = 9   ;fv = 10
value = ifelse(command = "fkex",4,ifelse(command = "fky",2,ifelse(command = "fkz",3,1)))
ignorehitpause =1
[State 0, VarSet]
type = Varset
triggerall = AILevel =0
triggerall = var(58)=0
trigger1 =time = 0
v = 9   ;fv = 10
value = ifelse(command = "fkx",1,3)
ignorehitpause =1

[State 0, VarSet]
type = VarSet
triggerall = var(58) = 2 && power>=500
trigger1 = command = "fkex" && time=0
v = 9    ;fv = 10
value = 4
[State 0, PowerAdd]
type = PowerAdd
trigger1 =time = 0
value = ifelse(var(9)=4,-500,25)


[State 1220, Afterimage]
type = AfterImage
trigger1 = Time = 0 && var(58)=2 && var(9)=4
length = 13
PalBright   =  30, 30,  0
PalContrast =  70, 70, 20
PalAdd      = -10,-10,-10
PalMul      = .85,.85,.50
TimeGap  = 1
FrameGap = 2
Trans = Add
time = 2

[State 1220, Afterimage]
type = AfterImageTime
triggerall = var(58)=2 && var(9)=4
trigger1 = AnimTime < -2
time = 2

[State 1220, Blink Yellow]
type = PalFX
trigger1 = Time = 0 && var(58)=2&& var(9)=4
time = 20
add = 32,16,0
sinadd = 64,32,5,3
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0 && var(9)=4
value = S3,0
channel=2
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = ifelse(var(9)=1,1060,ifelse(var(9)=2,1061,1062))
elem = 1
ignorehitpause =1
persistent =  1


[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA
;value2 = S,NA
time = ifelse(var(9)=4,14,6)
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = ifelse(var(9)=1,1.35,ifelse(var(9)=2,1.6,ifelse(var(9)=3,2,2.5)))
y = ifelse(var(9)=1,-9,ifelse(var(9)=2,-10.5,-11.4))

[State 0, VelSet]
type = Veladd
trigger1 =animelemtime(1) >=0
y = .5


[State 0, VelSet]
type = Velmul
trigger1 = animelemtime(6) >=0
x = .95

[State 1050, 1]
type = PlaySnd
triggerall = anim!=1057
trigger1 = animelem = 2
value = S800,3
channel=1



[State 1050, 4]
type = HitDef
trigger1 = animelem = 4&& (!movecontact|| var(9)=4)
attr = A, SA
animtype  = Medium
damage    =ifelse(var(9)=1,95,ifelse(var(9)=2,106,ifelse(var(9)=3,115,70))),10
priority  = 5
guardflag = MA
hitflag = MAFD
pausetime = ifelse(var(9)=4,6,13),ifelse(var(9)=4,6,13)
sparkxy = -10,-45
sparkno =Sifelse(var(58)=0,7005,7055+(random%4))
guard.sparkno= Svar(43)
hitsound   = Sifelse(var(58)=0,2,12),5
guardsound =Sifelse(var(58)=0,5,12),0
ground.type = Low
getpower = ifelse(var(4) !=4 ,30,0)
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = ifelse(var(9)=1,-1.5,ifelse(var(9)=2,-2.5,ifelse(var(9)=3,-4,2))),ifelse(var(9)=1,-7,ifelse(var(9)=2,-12,ifelse(var(9)=3,-14,-10)))
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =ifelse(var(9)=1,-1.5,ifelse(var(9)=2,-2.5,ifelse(var(9)=3,-4,-.5))),ifelse(var(9)=1,-7,ifelse(var(9)=2,-12,ifelse(var(9)=3,-16,-10)))
air.hittime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = ifelse(var(9)=1,8,ifelse(var(9)=2,10,12))
envshake.ampl = ifelse(var(9)=1,1,2)
envshake.freq=60
fall=1
fall.recover=0
yaccel =ifelse(var(9)=4,.6,ifelse(var(58)=2,.65,.58))

[State 1050, 4]
type = HitDef
trigger1 = animelemtime(5) >= 0 && !movecontact && var(9)!=4
trigger2= animelem= 8 && var(9)=4
attr = A, SA
hitflag = MAFD
animtype  = up
damage    =ifelse(var(9)=1,95,ifelse(var(9)=2,106,ifelse(var(9)=3,115,70))),10
priority  = 5
guardflag = MA
pausetime = 13,13
sparkxy = -15,-92
sparkno =Sifelse(var(58)=0,7005,7055+(random%4))
guard.sparkno= Svar(43)
hitsound   = Sifelse(var(58)=0,2,12),ifelse(var(58)=0,5,3)
guardsound =Sifelse(var(58)=0,5,12),0
ground.type = Low
getpower = ifelse(var(4) !=4 ,30,0)
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = ifelse(var(9)=1,-3,ifelse(var(9)=2,-4,ifelse(var(9)=3,-5,-6))),ifelse(var(9)=1,-7,ifelse(var(9)=2,-12,ifelse(var(9)=3,-14,-13)))
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =ifelse(var(9)=1,-3,ifelse(var(9)=2,-4,ifelse(var(9)=3,-5,-4))),ifelse(var(9)=1,-7,ifelse(var(9)=2,-12,ifelse(var(9)=3,-14,-13)))
air.hittime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = ifelse(var(9)=1,8,ifelse(var(9)=2,10,12))
envshake.ampl = ifelse(var(9)=1,1,2)
envshake.freq=60
fall=1
fall.recover=0
yaccel =ifelse(var(9)=4,.6,ifelse(var(58)=2,.65,.58))
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9
movetype = I 
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1057
trigger1 = time >12 && pos y >=0
value = 1057

[State 1050, 1]
type = PlaySnd
triggerall = anim=1057
trigger1 = animelem = 1
value = 40, 0
channel=2


[State 100, dust]
type = Explod
triggerall = anim!=1057
trigger1 = animelem = 1
anim = 11008
ID = 11008
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 0
scale = 1,1
ownpal = 1

[State 100, dust]
type = Explod
triggerall = anim!=1057
triggerall = var(9)!=4
trigger1 = animelem = 7
anim = 1053
ID = 11008
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 9
scale = .55,1
ownpal = 1
ignorehitpause=0

[State 100, dust]
type = Explod
triggerall = anim!=1057
triggerall = var(58)=2 && var(9)=4
trigger1 = animelem = 5
anim = 1055
ID = 11008
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 9
scale = .5,.5
ownpal = 1
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1057
statetype = C       ;S,A,C,L
[State 0, VelSet]
type = VelSet
trigger1 =anim=1057
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim=1057
y = 0



[State 1000, 7]
type = ChangeState
trigger1 =anim=1057 && animtime=0
value = 0
ctrl  = 1

;---------------------------------------------------------------------------
[Statedef 1051]
type    = A
movetype= A
physics = N
juggle  = ifelse(var(58)=1,0,8)
poweradd= 25
anim=1050
ctrl = 0
velset=0,0
sprpriority = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S200,11
channel=0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = prevstateno=55
id = 7010


;ignorehitpause =
;persistent =
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = ifelse(var(58)=1,2,5)
ignorehitpause = 1
persistent = 0





[State 0, VarSet]
type = Varset
triggerall = AILevel =0
triggerall = var(58)!=0
trigger1 =time = 0
v = 9   ;fv = 10
value = ifelse(command = "fkx"||command="fkaa",1,3)
ignorehitpause =1
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0
value = ifelse(var(9)=1,1050,ifelse(var(9)=2,1051,1052))
elem = 1
ignorehitpause =1
persistent =  1




[State 0, NotHitBy]
type = NotHitBy
trigger1 = time =0
value = SCA,AA,AP
;value2 = S,NA
time = 5
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = ifelse(var(9)=1,2,4)
y = ifelse(var(9)=1,-8.4,-11.3)

[State 0, VelSet]
type = Veladd
trigger1 =animelemtime(1) >=0
y = .5


[State 0, VelSet]
type = Velmul
trigger1 = animelemtime(4) >=0
x = .95

[State 1050, 1]
type = PlaySnd
triggerall = anim!=1057
trigger1 = animelem = 2
value = 0,2
channel = 1



[State 100, dust]
type = Explod
triggerall = var(3)=0
triggerall = anim!=1057
trigger1 = animelem = 1
anim = 8000
ID = 11008
postype = p1
pos = 1,-11
bindtime = 1
sprpriority = 9
scale=1,ifelse(GameHeight = 180,.75,1)
ownpal = 1

[State 0, Helper]
type = Helper
trigger1 = animelem  = 5 && anim!=1057&& anim!=1052
trigger2 = animelem  = 7 && anim=1052
helpertype = normal ;player
name ="flash kickmang"
ID = 1003
stateno = 1003
pos = 53,-100
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5



[State 1050, 5]
type = HitDef
trigger1 = animelemtime(4) >= 0 && !movecontact
attr = A, SA
hitflag =  MAF
animtype  = hard
damage    =ifelse(var(9)=1,111,ifelse(var(9)=2,118,125)),10
priority  = 5
guardflag = MA
pausetime = 8,8
sparkxy = -0,-92
sparkno =s7010+(random%4)
guard.sparkno= S7004
hitsound   = S10,5
guardsound = S10,4
ground.type = Low
getpower = ifelse(var(3) = 0,30,0)
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = -2,-11
guard.velocity = -3
airguard.velocity = -.5,-2
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
air.velocity = -3,-11
air.hittime = 45
forcenofall=1
yaccel =.55
id=200


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I 
[State 0, TargetState]
type = TargetState
triggerall=var(58)=1
trigger1 =p2statetype= A && movecontact=1  && (p2stateno!=[201,203])
value =201
ID =200
ignorehitpause =1 


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1057
trigger1 = time >12 && pos y >=0
value = 1057
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1057
statetype = C
[State 0, VelSet]
type = VelSet
trigger1 =anim=1057
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim=1057
y = 0



[State 1000, 7]
type = ChangeState
trigger1 =anim=1057 && animtime=0
value = 0
ctrl  = 1
;---------------------------------------------------------------------------
[Statedef 3000]
type    = S
movetype= A
physics = S
juggle  = 8
velset = 0,0
anim = 3000
ctrl = 0
sprpriority = 2


[State 182, 2]
type = NotHitBy
trigger1 = Time = 2
value = SCA
time = 4
[State 0, VelSet]
type = VelSet
trigger1 = var(58)!=1
x = 0
y = 0
;ignorehitpause = 
;persistent = 

[State 0, PosSet]
type = PosSet
trigger1 = prevstateno=105 || pos y <0
y = 0
[State 0, VelSet]
type = VelSet
trigger1 = prevstateno=105
y = 0
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 = (vel x <0||prevstateno=20) && var(58)=1&& time=0
x = 0


[State 3000, Super A]
type = SuperPause
trigger1 = time =3
poweradd = -1000
anim = -1
time = 48
p2defmul=1
unhittable=1
darken=0
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S200,12
channel=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 4
value = S200,13
channel=0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale=1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4


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


[State 3000, Hyperbg]
type = Explod
trigger1 = time =3
anim = 6006
ID = 6001
pos = -18,-68
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale=.5,ifelse(GameHeight = 180,.4,.5)
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 3000, Hyperbg]
type = Explod
trigger1 = time=4
anim = 6005
ID = 6001
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =200
supermovetime = 90
pausemovetime  = 90
scale=.5,ifelse(GameHeight = 180,.4,.5)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1


[State 0, AssertSpecial]
type = AssertSpecial
triggerall=!winko
triggerall =(time>=12)
trigger1= numhelper(3001)>=1
flag = noBG

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =(time=3)
flag = noBG



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S10,0
channel=5




[State 3000, helper]
type = Helper
trigger1 = time = 3
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4001
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 99
pausemovetime  = 99
ignorehitpause=1




[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 3
ignorehitpause = 1
persistent = 0


[State 0, Helper]
type = Helper
trigger1 =animelem=4
helpertype = normal ;player
name ="Gou hadouken beam"
ID = 3001
stateno = 3001
pos = 60,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale=.5
size.yscale=.5

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = numhelper(3001)>0 && animelemtime(4)>=5
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 


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



;---------------------------------------------------------------------------
[Statedef 3005]
type    = S
movetype= A
physics = N
juggle  = ifelse(prevstateno=440,0,8)

velset = 0,0
ctrl = 0
anim = 3003
sprpriority = 0




[State 3000, Super A]
type = SuperPause
trigger1 = time =3
poweradd = -1000
anim = -1
time = 48
p2defmul=1
unhittable=1
darken=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S200,12
channel=0
[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 3
ignorehitpause = 1
persistent = 0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 4
value = S200,15

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=13
value = S200,14
channel=0
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=25
value = S200,16
channel=0

[State 0, Explod]
type = Explod
trigger1 = time = 0
anim =8000
ID =8002
pos = 1,-11
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale=1,ifelse(GameHeight = 180,.75,1)
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
supermovetime = 4
pausemovetime  = 4

[State 182, 2]
type = NotHitBy
trigger1 = Time = 2
value = SCA
time =8



[State 3000, Hyperbg]
type = Explod
trigger1 = time =3
anim = 6006
ID = 6001
pos = 46,-21
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale=.5,ifelse(GameHeight = 180,.4,.5)
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90

[State 3000, Hyperbg]
type = Explod
trigger1 = time=4
anim = 6005
ID = 6001
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =-1
supermovetime = 90
pausemovetime  = 90
scale=.5,ifelse(GameHeight = 180,.4,.5)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1


[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =(time=3)
flag = noBG



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 3
value = S10,0
channel=5


[State 0, AssertSpecial]
type = AssertSpecial
triggerall=!winko
trigger1 = animelemtime(2)>0 && animelemtime(35)<0
flag = noBG
ignorehitpause =1
persistent = 1

[State -2, RemoveExplod]    ;remove hyper bg
type = RemoveExplod
trigger1=animelemtime(33)>0
id = 6001
[State 3000, helper]
type = Helper
trigger1 = time = 3
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4001
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelemtime(28)>0
statetype = A       ;S,A,C,L

[State 0, VelSet]
type = VelSet
trigger1 = animelem=2
trigger2=animelem=12
x = 2.5

[State 0, VelSet]
type = VelSet
trigger1 = animelem=25
x = 3
y=-17

[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(25)>0
y = .67

[State 0, Helper]
type = Helper
triggerall = anim!=1057
trigger1 = animelem  = 5
trigger2 = animelem  = 15
trigger3 = animelem  = 21
helpertype = normal ;player
name ="flash kickmang"
ID = 1003
stateno = 1004
pos = 53,-63
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5

[State 0, Helper]
type = Helper
triggerall = anim!=1057
trigger1 = animelem  = 25
helpertype = normal ;player
name ="flash kickmang"
ID = 1003
stateno = 1003
pos = 53,-63
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=.5
size.yscale=.5
[State 1050, 1]
type = PlaySnd
triggerall = anim!=1057
trigger1 = animelem= 3||animelem= 15|| animelem=25
value = S800,3
channel=1

[State 1050, 5]
type = HitDef
trigger1 = animelem= 4|| animelem=13|| animelem=14 || animelem=24
attr = S, HA
animtype  = med
damage    =15,10
priority  = 7
guardflag = MA
hitflag = MAFD
pausetime = 6,6
sparkxy = -15,-52
sparkno =S7010+(random%4)
guard.sparkno= S7004
hitsound   = S10,5
guardsound = S5,0
ground.type = Low
getpower = 0
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = -4
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =-3,-2
air.hittime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1050, 5]
type = HitDef
trigger1 = animelem=5 || animelem=15|| animelem=25
attr = A, SA
hitflag =  MAFP
animtype  = med
damage    =23,10
priority  = 7
hitflag = MAFD
guardflag = MA
pausetime = 4,4
sparkxy = -15,-52
sparkno =S7010+(random%4)
guard.sparkno= S7004
hitsound   = S10,5
guardsound = S5,0
ground.type = Low
getpower = 0
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = -4
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =-3,-2
air.hittime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 1050, 5]
type = HitDef
trigger1 = animelem=26
attr = A, SA
hitflag =  MAFP
animtype  = hard
damage    =35,10
priority  =7
guardflag = MA
pausetime = 4,4
sparkxy = -15,-72
sparkno =7010+(random%4)
guard.sparkno= S7004
hitsound   = S10,5
guardsound = S5,0
ground.type = Low
getpower = 0
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = -4,-18
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =-3,-18
air.hittime = 77
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
forcenofall=1
yaccel=.55
id=200
[State 0, TargetState]
type = TargetState
trigger1 =p2statetype= A && movecontact=1  && (p2stateno!=1006) && enemy,hitshakeover
value =1006
ID =200
ignorehitpause =1 
[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1057
trigger1 = animelemtime(33)>0 && pos y>=-10
value = 1057
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1057
statetype = C       ;S,A,C,L
movetype = I        ;I,A,H
physics = C         ;A,C,S,N
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =anim=1057
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim=1057
y = 0



[State 1000, 7]
type = ChangeState
trigger1 =anim=1057 && animtime=0
value = 0
ctrl  = 1
;---------------------------------------------------------------------------
[Statedef 3006]
type    = A
movetype= A
physics =N
juggle  = 4
ctrl = 0
poweradd=-1000
velset=0,0
anim = 3005
sprpriority = 0

[State 182, 2]
type = NotHitBy
trigger1 = Time = 6
value = SCA
time = 8

[State 3000, Super A]
type = SuperPause
trigger1 = time =8
poweradd = -1000
anim = -1
time = 48
p2defmul=1
unhittable=1
darken=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 8
value = S200,12
channel=0

 [State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 3
ignorehitpause = 1
persistent = 0




[State 3000, Hyperbg]
type = Explod
trigger1 = time=9
anim = 6005
ID = 6001
pos = 0,0
postype = left
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime =-1
supermovetime = 90
pausemovetime  = 90
scale=.5,ifelse(GameHeight = 180,.4,.5)
sprpriority = -6
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause=1


[State 3000, Hyperbg]
type = Explod
trigger1 = time =8
anim = 6006
ID = 6001
pos = -1,-78
postype = p1
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
supermovetime = 90
pausemovetime  = 90
scale=.5,ifelse(GameHeight = 180,.4,.5)
sprpriority = 3
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
supermovetime = 90
pausemovetime  = 90
[State 0, AssertSpecial]
type = AssertSpecial
triggerall=!winko
trigger1 = time=[9,40]
flag = noBG
ignorehitpause =1
persistent = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 =(time=8)
flag = noBG



[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 8
value = S10,0
channel=5




[State -2, RemoveExplod]    ;remove hyper bg
type = RemoveExplod
trigger1=animelemtime(35)>0
id = 6001
[State 3000, helper]
type = Helper
trigger1 = time = 8
pos = 0,-240
postype = back
id = 4000
name = "Hyperportrait"
stateno = 4001
ownpal = 1
size.xscale = 1
size.yscale = 1.25
supermovetime = 90
pausemovetime  = 90

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(3)>7
x = 11

[State 600, 2]
type = HitDef
trigger1 = !movecontact
attr = A, NA
damage = 34
guardflag = HA
priority = 7
pausetime = 4,4
sparkno =S7010+(random%4)
guard.sparkno= S7004
sparkxy = -10,-50
hitsound   = S10,5
getpower=0
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4,-3
air.velocity = -.2,-1
fall.recover = 0
fall=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
p1stateno=3007

[State 1050, 5]
type = ChangeState
trigger1 =animtime=0
value = 57
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3007]
type    = A
movetype= A
physics =N
ctrl = 0
anim = 3004
velset=0,0

[State 0, AssertSpecial]
type = AssertSpecial
triggerall=!winko
trigger1 = animelemtime(1)>=0 && animelemtime(51)<0
flag = noBG
ignorehitpause =1
persistent = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelemtime(51)>0
id = 6001
;ignorehitpause =
;persistent =

[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 3
ignorehitpause = 1
persistent = 0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=22
value = S200,11
channel=0

[State 0, Helper]
type = Helper
trigger1 = animelem  =26
helpertype = normal ;player
name ="flash kickmang"
ID = 1005
stateno = 1005
pos = 53,-56
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
size.xscale=const(size.xscale)
size.yscale=.5

[State 600, 2]
type = HitDef
trigger1 = animelem = 2||animelem=17
attr = A, NA
damage = 34
guardflag = HA
priority = 7
pausetime = 7,7
sparkno =S7010+(random%4)
guard.sparkno= S7004
sparkxy = -10,-50
hitsound   = S10,5
getpower=0
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -4
air.velocity = -.2,-1
air.hittime = 99
fall.recover = 0
fall=1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 605, 2]
type = HitDef
trigger1 =animelem = 4
attr = A, NA
damage =34
guardflag = HA
priority  = 7
pausetime =  7,7
sparkno =S7010+(random%4)
guard.sparkno= S7004
sparkxy = -10,-60
hitsound   = S10,5
getpower=0
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -4
air.velocity = -.2,-1
air.hittime = 99
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 240, 2]
type = HitDef
trigger1 = animelem=7
attr = S, NA
animtype  = Medium
damage =  34
priority  = 7
guardflag = MA
pausetime = 7,7
sparkno =S7010+(random%4)
guard.sparkno= S7004
sparkxy = -10,-74
hitsound   = S10,5
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
getpower=0
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = ifelse(var(58)=1,-7.5,-10)
air.velocity = -2.2,-3.2
air.hittime = 99
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 605, 2]
type = HitDef
trigger1 =animelem = 11
attr = A, NA
damage =34
guardflag = HA
priority  = 7
pausetime =  7,7
sparkno =S7010+(random%4)
guard.sparkno= S7004
sparkxy = -10,-62
hitsound   = S10,5
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
getpower=0
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -4
ground.velocity = ifelse(var(58)=1,-7.5,-10)
air.velocity = -2.2,-3.2
air.hittime = 99
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 600, 2]
type = HitDef
trigger1 = animelem =14
attr = A, NA
damage = 34
guardflag = HA
priority  = 7
pausetime = 7,7
sparkno =S7010+(random%4)
guard.sparkno= S7004
sparkxy = -10,-77
hitsound   = S10,5
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
getpower=0
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = ifelse(var(58)=1,-7.5,-10)
air.velocity = -2.2,-3.2
air.hittime = 99
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0



[State 605, 2]
type = HitDef
trigger1 =animelem = 19
attr = A, NA
damage =34
guardflag = HA
priority  = 7
pausetime =  7,7
sparkno =S7010+(random%4)
guard.sparkno= S7004
sparkxy = -10,-62
hitsound   = S10,5
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
getpower=0
ground.velocity = -4
air.velocity = -2,-1
air.hittime = 99
fall.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0


[State 1050, 5]
type = HitDef
trigger1 = animelem=23
attr = A, SA
animtype  = up
damage    =34
priority  =7
guardflag = MA
pausetime = 5,5
sparkxy = -15,-92
sparkno =7010+(random%4)
guard.sparkno= S11004
hitsound   = S10,5
guardsound = S5,0
ground.type = Low
getpower =0
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = -7,-15
guard.velocity = -3
airguard.velocity = -.5,-2
ground.velocity = -7,-15
air.hittime = 99
ground.velocity = -4
air.velocity = -7,-15
fall.recover = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(22)>0
y = .6

[State 0, VelSet]
type = VelSet
trigger1 = animelem=22
x = 2
y = -11



[State 0, TargetBind]
type = TargetBind
trigger1 =animelemtime(22)<0
pos = 45,0

[State 0, Width]
type = Width
trigger1 = 1
edge = 40,40
player = 0,0

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

[State 1050, 5]
type = ChangeState
trigger1 =pos y >=0
value = 52
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3008]
type    = A
movetype= A
physics = N
juggle  = ifelse(var(20)=1,5,8)
velset = 0,0
ctrl = 0
anim = 3006
sprpriority = 0

[State 0, VarSet]
type = VarSet
triggerall = AILevel =0
trigger1 = time=0
v = 5  ;fv = 10
value = ifelse(command = "sspro",3,ifelse(command = "ssb",2,1))


[State 0, VarSet]
type = VarSet
triggerall = var(5) = 2 || var(5) = 3
triggerall = time = 1
trigger1 = power < 2000
v = 5   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =movehit
v = 20   ;fv = 10
value = 1

[State 0, VarRandom]
type = VarRandom
trigger1 =time = 0 &&AILevel >0
v =  5
range = 1,2
;ignorehitpause =
;persistent =

[State 0, VarRandom]
type = Varset
trigger1 =time = 0 &&AILevel >0&& (life <= lifemax/1.8||enemy,life <= enemy,lifemax/1.8)
v =  5
value = 3

[State 0, VarSet]
type = VarSet
triggerall = var(5) = 3
triggerall = time = 1
trigger1 = power = [2000,2999]
v = 5  ;fv = 10
value = 2


;-------------------------------------------------

[State 0, BGPalFX]
type = BGPalFX
trigger1 =time=2&& var(5) = 1
time = 55
add = -75,-75,-75
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause =1
[State 0, Pause]
type = Pause
trigger1 = time = 2
time = 55
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=2
value = S999,14
channel = 5
[State 0, PowerAdd]
type = PowerAdd
trigger1 = time=2 
value = ifelse(var(5)=1,-1000,ifelse(var(5)=2,-2000,-3000))
;ignorehitpause = 
;persistent = 

[State 3000, Super B]
type = AfterImage
trigger1 = time = 2&& var(5) = 1
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 120,120,120
palpostbright = 0,0,0

[State 3000, 0]
type = VarSet
trigger1 = time = 1
var(3) = 0
;-------------------------------------




[State 0, BGPalFX]
type = BGPalFX
trigger1 =time = 2  && var(5) != 1
time = 55
invertall = 1
color = 256

[State 3000, Super B]
type = AfterImage
trigger1 = time = 2  && var(5) = 2
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 20,20,160
;----------------------------------

[State 0, BGPalFX]
type = BGPalFX
trigger1 =time = 2  && var(5) = 3
time = 55
invertall = 1
color = 256
[State 3000, 0]
type = VarSet
trigger1 = time = 2
fvar(3) = 0


[State 3050, Super B]
type = AfterImage
trigger1 = time = 2 && var(5) = 3
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 160,20,20
palpostbright = 0,0,0
;---------------------------------
[State 3000, Helper]
type = Helper
trigger1 =time = 1
helpertype = normal
name = "superpause"
ID = 8050
stateno = 8050
pos = 25,-61
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 90
pausemovetime  = 90
size.xscale=1.01

[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 3
ignorehitpause = 1
persistent = 0

[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1
time = 2

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim!=[1057,1058]
trigger1 = time = 2
value = S200,8
channel=0

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim!=[1057,1058]
trigger1 = time = 3
value = S200,15
channel=0
[State 0, PlaySnd]
type = PlaySnd
triggerall = anim!=[1057,1058]
trigger1 = animelem=3 && var(26)=2
value = S200,14
channel=0
[State 0, PlaySnd]
type = PlaySnd
triggerall = anim!=[1057,1058]
trigger1 = animelem=4 && anim=3007
value = S200,16
channel=0


[State 182, 2]
type = NotHitBy
trigger1 = Time = 2
value = SCA
time =16

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim=[3006,3007]
trigger1 =animelem=2
value = S800,3
channel=1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelemtime(3)>0
statetype = A       ;S,A,C,L

[State 100, dust]
type = Explod
trigger1 = animelem = 7
anim = 1053
ID = 11008
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 9
scale = .55,1
ownpal = 1
ignorehitpause=0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = 4
y=ifelse(anim=3007,-10,-3.5)

[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(3)>0
y = .5


[State 1050, 5]
type = HitDef
trigger1 = animelem= 4 ||animelem= 5
trigger2= animelem=6 && (anim=3006)
trigger3= animelem=7&& var(5)=2 && anim=3006
trigger4 = animelem=8 && var(5)!=1 && anim=3006
attr = S, HA
animtype  = med
damage    =ifelse(var(5)=1,32,ifelse(var(5)=2,28,30)),10
priority  =7
guardflag = MA
pausetime = 3,3
sparkxy = -15,-52
sparkno =S7005
guard.sparkno= S11003
hitsound   = S2,5
guardsound = S5,0
ground.type = Low
getpower = 0
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = -1
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =-1,-2
air.hittime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 12
envshake.ampl = 2
envshake.freq=60


[State 1050, 5]
type = HitDef
trigger1 = (animelem= 6 && anim=3007)||(animelem=7&&var(5)!=1&& anim=3007)
trigger2= animelem=8 && var(5)=2&& anim=3007
attr = A, SA
animtype  = up
damage    =32,10
priority  =7
guardflag = MA
pausetime = 3,3
sparkxy = -15,-72
sparkno =7010+(random%4)
guard.sparkno= S11003
hitsound   = S10,5
guardsound = S5,0
ground.type = Low
getpower = 0
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = -4,-11
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =-3,-11
air.hittime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall=1
fall.recover=0
envshake.time = 12
envshake.ampl = 2
envshake.freq=60


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim !=3007
trigger1 = pos y>=0 && anim = 3006 && animelemtime(8)>0 && (var(26)=2||var(5)!=3)
value = 3007
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = var(26)!=2
trigger1 = pos y>=0 && anim = 3006 && animelemtime(8)>0
value = 3006
elem = 1

[State 0, VarSet]
type = Varadd
trigger1 =anim=3006 && animelem=1
v = 26   ;fv = 10
value = 1

[State 0, VarSet]
type = Varset
trigger1 =anim=3007 && animelem=2
v = 26    ;fv = 10
value = 0

[State 0, PosSet]
type = PosSet
trigger1 = animelemtime(2)<0 || var(26)=2 && animelem=2
y = 0


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1057 
statetype = S       ;S,A,C,L
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1057
trigger1 = anim = 3007 && pos y>=0 && animelemtime(7) >0
value = 1057

[State 0, VelSet]
type = VelSet
trigger1 =anim=1057
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim=1057
y = 0



[State 1000, 7]
type = ChangeState
trigger1 =anim=1057 && animtime=0
value = 0
ctrl  = 1
;---------------------------------------------------------------------------
[Statedef 3009]
type    = S
movetype= A
physics = S
juggle  = ifelse(var(20)=1,5,8)
velset = 0,0
ctrl = 0
anim = 3008
sprpriority = 0

[State 0, VarSet]
type = VarSet
triggerall = AILevel =0
trigger1 = time=0
v = 5  ;fv = 10
value = ifelse(command = "twpro",3,ifelse(command = "twy",2,1))


[State 0, VarSet]
type = VarSet
triggerall = var(5) = 2 || var(5) = 3
triggerall = time = 1
trigger1 = power < 2000
v = 5   ;fv = 10
value = 1


[State 0, VarSet]
type = VarSet
trigger1 =movehit
v = 20   ;fv = 10
value = 1

[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 3
ignorehitpause = 1
persistent = 0
[State 0, VarRandom]
type = VarRandom
trigger1 =time = 0 &&AILevel >0
v =  5
range = 1,2
;ignorehitpause =
;persistent =

[State 0, VarRandom]
type = Varset
trigger1 =time = 0 &&AILevel >0&& (life <= lifemax/1.8||enemy,life <= enemy,lifemax/1.8)
v =  5
value = 3

[State 0, VarSet]
type = VarSet
triggerall = var(5) = 3
triggerall = time = 1
trigger1 = power = [2000,2999]
v = 5  ;fv = 10
value = 2

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =time = 2 && var(5)!=1
value = ifelse(var(5)=2,3009,3010)
elem = 1


;-------------------------------------------------

[State 0, BGPalFX]
type = BGPalFX
trigger1 =time=2&& var(5) = 1
time = 55
add = -75,-75,-75
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause =1
[State 0, Pause]
type = Pause
trigger1 = time = 2
time = 55
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=2
value = S999,14
channel = 5
[State 0, PowerAdd]
type = PowerAdd
trigger1 = time=2 
value = ifelse(var(5)=1,-1000,ifelse(var(5)=2,-2000,-3000))
;ignorehitpause = 
;persistent = 

[State 3000, Super B]
type = AfterImage
trigger1 = time = 2&& var(5) = 1
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 120,120,120
palpostbright = 0,0,0

[State 3000, 0]
type = VarSet
trigger1 = time = 1
var(3) = 0
;-------------------------------------




[State 0, BGPalFX]
type = BGPalFX
trigger1 =time = 2  && var(5) != 1
time = 55
invertall = 1
color = 256

[State 3000, Super B]
type = AfterImage
trigger1 = time = 2  && var(5) = 2
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 20,20,160
;----------------------------------

[State 0, BGPalFX]
type = BGPalFX
trigger1 =time = 2  && var(5) = 3
time = 55
invertall = 1
color = 256
[State 3000, 0]
type = VarSet
trigger1 = time = 2
fvar(3) = 0


[State 3050, Super B]
type = AfterImage
trigger1 = time = 2 && var(5) = 3
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 160,20,20
palpostbright = 0,0,0
;---------------------------------
[State 3000, Helper]
type = Helper
trigger1 =time = 2
helpertype = normal
name = "superpause"
ID = 8050
stateno = 8050
pos = 25,-61
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 90
pausemovetime  = 90
size.xscale=1.01



[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1
time = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S200,12
channel=0

[State 0, PlaySnd]
type = PlaySnd
triggerall=anim=3008
trigger1= time=3
trigger2 = animelem= 6
value = S200,0+(random%3)

[State 0, PlaySnd]
type = PlaySnd
triggerall=anim=3009
trigger1= time=3
trigger2 = animelem= 6
trigger3=animelem= 14
value = S200,0+(random%3)

[State 0, PlaySnd]
type = PlaySnd
triggerall=anim=3010
trigger1= time=3
trigger2 = animelem= 6
trigger3=animelem= 13
trigger4=animelem= 20
value = S200,0+(random%3)

[State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem= 16 && anim=3008
trigger2=animelem= 22 && anim=3009
trigger3=animelem= 28 &&anim=3010
value = S200,13
channel=0


[State 0, VelSet]
type = VelSet
trigger1 =(animelemtime(18)<0) && anim=3008
trigger2=(animelemtime(22)<0) && anim=3009
trigger3=(animelemtime(31)<0) &&anim=3010
x = 3.5

[State 182, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time =18

[State 0, Width]
type = Width
trigger1 =(animelemtime(16)>0) && anim=3008
trigger2=(animelemtime(22)>0) && anim=3009
trigger3=(animelemtime(28)>0) &&anim=3010
player = 50,50
edge=50,0

[State 0, Width]
type = Width
trigger1 =(animelemtime(16)<0) && anim=3008
trigger2=(animelemtime(22)<0) && anim=3009
trigger3=(animelemtime(28)<0) &&anim=3010
player = 20,20
edge=50,0
[State 210, 2]
type = HitDef
trigger1 = animelem=2
attr = S, NA
animtype  = Medium
priority  = 7
damage =ifelse(var(5)=3,76,ifelse(var(5)=2,72,63)),8
guardflag = MA
pausetime = 3,3
sparkno =S7005
guard.sparkno= S11003
sparkxy = -15,-75
hitsound   = S2,1
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
getpower = 0
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -3
air.velocity = -2.5,-4
envshake.time = 10
envshake.ampl = 2
envshake.freq=60

[State 210, 2]
type = HitDef
trigger1 =animelem =7 && anim!=3006
attr = S, HA
animtype  = Medium
damage =ifelse(var(5)=3,76,ifelse(var(5)=2,72,63)),7
guardflag = MA
pausetime = 3,3
sparkno =S7005
priority  = 7
guard.sparkno= S11003
sparkxy = -20,-65
getpower = 0
hitsound   = S2,1
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -4
air.velocity = -2.5,-4
envshake.time =10
envshake.ampl = 2

[State 210, 2]
type = HitDef
trigger1 = animelem=14 && anim=3010
attr = S, HA
animtype  = Medium
damage =ifelse(var(5)=3,76,ifelse(var(5)=2,72,63)),8
guardflag = MA
priority  = 7
pausetime = 3,3
sparkno =S7005
guard.sparkno= S11003
sparkxy = -30,-66
hitsound   = S2,1
getpower = 0
guardsound = S5,0
ground.type = High
ground.slidetime = 40
ground.hittime  = 40
ground.velocity =-3
air.velocity = -2.5,-4
envshake.time = 12
envshake.ampl = 3
envshake.freq=60

[State 240, 2]
type = HitDef
trigger1 = animelem = 8 && anim=3008
trigger2=animelem= 15 && anim=3009
trigger3=animelem= 21 && anim=3010
attr = S, HA
animtype  = Medium
damage =ifelse(var(5)=3,76,ifelse(var(5)=2,72,63)),8
guardflag = MA
pausetime = 3,3
sparkno =S7005
priority  = 7
guard.sparkno= S11003
sparkxy = -20,-52
getpower = 0
hitsound   = S2,1
guardsound = Sifelse(var(58)=0,5,ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = Low
ground.slidetime = 40
ground.hittime  = 40
ground.velocity = -3
air.velocity = -2.2,-3.2
envshake.time = 10
envshake.ampl = 2

[State 210, 2]
type = HitDef
trigger1 = animelem = 17&& anim=3008
trigger2=animelem= 24 && anim=3009
trigger3=animelem= 30 && anim=3010
attr = S, HA
animtype  = Medium
damage =ifelse(var(5)=3,76,ifelse(var(5)=2,72,63)),7
guardflag = MA
pausetime = 10,12
priority  = 7
sparkno =S7005
guard.sparkno= S11003
sparkxy = -25,-80
hitsound   = S2,1
getpower = 0
guardsound = Sifelse(var(58)=0,5, ifelse(var(58)=1,10,12)),ifelse(var(58)=0,0,ifelse(var(58)=1,4,0))
ground.type = High
guard.ctrltime = 10
ground.slidetime = 16
ground.hittime  = 16
ground.velocity =-5,-7
air.velocity = -6,-9
envshake.time = 12
envshake.ampl = 3
envshake.freq=60
fall=1
fall.recover=0
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=19&& anim=3008
trigger2 =animelem=26&& anim=3009
trigger2 =animelem=32&& anim=3010
x = 10
[State 0, ChangeState]
type = ChangeState
trigger1 = animtime=0
value = 0
ctrl=1
;---------------------------------------------------------------------------
[Statedef 3013]
type    = A
movetype= A
physics = N
juggle  = ifelse(prevstateno=1000,4,ifelse(var(20)=1,5,8))
velset = 0,0
ctrl = 0
anim = 3006
sprpriority = 0

[State 0, Pause]
type = Pause
trigger1 = time = 1
time = 30
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=1
value = S999,11
channel =5
[State 0, PowerAdd]
type = PowerAdd
trigger1 = time=1 
value = -1000
[State 0, BGPalFX]
type = BGPalFX
trigger1 =time=1 
time = 30
add = -75,-75,-75
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause =1
 [State 0, BGPalFX]
type = BGPalFX
trigger1 =time=2
time = 40
add = -75,-75,-75
mul = 256,256,256
sinadd = 75,75,75,120
invertall = 0
color = 256
ignorehitpause =1

[State 0, VarSet]
type = VarSet
trigger1 =movehit
v = 20  ;fv = 10
value = 1
;ignorehitpause =
;persistent =


[State 3000, Super B]
type = AfterImage
trigger1 = time = 1
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 120,120,120
palpostbright = 0,0,0

[State 3000, 0]
type = VarSet
trigger1 = time = 1
var(3) = 0
;---------------------------------
[State 3000, Helper]
type = Helper
trigger1 =time = 1
helpertype = normal
name = "superpause"
ID = 8050
stateno = 8052
pos = 17,-65
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 90
pausemovetime  = 90




[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1
time = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S200,8
channel=0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 2
value = S200,11
channel=0


[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=4 && anim=3007
value = S200,16
channel=0


[State 182, 2]
type = NotHitBy
trigger1 = Time = 2
value = SCA
time =14

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=3&& anim != 1057
value = S800,3
channel=1

[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 3
ignorehitpause = 1
persistent = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =animelemtime(3)>0 
statetype = A       ;S,A,C,L

[State 100, dust]
type = Explod
triggerall = anim=3006
trigger1 = animelem = 5
anim = 1056
ID = 11008
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 9
scale = .5,.5
ownpal = 1
ignorehitpause=0

[State 100, dust]
type = Explod
triggerall=anim=3007
trigger1 = animelem = 4
anim = 1056
ID = 11008
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 9
scale = .5,.5
ownpal = 1
ignorehitpause=0

[State 0, VelSet]
type = VelSet
trigger1 = animelem=3
x = ifelse(anim=3007,3,5)
y=ifelse(anim=3007,-12,-7)

[State 0, VelAdd]
type = VelAdd
trigger1 = animelemtime(3)>0
y = .5


[State 1050, 5]
type = HitDef
trigger1 = animelem= 4  && anim = 3006
attr = S, HA
animtype  = med
damage    =80,10
priority  =7
guardflag = MA
pausetime = 7,7
sparkxy = -15,-52
sparkno =S7060+(random%4)
guard.sparkno= S7065
hitsound   = S12,6
guardsound = S12,0
ground.type = Low
getpower = 0
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = 3,-4
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =-.5,-4
air.hittime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall=1
fall.recover=0


[State 1050, 5]
type = HitDef
trigger1 =animelem= 7  && anim = 3006
attr = S, HA
animtype  = med
damage    =70,10
priority  =7
guardflag = MA
pausetime = 13,13
sparkxy = -15,-52
sparkno =S7060+(random%4)
guard.sparkno= S7065
hitsound   = S12,4
guardsound = S12,0
ground.type = Low
getpower = 0
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = -2,-12
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =-2.5,-12
air.hittime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall=1
fall.recover=0
yaccel=.45
envshake.time = 12
envshake.ampl = 2
envshake.freq=60

[State 1050, 5]
type = HitDef
trigger1 = animelem= 7 && anim=3007
attr = A, SA
animtype  = up
damage    =110,10
priority  =7
guardflag = MA
pausetime = 16,16
sparkxy = -15,-72
sparkno =S7060+(random%4)
guard.sparkno= S7065
hitsound   = S12,3
guardsound = S12,0
ground.type = Low
getpower = 0
ground.slidetime = 9
ground.hittime  = 22
ground.velocity = -4,-16
guard.velocity = -3
airguard.velocity = -.5,-2
air.velocity =-3,-16
air.hittime = 22
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
fall=1
fall.recover=0
envshake.time = 12
envshake.ampl = 2
envshake.freq=60
yaccel=.45


[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim !=3007
triggerall = anim=1057
trigger1 = animtime=0
value = 3007
elem = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1057
statetype = C       ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim !=1057
trigger1 = pos y>=0 && anim = 3006 && animelemtime(8)>0
value = 1057
elem = 1

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim =1057
trigger1 = p2bodydist y <= -230
value = 1057
elem = 3



[State 0, PosSet]
type = PosSet
trigger1 = animelemtime(2)<0 || anim=1057
y = 0

[State 0, VelSet]
type = VelSet
trigger1 = anim=1057
x = 0
y = 0


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim = 3007 && pos y>=0 && animelemtime(7) >0
value = 1058

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =anim=1058
statetype = C       ;S,A,C,L
[State 0, VelSet]
type = VelSet
trigger1 =anim=1058
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim=1058
y = 0



[State 1000, 7]
type = ChangeState
trigger1 =anim=1058 && animtime=0
value = 0
ctrl  = 1
;---------------------------------------------------------------------------
[Statedef 3014]
type    = S
movetype= A
physics = N
juggle  = ifelse(var(20)=1,5,8)
velset = 0,0
ctrl = 0
anim = 3050
sprpriority = 0

[State 3000, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "superbackground"
ID = 8055
stateno = 11011
pos = 160,-120
postype = back
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 90
pausemovetime  = 90
size.yscale=1

[State 0, PowerAdd]
type = PowerAdd
trigger1 = time=0 
value = -3000

[State 0, Pause]
type = Pause
trigger1 = time = 0
time = 30
[State 0, PlaySnd]
type = PlaySnd
trigger1 = time=0
value = S999,11
channel =5
[State 0, BGPalFX]
type = BGPalFX
trigger1 =time=1 
time = 30
add = -255,-255,-255
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause =1
 [State 0, BGPalFX]
type = BGPalFX
trigger1 =time=2
time = 40
add = -255,-255,-255
mul = 255,255,255
sinadd = 255,255,255,120
invertall = 0
color = 256
ignorehitpause =1



[State 0, PlaySnd]
type = PlaySnd
trigger1 =time = 0
value = S190,3
channel=0

[State 3050, Super B]
type = AfterImage
trigger1 = time = 0
time = 2
timegap = 1
framegap = 10
trans = add1
length = 30
paladd = 0,0,0
palmul = .9,.9,.9
palcontrast = 160,20,20
palpostbright = 0,0,0

;---------------------------------
[State 3000, Helper]
type = Helper
trigger1 =time = 0
helpertype = normal
name = "superpause"
ID = 8050
stateno = 8052
pos = 0,-55
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 90
pausemovetime  = 90



[State 3000, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 1
time = 2

[State 0, VelSet]
type = VelSet
triggerall = anim = 3050
trigger1 = animelem = 2
x = 5

[State 0, VelMul]
type = VelMul
triggerall = anim = 3050
trigger1 = animelemtime(10)>0
x = .9

[State 0, VelSet]
type = VelSet
triggerall = anim = 3050
trigger1 = animelemtime(15)>0&&movehit
x = 0

[State 0, NotHitBy]
type = HitBy
trigger1 = anim=3050
value = SCA,HA,HP,HT
;value2 = S,NA
time = 1

[State 0, Width]
type = Width
trigger1 =anim=3050
player = 15,15
[State 0, PlayerPush]
type = PlayerPush
trigger1 =anim!=3050
value =0

[State 0, VarSet]
type = Varset
trigger1 = movecontact  && p2statetype = A
v = 19   ;fv = 10
value = 4
ignorehitpause = 1
persistent = 0

[State 0, VelSet]
type = VelSet
triggerall = anim = 3051
trigger1 = 1
x = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = time>=1
trigger1 = (p2bodydist x=[-20,25])&& animelemtime(11)<0&& (anim!=[200,1059]) && (anim !=[3051,3059])
value = 3050
elem= 11



[State 410, 2]
type = HitDef
trigger1 = AnimElem = 13 && !movecontact
attr = C, HA
damage =  50,10
animtype  = Medium
hitflag = MAF
guardflag = M
priority  = 7,dodge
pausetime = 12,12
sparkno =S7060+(random%4)
guard.sparkno= S7065
sparkxy = -13,-70
getpower = 0
hitsound   = S12,7
guardsound = S12,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = 0,-15
air.velocity = 0,-15
envshake.time = 10
envshake.ampl = 2
envshake.mul=90
fall=1
p2stateno=3016
kill=0

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 14&& !movecontact
attr = C, HA
damage =  50,10
animtype  = Medium
hitflag = MAF
priority  = 7
guardflag = M
pausetime = 12,12
sparkno =S7060+(random%4)
guard.sparkno=  S7065
sparkxy = -10,-84
getpower = 0
hitsound   = S12,7
guardsound = S12,0
ground.type = Low
ground.slidetime = 13
ground.hittime  = 13
ground.velocity = 0,-15
air.velocity = 0,-15
envshake.time = 10
envshake.ampl = 2
envshake.mul=90
fall=1
p2stateno=3016
kill=0

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =movehit && (anim!=[3051,3053]) && (anim!=[200,250])&& time<200 && animelemtime(16)>0
value = 3051

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem=2 && anim =3051
value = S190,6
channel=0

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = anim!=3050
flag = unguardable


[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = anim=3051 && anim!=3052  && (p2bodydist y =[-160,0]) && time<200
value = 3052

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && (anim!=205) && anim = 3052
value = 205

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && (anim!=210) && anim = 205
value = 210

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && (anim!=211) && anim = 210
value = 211

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelem = 5 && (anim!=212) && anim = 211
value = 212

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && (anim!=235) && anim = 212
value = 235

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && (anim!=236) && anim = 235
value = 236

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animtime = 0 && (anim!=1052) && anim = 236
value = 1052

[State 0, PlaySnd]
type = PlaySnd
triggerall=anim=3052||(anim=[200,250])
trigger1=animelem= 1
value = S200,0+(random%3)

[State 210, 2]
type = HitDef
trigger1 = animelem = 3 && anim=3052
attr = S, NA
animtype  = Medium
damage =20
guardflag = MA
pausetime = 6,6
sparkno =S7060+(random%4)
guard.sparkno= Svar(43)
sparkxy = -15,-75
hitsound   = S12,5
guardsound =  S12,0
getpower = 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0
envshake.time =10
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
p2stateno=3017
kill=0

[State 210, 2]
type = HitDef
trigger1 = animelem = 3 && anim=205
attr = S, NA
animtype  = Medium
damage =20
guardflag = MA
pausetime = 6,6
sparkno =S7060+(random%4)
guard.sparkno= Svar(43)
sparkxy = -20,-65
hitsound   = S12,6
guardsound =  S12,0
getpower = 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0
envshake.time = 10
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
p2stateno=3017
kill=0
[State 210, 2]
type = HitDef
trigger1 = animelem = 3 && anim=210
attr = S, NA
animtype  = Medium
damage =20
guardflag = MA
pausetime = 6,6
sparkno =S7060+(random%4)
guard.sparkno= Svar(43)
sparkxy = -20,-76
hitsound   = S12,7
guardsound =  S12,0
getpower = 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0
envshake.time = 10
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
p2stateno=3017
kill=0

[State 210, 2]
type = HitDef
trigger1 = animelem = 3 && anim=211
attr = S, NA
animtype  = Medium
damage =20
guardflag = MA
pausetime = 6,6
sparkno =S7060+(random%4)
guard.sparkno= Svar(43)
sparkxy = -30,-66
hitsound   = S12,4
guardsound =  S12,0
getpower = 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0
envshake.time = 10
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
p2stateno=3017
kill=0

[State 210, 2]
type = HitDef
trigger1 = animelem = 3 && anim=212
attr = S, NA
animtype  = Medium
damage =20
guardflag = MA
pausetime = 6,6
sparkno =S7060+(random%4)
guard.sparkno= Svar(43)
sparkxy = -25,-72
hitsound   = S12,7
guardsound =  S12,0
getpower = 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0
envshake.time = 10
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
p2stateno=3017
kill=0

[State 210, 2]
type = HitDef
trigger1 = animelem = 3 && anim=235
attr = S, NA
animtype  = Medium
damage =20
guardflag = MA
pausetime = 6,6
sparkno =S7060+(random%4)
guard.sparkno= Svar(43)
sparkxy = -20,-52
hitsound   = S12,8
guardsound =  S12,0
getpower = 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0
envshake.time = 10
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
p2stateno=3017
kill=0


[State 210, 2]
type = HitDef
trigger1 = animelem = 3 && anim=236
attr = S, NA
animtype  = Medium
damage =20
guardflag = MA
pausetime = 6,6
sparkno =S7060+(random%4)
guard.sparkno= Svar(43)
sparkxy = -15,-82
hitsound   = S12,5
guardsound =  S12,0
getpower = 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0
envshake.time = 10
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
p2stateno=3017
kill=0
 [State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=1  && anim=1052
value = S200,16
channel=0
[State 0, VelSet]
type = VelSet
triggerall = anim=1052
trigger1 = animelem=1
x = 1
y = -15

[State 0, VelSet]
type = Veladd
triggerall = anim=1052
trigger1 =animelemtime(1) >=0
y = .5


[State 0, VelSet]
type = Velmul
triggerall = anim=1052
trigger1 = animelemtime(4) >=0
x = .95

[State 100, dust]
type = Explod
triggerall = anim=1052
trigger1 = animelem = 5
anim = 1055
ID = 11008
postype = p1
pos = 0,0
bindtime = -1
sprpriority = 9
scale = .5,.5
ownpal = 1
ignorehitpause=0

[State 210, 2]
type = HitDef
trigger1 = animelem = 4 && anim=1052
attr = S, NA
animtype  = Medium
damage =70
guardflag = MA
pausetime = 6,6
sparkno =S7060+(random%4)
guard.sparkno= Svar(43)
sparkxy = -15,-82
hitsound   = S12,3
guardsound =  S12,0
getpower = 0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = 0
air.velocity = 0
envshake.time = 10
envshake.ampl = 2
forcenofall=ifelse(var(58)!=2,1,0)
fall.recover=ifelse(var(58)=2,0,1)
p2stateno=3018
kill=0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim!=1057 &&anim=1052
trigger1 = time >260 && pos y >=0
value = 1057

[State 0, VelSet]
type = VelSet
trigger1 =anim=1057
x = 0
y = 0

[State 0, PosSet]
type = PosSet
trigger1 = anim=1057
y = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=1057 &&anim!=3054
trigger1 = animtime=0
value = 3054

;---------------------------------
[State 3000, Helper]
type = Helper
trigger1 =anim=3054&&animelem=1
helpertype = normal
name = "superpause"
ID = 8050
stateno = 8052
pos = 15,-55
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
supermovetime = 90
pausemovetime  = 90
[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem =1 && anim=3054
value = S999,11
channel =5
[State 0, Pause]
type = Pause
trigger1 = animelem =1 && anim=3054
time = 30
[State 0, BGPalFX]
type = BGPalFX
trigger1 =animelem =1 && anim=3054
time = 30
add = -255,-255,-255
mul = 256,256,256
sinadd = 0,0,0,1
invertall = 0
color = 256
ignorehitpause =1
 [State 0, BGPalFX]
type = BGPalFX
trigger1 =animelemtime(1) =1 && anim=3054
time = 40
add = -255,-255,-255
mul = 255,255,255
sinadd = 255,255,255,120
invertall = 0
color = 256
ignorehitpause =1



 [State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=1  && anim=3054
value = S200,12
channel=0

 [State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=2  && anim=3054
value = S200,13
channel=0

[State 0, Helper]
type = Helper
trigger1 =animelem=4  && anim=3054
helpertype = normal ;player
name ="SUPAH SONIC BURM"
ID = 3020
stateno = 3015
pos = 60,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
size.xscale=.2745
size.yscale=.5

[State 0, Helper]
type = Helper
trigger1 =animelem=4  && anim=3054
helpertype = normal ;player
name ="wall"
ID = 3015
stateno = 162
pos = 40,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
trigger1 =animelem=4  && anim=3054
helpertype = normal ;player
name ="wall"
ID = 3015
stateno = 163
pos = 150,-80
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=3054
trigger1 = numhelper(3020)<1 && time >350
value = 47

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=47
trigger1 =p2bodydist y =[-150,0]
value = 41


 [State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=2  && anim=41
value = S190,5
channel=0


[State 0, VelSet]
type = VelSet
triggerall = anim=41
trigger1 = animelem=1
x = 3
y = -15

[State 0, VelSet]
type = Veladd
triggerall = anim=41
trigger1 =animelemtime(1) >=0
y = .5

[State 0, TargetState]
type = TargetState
triggerall = p2stateno!=3019
triggerall = anim=41  && anim!=806
trigger1 = p2bodydist x=[0,20]
value = 3019

[State 0, ChangeAnim]
type = ChangeAnim
triggerall = anim=41  && anim!=806
trigger1 = p2bodydist x=[0,20]
value = 806
 [State 0, PlaySnd]
type = PlaySnd
trigger1 =animelem=1  && anim=806
value = S1,2
channel=1

[State 4001, bind]
type=targetbind
trigger1=animelem=1 && anim=806
pos=-10,-103

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3 && anim=806
value = S200,1

[State 4001, bind]
type=targetbind
trigger1=animelem=2 && anim=806
pos=10,-117

[State 4001, bind]
type=targetbind
trigger1=animelem=3 && anim=806
pos=129,-55

[State 0, Width]
type = Width
trigger1 =anim!=3050
edge = 120,0
player = 15,15


[State 810, Throw]
type = TargetState
trigger1 = AnimElem = 3 && anim=806
value = 841

[State 0, VelSet]
type = VelSet
trigger1 =anim =806
x = 0
y = 0

[State 0, VarSet]
type = VarSet
trigger1 = movehit
v = 21    ;fv = 10
value = 1


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0  && anim=806
value = 57
ctrl = 1

[State 0, Width]
type = Width
trigger1 =anim!=3050 && anim !=41
edge = 110,0
player = 15,15

[State 0, Width]
type = Width
trigger1 =anim =41
edge = 10,0
player = 15,15


[State 810, State End]
type = ChangeState
triggerall = anim=3050
trigger1 = AnimTime = 0  && !movehit
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 3016]
type    = A
movetype= H
physics = N
velset = -0,-20
ctrl = 0
sprpriority = 0


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .42
[State 0, PosAdd]
type = PosAdd
triggerall = enemy,anim!=1052
triggerall = enemy,anim!=47
triggerall = enemy,anim!=[800,899]
trigger1 =p2bodydist x >20
x = 2
[State 0, PosAdd]
type = PosAdd
triggerall = enemy,anim!=1052
triggerall = enemy,anim!=47
triggerall = enemy,anim!=[800,899]
trigger1 =p2bodydist x <10
x = -2


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

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1105



[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5050 ;Hit gr

;---------------------------------------------------------------------------
[Statedef 3017]
type    = A
movetype= H
physics = N
velset = 0,-7
ctrl = 0
sprpriority = 0

[State 0, ScreenBound]
type = ScreenBound
trigger1 =1
value = 0
movecamera=1,0
[State 0, PosAdd]
type = PosAdd
triggerall = enemy,anim!=1052
triggerall = enemy,anim!=47
triggerall = enemy,anim!=[800,899]
trigger1 =p2bodydist x >15
x = 2
[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 1105



[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5050 ;Hit gr
;---------------------------------------------------------------------------
[Statedef 3018]
type    = A
movetype= H
physics = N
velset = -.3,-20
ctrl = 0
sprpriority = 0


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .45



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



[State 3545, 1]
type = ChangeAnim2
trigger1 =  time = 0
value = 1105



[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5050 ;Hit gr
;----------------------------------------------------------------------
[Statedef 3019]
type = A
movetype = H
physics = N
velset = 0,0

[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 807

[State 0, SelfState]
type = SelfState
trigger1 = enemy,stateno !=3014
value = 5050

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

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


[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1
;---------------------------------------------------------------------------
[Statedef 3020]
type    = A
movetype= H
physics = N
velset = 0,-17
ctrl = 0
sprpriority = 0


[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .45



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



[State 3545, 1]
type = ChangeAnim2
trigger1 =  time = 0
value = 1105



[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 5050 ;Hit gr
;---------------------------------------------------------------------------
[Statedef 3079]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1208
ctrl = 0
sprpriority = 1


[State 3050, Super A]
type = SuperPause
trigger1 = animelem = 2
pos = 0, 0
anim = S11006
sound = S90, 8
poweradd = -1000
time = 15

[State 0, Pause]
type = Pause
trigger1 = animelem = 2
time = 14
movetime = 9
ignorehitpause = 1
pausebg = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 10
value = 3083
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 3081]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 741
ctrl = 0
sprpriority = 1

[State 3050, Super A]
type = SuperPause
trigger1 = animelem = 2
pos = 0, 0
anim = S11006
sound = S90, 8
poweradd = -1000
time = 15

[State 0, Pause]
type = Pause
trigger1 = animelem = 2
time = 19
movetime = 18
ignorehitpause = 1
pausebg = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = time = 12
value = 3080
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 3080]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
velset = 0,0
anim = 410
ctrl = 0
sprpriority = 2
[State 710, hb]
type=nothitby
trigger1 = time = 0
value = SCA
time = 6
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = animelem = 3 && anim = 410
value = 1003
elem = 2

[State 0, VelSet]
type = VelSet
trigger1 = (animelemtime(1)>=0 && animelemtime(3)<0) && anim =1003
x = 2

[State 0, VelSet]
type = VelSet
trigger1 = animelemtime(4)>=0   && anim =1003
x = 0

[State 1050, 4]
type = HitDef
trigger1 = animelem = 2 && anim =1003
attr = S, SA
animtype  = Medium
damage    = 97
priority  = 5
guardflag = MA
pausetime = 12,12
sparkxy = -15,-80
sparkno = S8000+(random%8)
guard.sparkno= S11004
hitsound   = S2,1
guardsound = S5,0
ground.type = Low
poweradd = 0
ground.slidetime = 20
ground.hittime  = 10
ground.velocity = -6,-4
guard.velocity = -3
air.velocity = -5,-4
envshake.time = 12
envshake.ampl = 3
envshake.freq=60
fall =1
fall.recover = 0

[State 1050, 1]
type = PlaySnd
trigger1 = animelem = 1&& anim =1003
value = 200, 6


[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------------
[Statedef 3083]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 1050

[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0,2
channel = 1


[State 1050, 1]
type = PlaySnd
trigger1 = Time = 1
value = 200, 9
[State 710, hb]
type=nothitby
trigger1 = time = 0
value = SCA
time = 4

[State 1100, end]
type = changestate
trigger1 = time = 4
value = 3084


;-----------------------------------------------------
[Statedef 900]
type    = S
movetype= I
physics = S
velset = 0,0
anim = 900
ctrl = 0
sprpriority = 3



[State 900, Effect]
type = playsnd
trigger1 = time = 8
value = 200,7
volume =255
channel = 2

[State 900, Effect]
type = playsnd
trigger1 = time = 0
value = S95,0
volume = 255
channel = 3
loop= 1



[State 900, Effect]
type = Helper
trigger1 = Time = 0
name = "charge"
postype = P1
pos = -8,0
ownpal = 1
stateno = 6001
id = 6001

[State 900, Effect]
type = Helper
trigger1 = Time = 0
name = "charge2"
postype = P1
pos = -8,0
ownpal = 1
stateno = 6002
id = 6002

[State 900, PowerGain]
type = poweradd
trigger1 = 1
value = (time/8)

[State 900, End]
type = changestate
triggerall = AILevel >0
trigger2 = power = 3000
trigger1 = (enemynear, movetype = A || (enemy,numproj >= 1)||(enemynear, ishelper))
trigger3= p2movetype=I
value = 901
ctrl = 0

[State 900, End]
type = changestate
triggerall = AILevel =0
trigger1 = command != "charge1" && command != "charge2" || command = "charge1" && command != "charge2" || command != "charge1" && command = "charge2"
trigger2 = power = 3000
value = 901
ctrl = 0

;-----------------------------------------------------------------------
;End Charge
[Statedef 901]
type    = S
movetype= I
physics = S
velset = 0,0
anim =901
ctrl = 0
sprpriority = 3

[State 900, NoVoice]
type = stopsnd
trigger1 = time = 0
channel = 2


[State 900, NoVoice]
type = stopsnd
trigger1 = time = 0
channel = 1

[State 901, End]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef 4002]
type    = A
movetype= A
physics = A
anim = 1209
ctrl = 0
sprpriority = 1

[State 3000, Super A]
type = SuperPause
trigger1 = time = 0
pos = 5, -83
anim = -1
sound = S90, 6
poweradd = 0
time =20
movetime = 6
darken = 0
[State 310, PosFreeze]
type = PosFreeze
trigger1 = Time <= 20
[State 0, BGPalFX]
type = BGPalFX
trigger1 =time = 0
time = 20
invertall = 1
color = 256

[State 900, Effect]
type = Helper
trigger1 = Time = 0
name = "var"
postype = P1
pos = 0,0
ownpal = 1
stateno = 4001
id = 4001


[State 900, Effect]
type = Helper
trigger1 =time = 0
name = "ccombo"
postype = P1
pos = 5,-84
ownpal = 1
stateno = 8056
id = 6001
supermovetime =999
pausemovetime = 999



[State 4000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 57
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 4005]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
anim = 1207
ctrl = 0
poweradd = -1000
sprpriority = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S95,1



[State 900, Effect]
type = Helper
trigger1 = Time = 0
name = "var"
postype = P1
pos = 0,0
ownpal = 1
stateno = 4004
id = 4004

[State 4000, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
[statedef -2]
[State 0, VelAdd]
type = VelAdd
trigger1 =var(58)=0 && (stateno=57||stateno=56||stateno=50||stateno=[600,640]) 
y = -.09
[State 0, PowerSet]
type = PowerSet
trigger1 = power>3000 && var(58)!=1
value = 3000
;ignorehitpause = 
;persistent = 
[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = numhelper(6000)
flag = nokoslow
[State 0, ChangeState]
type = ChangeState
trigger1 = pos y +vel y>0&&stateno=[600,640]
value =52
ctrl = 0


[State 0, TargetState]
type = TargetState
trigger1 =movehit &&(animelemtime(5)<0||var(58)!=1) &&enemy,stateno!=[441,443]
value = ifelse(var(58)=1,441,442)
ID = 440
ignorehitpause =0


[State 0, Explod]
type = Explod
triggerall = var(58)=1
triggerall = p2movetype=H
triggerall = enemynear,anim!=5160
trigger1 =enemynear,pos y>=0 && enemynear,anim=1205 && enemynear,time>3
trigger2 = enemynear,stateno=1030 && enemynear,time=1
trigger3=  enemynear,anim=612 && enemynear,animelemtime(1)=1
anim =6007
ID =8002
pos = 0,0
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 2
vel = 0,0
accel = 0,0
random = 0,0
scale = 1,1
sprpriority = 2
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, PlaySnd]
type = PlaySnd
triggerall = var(58)=1
triggerall = enemynear,anim!=5160
triggerall = enemynear,movetype=H
trigger1 =enemynear,pos y>=0 && enemynear,anim=1205 && enemynear,time>3
;trigger6 =enemynear,pos y>=0 && enemynear,anim=821 && enemynear,time>3 && p2stateno=821
trigger2= enemynear,anim=612 && enemynear,animelemtime(1)=1
value = S15,0

[State -2, 1]
type = ChangeState
triggerall = RoundState = 0
triggerall = stateno !=196
trigger1 = RoundNo > 1
value = 196
[State -3, Landing Dust]
type = Explod
triggerall = var(58)=1
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
anim = 48
ID = 48
pos = 0,0
postype = p1  ;p2,front,back,left,right
bindtime = 1
removetime = -2
scale = 1,1
ownpal = 1
sprpriority = 3
removeongethit = 0
[State 0, VarSet]
type = VarSet
trigger1 =movetype!=A ||var(58)!=2
v = 27    ;fv = 10
value =0
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 =movetype!=A||var(58)!=2
v = 28    ;fv = 10
value =0
ignorehitpause=1

[State 0, VarSet]
type = VarSet
trigger1 =p2movetype !=H
v = 20   ;fv = 10
value = 0
[State 810, Throw Sound]
type = PlaySnd
triggerall = var(58)!=1
triggerall = enemy,prevstateno=841 || enemy,prevstateno=821
trigger1 = enemy,time=1
value = Sifelse(var(58)=0,0,12),ifelse(var(58)=0,6,1)
channel=6
[State 0, VarSet]
type = VarSet
trigger1 =lose || drawgame
v = 57    ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =win
v = 57    ;fv = 10
value = 0

[State 0, AfterImageTime]
type = AfterImageTime
trigger1 =stateno!=[3000,3083]
trigger2=stateno!=[40,55]
time = 1



[State 0, VarSet]
type = VarSet
trigger1 =stateno=[1050,1051]
v = 25    ;fv = 10
value = 40

[State 0, VarSet]
type = Varadd
trigger1 =stateno!=[1050,1051]
v = 25    ;fv = 10
value = -1
ignorehitpause=1
persistent=1

[State 0, VarSet]
type = VarSet
trigger1 =var(25)<0
v = 25    ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =numhelper(1001)>=1
v = 24    ;fv = 10
value = 40

[State 0, VarSet]
type = Varadd
trigger1 =numhelper(1001)<1 || stateno!=1000
v = 24    ;fv = 10
value = -1
ignorehitpause=1
persistent=1

[State 0, VarSet]
type = VarSet
trigger1 =var(24)<0
v = 24    ;fv = 10
value = 0


[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = stateno !=410
id =  7011
[State 0, VarSet]
type = VarSet
trigger1 =numhelper(1001) <1
v = 17 ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 =stateno!=3008
v = 26 ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
triggerall = stateno !=1051
trigger1 = statetype = A
v = 3   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
triggerall = stateno !=1051
trigger1 = statetype != A
v = 3   ;fv = 10
value = 0

[State -2, 1]
type = ChangeState
triggerall = prevstateno=[120,155]
triggerall = !alive
triggerall = stateno !=183
triggerall = pos y >=-12
trigger1 = 1
value = 171



[State 0, VarSet]
type = VarSet
trigger1 = stateno  != [1050,1099]
v = 6    ;fv = 10
value = 0


[State 0, VarSet]
type = VarSet
trigger1 = authorname= "Kamekaze" && p1name = "Kame-Groove Guile By Kamekaze"
v = 50    ;fv = 10
value = 1

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = var(15) = 1
flag = nojugglecheck
persistent=1
ignorehitpause=1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype!=A&&var(15)=0 || (var(16) <5 &&var(58)=2&&var(15)=1)
v = 19    ;fv = 10
value = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =var(19)=3 && (stateno!=[3000,3013])
movetype = I
   ;I,A,H

[State 0, StateTypeSet]
type = StateTypeSet
triggerall=var(58)!=1
trigger1 =var(19)=4  && stateno!=3014
movetype = I
[State 0, StateTypeSet]
type = StateTypeSet
triggerall=var(58)!=1
trigger1 =var(19)=1 && var(58)!=1
movetype = I

[State 0, StateTypeSet]
type = StateTypeSet
triggerall=var(58)!=1
trigger1 =var(19)=2 && ((stateno=[200,250])&&(stateno=[400,450]))
movetype = I



[State 0, StateTypeSet]
type = StateTypeSet
triggerall=var(58)!=1
trigger1 =var(19)=5 && ((stateno!=[3000,3013])||(stateno=[200,2999]))
movetype = I


[State 0, VarSet]
type = VarSet
trigger1 = p2stateno=[5100,5199]
v = 16  ;fv = 10
value = 5

[State 0, VarSet]
type = VarSet
trigger1 = var(16) >= 5
v = 15   ;fv = 10
value = 0

[State 0, VarAdd]
type = VarAdd
trigger1 =var(15)=1 && movecontact
v = 16    ;fv =
value = 1
;ignorehitpause =
persistent =1




;--------------------------------------------------
;MvC2
[State 0, VarSet]
type = VarSet
triggerall = (movehit ||p2movetype=H) && (!var(22))
triggerall=p2movetype =H  && (p2stateno != [120,199])
trigger1 = 1
v = 12  ;fv = 10
value = enemy,gethitvar(hitcount)
ignorehitpause=1
[State 0, VarSet]
type = VarSet
triggerall = stateno !=1050
triggerall = movehit
trigger1 = (var(22))
v = 12  ;fv = 10
value = 999

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype != H || p2stateno=10613  ||((p2stateno = [120,199])||(enemy,prevstateno=[120,199]))
trigger2 = lose||winko
v = 12    ;fv = 10
value = 0
ignorehitpause=1
persistent=1


[State 0, VarSet]
type = VarSet
trigger1 =  p2stateno=411
v = 22   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v =22   ;fv = 10
value = 0



[State 0, VarSet]
type = VarSet
trigger1 =life <= 300
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =life > 300
v = 14   ;fv = 10
value = 0



[State 0, VarSet]
type = VarSet
trigger1 = roundstate = 0
v = 10   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = movecontact && (!moveguarded)
v = 10   ;fv = 10
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = roundstate = 0
v = 11  ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = enemy,movecontact && (!enemy,moveguarded)
v = 11  ;fv = 10
value = 0


[State 0, VarSet]
type = VarSet
triggerall = var(58)=1
triggerall = enemy,movetype = H
trigger1 =stateno !=[3000,4007]
fv =2 ;fv = 10
value = 1-((enemy,gethitvar(hitcount)) * .05)

[State 0, Helper]
type = Helper
triggerall = var(58)=1
triggerall = roundno = 1
trigger1 = numhelper(3004) < 1 && var(10) = 0 && var(11) = 1
helpertype = normal ;player
name ="FA"
ID = 3004
stateno = 3010
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0

[State 0, Helper]
type = Helper
triggerall = var(58)=1
trigger1 = numhelper(3006) < 1 && var(14) = 1
helpertype = normal ;player
name ="danger"
ID = 3006
stateno = 3012
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing =1
keyctrl = 0
ownpal = 0


[State 0, Helper]
type = Helper
triggerall = var(58)=1
triggerall=(p2stateno!=[120,155])
trigger1 = numhelper(3005) < 1 && var(12) > 2
helpertype = normal ;player
name ="combo"
ID = 3005
stateno = 3011
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing =1
keyctrl = 0
ownpal = 0

[State -3, Wall Hit Spark]
type = Explod
triggerall = var(58)=1
triggerall = p2movetype=H
triggerall = !NumExplod(9050)
trigger1 = ((enemy, stateno = 1027) && (enemy,time = 1));&& Enemy, frontEdgeDist < 25
anim = 6003
ID = 9050
pos = -20, -60
postype = p2
bindtime = 1
facing = -1
removetime = -2
scale = 0.5, 0.5
sprpriority = 4
ownpal = 1
ignorehitpause = 1
persistent = 0
[State -3, Wall Hit Sound]
type = PlaySnd
triggerall = var(58)=1
triggerall = !NumExplod(9050)
trigger1 = ((enemy, stateno = 1027) && (enemy,time = 1));&& Enemy, frontEdgeDist < 25
value = S1,3
volume = 255
ignorehitpause = 1
persistent = 0


[State -2, Helper]
type = Helper
triggerall = var(58)=1
trigger1 = winko && stateno = [3000,3901]
triggerall = NumHelper(6000) < 1 &&movecontact
helpertype = normal ;player
name = "winko"
ID = 6000
stateno = 6000
pos = 0,0
postype = left   ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove = 999
ignorehitpause = 1
;------------------------------------------------------------------------------

[State 0, VarSet]
type = VarSet
trigger1 = p2movetype!=H
v = 21    ;fv = 10
value = 0
;ignorehitpause =
;persistent =


[State 0, Helper]
type = Helper
triggerall = var(58)=2
trigger1 = winko && ((stateno = [3000,3901])|| var(21)=1)
triggerall = NumHelper(11009) < 1 &&((movehit)|| var(21)=1)
helpertype = normal ;player
name = "FINISHU"
ID = 11009
stateno = 11009
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause=1
[State 0, Helper]
type = Helper
triggerall = var(58)=0
trigger1 = winko && (stateno = [3000,3901])
triggerall = NumHelper(11009) < 1 &&(movehit)
helpertype = normal ;player
name = "FINISHU"
ID = 11009
stateno = 11017
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
ignorehitpause=1
[State 0, AttackMulSet]
type = AttackMulSet
trigger1 = 1
time = 1
value = fvar(2)
ignorehitpause = 1
persistent = 1

[State 0, DisplayToClipboard]
type = DisplayToClipboard
trigger1 = 1
text = "bodywhy= %f ,var5 = %d, var16= %d "
params =vel y,var(28),var(58)
ignorehitpause =1
persistent = 1


 [State 0, VarSet]
type = VarSet
trigger1 = p2statetype=L  || p2stateno=5120
trigger2 = (p2stateno=[5090,5119]) &&(p2stateno=[5121,5899])
trigger3 = (var(19)=[2,4])
trigger4 = (p2bodydist x = [0,40])||(p2bodydist x >110)
trigger5= enemynear,hitdefattr = SA,NA,SA,HA
trigger6 = statetype= A
trigger7 = (p2movetype=A && p2bodydist x <70)
trigger8= p2bodydist x <60 && p2statetype!=L
v=30
value = 0

[State 0, VarSet]
type = VarSet
triggerall = statetype != A
triggerall = (p2bodydist x <110)
trigger1 = ctrl && p2movetype=A && p2statetype=C
trigger2 =p2statetype = C  && ctrl
trigger3 =(p2bodydist x =[51,110]) && ctrl
trigger4= enemy,hitdefattr=SC,AT
trigger5= p2stateno =5120 && p2bodydist x <50 && ctrl
v = 30   ;fv = 10
value = 1

;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------


[Statedef -3]


[State 0, VarSet]
type = VarSet
trigger1 =  var(52)=1 
v = 51   ;fv = 10
value = 0
ignorehitpause =1 
[State 0, VarSet]
type = VarSet
trigger1 =var(51)>0 && command!="holdback" &&var(52)=0 &&AILevel=0
trigger2=var(51)>0 &&(vel x =0&&movetype=I&&ctrl && statetype=S||(vel x >0&&statetype!=A&&movetype!=A)||stateno=[800,899])&&AILEvel>0&&var(52)=0  
v = 52    ;fv = 10
value =11
ignorehitpause =1 
[State 1, VarSet]
type = Varadd
;triggerall = var(17)=0
trigger1 = command="holdback"&&AILevel=0 && stateno!=[800,899] 
trigger2 = (vel x <0||statetype=A||(vel x =0 && movetype=A)||(statetype=C))&&AILevel>0&&stateno!=[800,899] 
v = 51    ;fv = 10
value = 1
ignorehitpause = 1
[State 2, VarSet]
type = VarSet
trigger1 = var(51)>0 && command="holdback"&&AILevel=0
trigger2 = var(51)>0 &&(vel x <0||statetype=A||(vel x =0 && movetype=A))&&AILevel>0&&stateno!=[800,899] 
v = 52  ;fv = 10
value = 0
[State 3, VarSet]
type = Varadd
trigger1 =var(52)>0 && command!="holdback" &&AILevel=0
trigger2 =var(52)>0 && (vel x =0&&movetype=I&&ctrl||(vel x >0&&statetype!=A&&movetype!=A)||stateno=[800,899])&&AILEvel>0 
v = 52   ;fv = 10
value = -1

[State 0, VarSet]
type = VarSet
trigger1 =  var(54)=1 
v = 53    ;fv = 10
value = 0
ignorehitpause =1 
[State 0, VarSet]
type = VarSet
trigger1 =var(53)>0 && command!="holddown" &&var(54)=0 &&AILevel=0
trigger2=var(53)>0 &&(statetype=S&&movetype=I&&ctrl||(vel x >0&&statetype!=A&&movetype!=A)||stateno=[800,899])&&AILEvel>0&&var(54)=0  
v = 54    ;fv = 10
value =11
ignorehitpause =1 
[State 0, VarSet]
type = Varadd
;triggerall = var(17)=0
trigger1 = command="holddown"&&AILevel=0 && stateno!=[800,899] 
trigger2 = (statetype=C||statetype=A||(movetype=A)||statetype=L||stateno=105)&&AILevel>0&&stateno!=[800,899] 
v = 53    ;fv = 10
value = 1
ignorehitpause = 1
[State 0, VarSet]
type = VarSet
trigger1 = var(53)>0 && command="holddown"&&AILevel=0
trigger2 =var(53)>0 &&(statetype=C||statetype=A||(movetype=A)||statetype=L)&&AILevel>0&&stateno!=[800,899] 
v = 54    ;fv = 10
value = 0
[State 0, VarSet]
type = Varadd
trigger1 =var(54)>0 && command!="holddown" &&AILevel=0
trigger2 =var(54)>0 &&(statetype=S&&movetype=I&&ctrl||(vel x >0&&statetype!=A&&movetype!=A)||stateno=[800,899])&&AILEvel>0&&AILEvel>0 
v = 54  ;fv = 10
value = -1
[State -2: Helper]
type = Helper
triggerall = numhelper(10000) < 1
trigger1 = roundstate!=2
helpertype = Normal
name = "choice"
id = 10000
pos = 0,0
postype = p1
facing = 0
stateno = 10000
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 99999
ignorehitpause = 1


[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 40   ;fv = 10
value = ifelse(var(58)=0,7005,ifelse(var(58)=1,(7015+(random%4)),(7050+(random%4))))
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 41   ;fv = 10
value = ifelse(var(58)=0,7005,ifelse(var(58)=1,(7000+(random%4)),(7050+(random%4))))
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 42  ;fv = 10
value = ifelse(var(58)=0,7005,ifelse(var(58)=1,(7010+(random%4)),(7050+(random%4))))
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 43  ;fv = 10
value = ifelse(var(58)=0,11003,ifelse(var(58)=1,7004,7065))
[State 0, VarSet]
type = VarSet
triggerall = var(58)=0
triggerall = enemy,movetype = H
trigger1 =stateno !=[3000,4007]
fv =2 ;fv = 10
value = ifelse(fvar(2)>.1,1-((enemy,gethitvar(hitcount)) * .025),.09)

[State 0, VarSet]
type = VarSet
triggerall = var(58)=2
triggerall = enemy,movetype = H
trigger1 =stateno !=[3000,4007]
fv =2 ;fv = 10
value =  ifelse(fvar(2)>.1,.9-((enemy,gethitvar(hitcount)) * .022),.09)


[State 0, VarSet]
type = VarSet
triggerall = enemy,movetype != H
trigger1 =1
fv =2 ;fv = 10
value = 1

[State -2, RemoveExplod]    ;remove hyper bg
type = RemoveExplod
trigger1 = (stateno != 3000 && time >= 0) || (numhelper(3001) <1 && time >10)
trigger1 = (stateno != 3005 && time >= 0)
trigger1 = (stateno != 3006 && time >= 0)
trigger1 = (stateno != 3007 && time >= 0)
trigger2 = Winko
id = 6001

[State -3, VarRandom]
type = VarRandom
trigger1 = stateno = 5000
trigger2 = stateno = 5010
trigger3 = stateno = 5020
trigger4 = stateno = 5030
trigger5 = stateno = 5050
trigger6 = stateno = 5070
trigger7 = stateno = 5080
v = 0
range = 0,60

[State -3, Hit0]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [0,20]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 0


[State -3, Hit1]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [21,30]
trigger1 = Stateno = 5000
trigger2 = Stateno = 5010
value = 5000, 1


[State -3, StopSnd]
type = StopSnd
trigger1 = stateno !=[900,999]
channel = 2

[State -3, StopSnd]
type = StopSnd
trigger1 = stateno !=[191,192]
channel = 1

[State -3, StopSnd]
type = StopSnd
trigger1 = stateno !=[900,999]
channel = 3


[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [31,40]
trigger1 = stateno = 5020
trigger2 = stateno = 5030
trigger3 = stateno = 5050
value = 5000, 2
channel=0


[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [41,50]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 3
channel=0

[State -3, Hit2]
type = PlaySnd
triggerall = Alive
triggerall = Time = 0
triggerall = Var(0) = [51,60]
trigger1 = stateno = 5070
trigger2 = stateno = 5080
value = 5000, 4
channel=0
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
triggerall = var(58)=0
trigger1 = stateno = 55
value = 40, 1
;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 1204 ;Run-back land
value = 40, 0


