[Statedef 200]
type    = S
movetype= A
physics = S
juggle  =0 ;3
ctrl = 0
anim = ifelse(p2bodydist x <20,201,200)
poweradd = 0
sprpriority = 2
velset = 0,0

[State 0, VarSet]
type = VarSet
trigger1 = animelem=3 && anim=200
v = 34    ;fv = 10
value =28
;ignorehitpause = 
;persistent = 

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 && anim=200
x = 28
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7&& anim=200
x = -28
;ignorehitpause = 
;persistent = 
[State 0, VarSet]
type = VarSet
trigger1 = animelem=7&& anim=200
v = 34    ;fv = 10
value =0
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=1 && anim=201
x = 8
[State 0, VarSet]
type = VarSet
trigger1 = animelem=1 && anim=201
v = 34    ;fv = 10
value =8
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 && anim=201
x = 3
[State 0, VarSet]
type = VarSet
trigger1 = animelem=2 && anim=201
v = 34    ;fv = 10
value =11
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 && anim=201
x = -4
[State 0, VarSet]
type = VarSet
trigger1 = animelem=3 && anim=201
v = 34    ;fv = 10
value =7
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6 && anim=201
x = -7
[State 0, VarSet]
type = VarSet
trigger1 = animelem=6 && anim=201
v = 34    ;fv = 10
value =0

[State 200, kiai]
type = PlaySND
trigger1 = Random <= 500
trigger1 = time=0
volume = 75
channel = 1
value = 0,0

[State 200, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 200,4

[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 200, ?????]
type = HitDef                ;???????(Hit Definition)???????????
trigger1 = time = 0          ;???????????????????3????????????
attr = S, NA                 ;????: ??? Standing, Normal Attack(??????)???????
damage = 25, 0               ;??????????(??????,???????)
animtype = Light             ;???????????????: Light, Medium, Hard, Back, Up, DiagUp
guardflag = MA               ;?????·????·?????????????????(MiddleAir ?????????)
hitflag = MAF                ;????????????????????????(MiddleAirFall)
priority = 3, Hit            ;?????: 0 (??) 7 (??) 4??????·???Hit/Miss/Dodge (?????:Hit)
pausetime = 7, 7             ;??????????????????(??,??)
sparkno = s4000              ;??????? (?????:[Data]????????????????) ?3
guard.sparkno = s4100        ;??????? (?????:[Data]????????????????) ?3
sparkxy = -20, -75           ;??????????(X?,Y?)
hitsound = s400,0              ;???????(S????????SND??????)
guardsound = s2,0   
getpower=40,40         ;???????(S??????MUGEN???????)
ground.type = High           ;?????????????????? High:???, Low:?, Trip:???
ground.slidetime = 11         ;??????????????????
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -4.5,0     ;???????????????(X?,Y?)
airguard.velocity = -1.9,-.8 ;????????????????? (?????:(air.xvel*1.5, air.yvel/2))
air.type = Low               ;??????????????????: High, Low, Trip (?????:ground.type??????)
air.velocity = -2,-3       ;???????????????(X?,Y?)
air.hittime = 99
forcenofall=1  
ground.cornerpush.veloff=0



[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1
persistent=0
[State 200, kiai]
type = PlaySND
trigger1 = Random <= 500
trigger1 = AnimElem = 2
volume = 75
channel = 1
value = 0,0

[State 200, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 200,0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5 && anim=200
trigger2= animelem=4 && anim=201
trigger3=movecontact && anim=201
movetype = I        ;I,A,H
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1

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




;----------------------------------------
; double kick
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  =0 ;4
poweradd= 0
ctrl = 0
anim = 242
sprpriority = 2
velset = 0,0
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
triggerall =animelemtime(5)<0
trigger1 = p2stateno=5120||p2stateno=52 
movetype = A        ;I,A,H


[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0
trigger2 = time=0 && var(8)=1 && var(7)=1 
trigger3= movehit=1 && var(8)=1
v = 8   ;fv = 10
value = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 210, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 0
value = 0,1

[State 210, vush]
type = PlaySND
trigger1 = AnimElem = 11
volume = 75
channel = 1
value = 200,0

;[State 210, pause]
;type = Pause
;trigger1 = MoveHit = 1
;time = 2
;pausebg = 0
[State 0, PosAdd]
type = PosAdd
trigger1 = time=0
x = 12


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage =  30, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8, 8
getpower=40,40
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -75
hitsound = s400,2
getpower=40,40
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 25
guard.ctrltime=14
ground.velocity = -3
airguard.velocity = -2.5,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
triggerall = prevstateno!=[200,499]
triggerall = p2stateno!=[150,155]
trigger1 = AnimElem = 11
attr = S, NA
damage =  47, 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
getpower=55,55
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -50
hitsound = s400,2
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 17
guard.ctrltime=12
ground.velocity = -ifelse(var(10)=1,2.5,7.5)  
airguard.velocity = -2.5,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0

[State 200, ?????]
type = HitDef
triggerall = (prevstateno=[200,499])||(p2stateno=[150,155])
trigger1 = AnimElem = 11
attr = S, NA
damage =  ceil(ifelse(fvar(2)<.2,45*.2,45)), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
getpower=45,45
guard.sparkno = s4110
sparkxy = -20, -60
hitsound = s400,2
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 17
guard.ctrltime=12
ground.velocity = -ifelse(var(10)=1,2.5,7.5)
airguard.velocity = -2.5,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,34,10)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=12
movetype = I   
[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
; Standing Strong Punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  =0 ;7
poweradd= 0
ctrl = 0
anim =  ifelse(p2bodydist x <40,211,210)
sprpriority = 2
velset = 0,0


[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=1 && anim=210
x =21

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 && anim=210
x = -16
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 && anim=210
x = 5

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4 && anim=210
x = 7

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 && anim=210
x = 14

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6 && anim=210
x = 41

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7 && anim=210
x = -13

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8 && anim=210
x = 29

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=9 && anim=210
x = -2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=10 && anim=210
x = -4
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=11 && anim=210
x = 2

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=12 && anim=210
x = -15

[State 0, PosAdd]
type = PosAdd
trigger1 =animtime=0 && anim=210
x = -17

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 && anim=211
x =3
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 && anim=211
x =15
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4 && anim=211
x =12
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8 && anim=211
x =-2
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=10 && anim=211
x =-7
[State 0, PosAdd]
type = PosAdd
trigger1 =animtime=0 && anim=211
x =-12
[State 215, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,1

[State 215, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 200,0
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 200, ?????]
type = HitDef
trigger1 = animelem=3
attr = S, NA
damage =  ifelse(anim=211,35,80), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -75
hitsound = s400,2
guardsound = s2,1
getpower=ifelse(anim=211,55,110),ifelse(anim=211,55,110)
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
guard.ctrltime=17
ground.velocity = -cond(anim=210,9.5,7.5)
airguard.velocity = -2.5,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0
[State 200, ?????]
type = HitDef
trigger1 =animelem=4&&anim=211
attr = S, NA
damage =  ifelse(anim=211,37,80), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -75
hitsound = s400,2
guardsound = s2,1
getpower=55,55
ground.type = High
ground.slidetime = 18
ground.hittime  = 20
guard.ctrltime=17
ground.velocity = -7.5
airguard.velocity = -2.5,-1.8
air.type = High
air.velocity = -2.5,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,83,20)
ignorehitpause=1
persistent=0

;ignorehitpause = 
;persistent = 


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=9 && anim=210
trigger2= animelem=6 &&anim=211
movetype = I 
[State 215, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
; Stand Light Kick
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  =0 ;3
ctrl = 0
anim = ifelse(p2bodydist x <20,231,230)
poweradd = 0
sprpriority = 2
velset = 0,0

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 && anim=231
x =27
[State 0, VarSet]
type = VarSet
trigger1 = animelem=2 && anim=231
v = 34    ;fv = 10
value =27
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=3 && anim=231
x =-7
[State 0, VarSet]
type = VarSet
trigger1 = animelem=3 && anim=231
v = 34    ;fv = 10
value =20
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 && anim=231
x =-6
[State 0, VarSet]
type = VarSet
trigger1 = animelem=5 && anim=231
v = 34    ;fv = 10
value =14
[State 0, PosAdd]
type = PosAdd
trigger1 =animtime=0 && anim=231
x =-14
[State 0, VarSet]
type = VarSet
trigger1 = animtime=0 && anim=231
v = 34    ;fv = 10
value =0


[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6 && anim=230
x =-12
[State 0, VarSet]
type = VarSet
trigger1 = animelem=6 && anim=230
v = 34    ;fv = 10
value =-12
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7 && anim=230
x =-1
[State 0, VarSet]
type = VarSet
trigger1 =animelem=7 && anim=230
v = 34    ;fv = 10
value =-13
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8 && anim=230
x =5
[State 0, VarSet]
type = VarSet
trigger1 =animelem=8 && anim=230
v = 34    ;fv = 10
value =-8
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=9 && anim=230
x =8
[State 0, VarSet]
type = VarSet
trigger1 =animelem=9 && anim=230
v = 34    ;fv = 10
value =0
[State 230, kiai]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,2

[State 230, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 200,4
[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 230, ?????]
type = HitDef
trigger1 = time = 0&&anim=231
attr = S, NA
animtype  = Medium
damage    =  ceil(ifelse(fvar(2)<.2,30*.2,30))
guardflag = MA
pausetime =7,7
sparkno = s4000
guard.sparkno = s4100
guardsound = s2,0
getpower=40,40
sparkxy = -20, -75
hitsound = s400,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -7
air.velocity = -2.5,-3.5
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0
[State 230, ?????]
type = HitDef
trigger1 = time = 0 &&anim=230
attr = S, NA
animtype  = Medium
damage    =  ceil(ifelse(fvar(2)<.2,30*.2,30))
guardflag = L
pausetime = 7,7
sparkno = s4000
guard.sparkno = s4100
guardsound = s2,0
getpower=40,40
sparkxy = -20, -35
hitsound = s400,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -7
air.velocity = -2.5,-3.5
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1
persistent=0
 

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5 &&anim=230
trigger2= animelem=4 && anim=231
trigger3=movecontact 
movetype = I   
       ;I,A,H
;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1




;-------------------------------------
; Standing Strong Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  =0 ;7
poweradd= 0
ctrl = 0
anim =ifelse(p2bodydist x <40,241,240)
sprpriority = 1
velset = 0,0

[State 245, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,3

[State 245, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 200,0

[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=2 && anim=240
x =-9
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=4 && anim=240
x =18
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=5 && anim=240
x =17
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=6 && anim=240
x =-5
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=7 && anim=240
x =4
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=8 && anim=240
x =-10
[State 0, PosAdd]
type = PosAdd
trigger1 =animelem=9 && anim=240
x =-15
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 200, ?????]
type = HitDef
trigger1 = time=0
attr = S, NA
damage =  ifelse(anim=240,70,30), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -30, ifelse(animelemtime(7)>=0,-60,-85)
getpower=ifelse(anim=240,90,40),ifelse(anim=240,90,40)
hitsound = s400,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -7.6
airguard.velocity = -2.5,-2
air.type = High
air.velocity = -2.5,-2
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0;-2
[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 9&& anim=241
attr = S, NA
damage = 37, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -30, -65
hitsound = s400,3
guardsound = s2,1
getpower=45,45
ground.type = Low
ground.slidetime = 17
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -5.6
airguard.velocity = -2.5,-2
air.type = High
air.velocity = -2.5,-2
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,ifelse(anim=240,96,47),ifelse(anim=240,28,14))
ignorehitpause=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movecontact && anim=240
trigger2= animelem=8 &&anim=240
trigger3= animelem=10 && anim=241
trigger4=movecontact && p2statetype=A
movetype = I   
ignorehitpause=1





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

;----------------------------------------
;Crouching Light Punch
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  =0 ;5
poweradd= 0
ctrl = 0
anim = 400
sprpriority = 2
velset = 0,0

[State 400, kiai]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,0

[State 400, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 200,4

[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 400, ?????]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    = 25
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = M
pausetime = 7,7
getpower=40,40
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-45
hitsound = s400,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -4
air.velocity = -1.5,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0;-2
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I   


[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl=1
;---------------------------------------
;Crouching Strong Punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  =0 ;6
poweradd= 0
ctrl = 0
anim = 410
sprpriority = 2
velset = 0,0

[State 405, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,1

[State 405, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 200,0

[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 200, ?????]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage =  50;60, 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-45
hitsound = s400,2
guardsound = s2,1
getpower=80,80
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -7.5
airguard.velocity = -2.3,-1.8
air.type = High
forcestand=1
air.velocity = -2.5,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0;-3
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,83,20)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 405, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;----------------------------------------
;Crouching Light kick
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  =0 ;5
poweradd= 0
ctrl = 0
anim = 430
sprpriority = 2
velset = 0,0

[State 410, kiai]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,0
[State 0, Width]
type = Width
trigger1 = 1
player = 15,0
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 410, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 200,4

[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 430, ?????]
type = HitDef
trigger1 = Time = 0
attr = C, NA
damage    =  ceil(ifelse(fvar(2)<.2,30*.2,30))
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 7,7
sparkno = s4000
getpower=40,40
guard.sparkno = s4100
sparkxy = -10,-5
hitsound = s400,1
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -4
air.velocity = -2,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,30,10)
ignorehitpause=1  
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I   

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl=1
;---------------------------------------
;Crouching Strong kick
[Statedef 440]
type    = C
movetype= A
physics = C
juggle = 0
poweradd= 0
ctrl = 0
anim = 440
sprpriority = 2
velset = 0,0

[State 415, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,2

[State 415, vush]
type = PlaySND
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 200,0

[State 0, VelSet]
type = VelSet
trigger1 = time=0&&var(10)=0
x = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 440, ?????]
type = HitDef
trigger1 = time=0
attr = C, NA
damage    = ceil(ifelse(fvar(2)<.2,64*.2,64))
hitflag = MAF
guardflag = L
pausetime = 11,11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-10
hitsound = s400,3
getpower=110,110
guardsound = s2,1
air.juggle = ifelse(var(5)=1,16,0)
ground.type = Trip
ground.slidetime = 13
ground.slidetime = ifelse(Var(3) = 2,8,10)
ground.hittime  = ifelse(Var(3) = 2,12,15)
ground.velocity = -3,-4.5
air.velocity = -3,-4.5
guard.velocity = -7
fall = 1
ground.cornerpush.veloff=0
id=440
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,96,28)
ignorehitpause=1
persistent=0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6
movetype = I   
[State 415, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1




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

[State 600, anim]
type = ChangeAnim
triggerall = prevstateno!=41 ||var(3)=0 
trigger1 = Time = 0 && Vel x = 0
value = 600

[State 600, anim1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel x!= 0||prevstateno=41  ||var(3)=2
value = 601

[State 600, kiai]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 0
value = 0,0

[State 600, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 200,4

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 600, ?????]
type = HitDef
trigger1 = Time = 0
attr = A, NA   ;Air, Normal Attacks(??????)
damage    = ifelse(Var(3) = 2,40,45)
guardflag = HA ;HighAir(????????????????)
priority = 3
pausetime = 7, 7  
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-70
hitsound = s400,0
getpower=50,50
guardsound = s2,0
ground.type = High
ground.slidetime = 6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime=ifelse(Var(3) = 2,12,15)
ground.velocity = -4
air.velocity = -1.3,-3
air.hittime = 99
forcenofall=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,15)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I   
;--------------------------------------
;Jump Strong Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  =0 ;4
poweradd= 0
ctrl = 0
sprpriority = 2

[State 610, anim]
type = ChangeAnim
triggerall = prevstateno!=41 ||var(3)=0 
trigger1 = Time = 0 && Vel x = 0
value = 610

[State 610, anim1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel x!= 0||prevstateno=41  ||var(3)=2
value = 611

[State 610, kiai1]
type = PlaySND
trigger1 = Random <= 500
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 0,2

[State 610, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 200,0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 610, ?????]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ifelse(Var(3) = 2,70,75)
guardflag = HA
priority = 4
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-ifelse(anim=615,80,65)
hitsound = s400,2
guardsound = s2,1
getpower=100,100
animtype = Medium
ground.type = High
ground.slidetime =6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime=ifelse(Var(3) = 2,12,15)
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 99
forcenofall=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,83,20)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I   
;-------------------------------------
;Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  =0 ;3
poweradd= 20
ctrl = 0
sprpriority = 2

;[State 620, pause]
;type = Pause
;trigger1 = MoveHit = 1
;time = 2
;pausebg = 0

[State 600, anim]
type = ChangeAnim
triggerall = prevstateno!=41 ||var(3)=0 
trigger1 = Time = 0 && Vel x = 0
value = 630

[State 600, anim1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel x!= 0||prevstateno=41  ||var(3)=2
value = 631

[State 620, kiai]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 0
value = 0,0

[State 620, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 200,4
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1


[State 630, ?????]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage    = ifelse(Var(3) = 2,40,45)
guardflag = HA
priority = 3
pausetime = 7, 7  
sparkno = s4000
guard.sparkno = s4100
sparkxy = -15,-ifelse(anim=620,90,50)
hitsound = s400,1
getpower=50,50
guardsound = s2,0
ground.type = High
ground.slidetime = 6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime=ifelse(Var(3) = 2,12,15)
ground.velocity = -4
air.velocity = -2,-3
air.hittime = 99
forcenofall=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,15)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I   
;---------------------------------------
;Jump Strong Kick
[Statedef 640]
type    = A
movetype= A
physics = A
juggle  =0 ;4
poweradd= 0
ctrl = 0
sprpriority = 2

[State 630, anim]
type = ChangeAnim
triggerall = prevstateno!=41 ||var(3)=0 
trigger1 = Time = 0 && Vel x = 0
value = 640

[State 630, anim1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel x!= 0||prevstateno=41  ||var(3)=2
value = 641

[State 630, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 0
value = 0,2

[State 630, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 200,0

;[State 630, pause]
;type = Pause
;trigger1 = MoveHit = 1
;time = 2
;pausebg = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = p2stateno=5120
movetype = A        ;I,A,H

[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = var(8)=1
trigger1=numexplod(7611)<1
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),80
postype = left  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = .5,.5
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1

[State 640, ?????]
type = HitDef
trigger1 = Time = 0
attr = A, NA
damage = ifelse(Var(3) = 2,70,72)
guardflag = HA
priority = 4
pausetime =11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-ifelse(anim=630,74,60)
hitsound = s400,3
guardsound = s2,1
getpower=100,100
animtype = Hard
ground.type = High
ground.slidetime = 6
ground.hittime  = ifelse(Var(3) = 2,12,15)
guard.ctrltime=ifelse(Var(3) = 2,12,15)
ground.velocity = -5
air.velocity = -3,-4
air.hittime = 99
forcenofall=1

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1&& var(14)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit &&var(8)=1
v = 14   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 = time=1 &&var(14)=1
v = 14   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = p2statetype=A &&movehit=1 &&var(14)=0
v = 5   ;fv = 10
value = 1
ignorehitpause =0 
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,96,28)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=6 && anim=640
trigger2= animelem=4&&anim=641
movetype = I   
;---------------------------------------
;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents KFM from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 810       ;On success, KFM changes to state 810
p2stateno = 820       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value =210
ctrl = 1

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
; Description: In this state, KFM throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of KFM. That puts him around where KFM's hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he may get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when KFM lets go of him.
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd =ifelse(var(10)=0,120,0)

[State 0, Width]
type = Width
trigger1 = 1
edge = 70,0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
channel=1
[State 0, ChangeState]
type = ChangeState
triggerall = var(8)=0
trigger1 = (((time=[0,7])&&enemy,command="c")||((time=[0,7])&&enemy,command="b"))
trigger2= (time=0) && random <enemy,AILevel*31
value =811

[State 601, 6]
type = TargetBind
trigger1 = AnimElemtime(1)>= 0 && animelemtime(2)<0
pos = 41, 0

[State 601, 7]
type = TargetBind
trigger1 = AnimElemtime(2)>= 0 && animelemtime(3)<0
pos = 51,-86

[State 601, 8]
type = TargetBind
trigger1 = AnimElemtime(3)>= 0 && animelemtime(4)<0
pos = 51,-84

[State 601, 9]
type = TargetBind
trigger1 = AnimElemtime(4)>= 0 && animelemtime(5)<0
pos = 50,-82

[State 601, 10]
type = TargetBind
trigger1 = AnimElemtime(5)>= 0 && animelemtime(6)<0
pos = 58,-122

[State 601, 11]
type = TargetBind
trigger1 = AnimElemtime(6)>= 0 && animelemtime(7)<0
trigger2 = AnimElemtime(8)>= 0 && animelemtime(9)<0
trigger3 = AnimElemtime(10)>= 0 && animelemtime(11)<0
trigger4 = AnimElemtime(12)>= 0 && animelemtime(13)<0
trigger5 =AnimElemtime(14)>= 0 && animelemtime(15)<0
trigger6 = AnimElemtime(16)>= 0 && animelemtime(17)<0
pos = 55,-127
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=6
v = 57    ;v = 570
value = 80
ignorehitpause=1
[State 601, 12]
type = TargetBind
trigger1 = AnimElemtime(7)>= 0 && animelemtime(8)<0
trigger2 = AnimElemtime(9)>= 0 && animelemtime(10)<0
trigger3 = AnimElemtime(11)>= 0 && animelemtime(12)<0
trigger4 = AnimElemtime(13)>= 0 && animelemtime(14)<0
trigger5 = AnimElemtime(15)>= 0 && animelemtime(16)<0
pos = 54,-126
[State 602, 4]
type = TargetBind
trigger1 =AnimElemtime(17)>= 0 && animelemtime(18)<0
pos = 26,-126


[State 602, 5]
type = TargetBind
trigger1 = AnimElemtime(18)>= 0 && animelemtime(19)<0
pos =56,-112


[State 602, 6]
type = TargetBind
trigger1 = AnimElem= 19
pos = 103,-65


[State 601, 13]
type = targetlifeadd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
value = -19
kill = 0

[State 601, 13]
type = targetlifeadd
trigger1 = AnimElem = 15
value = -19
kill = 1
[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
value = 800, 0
channel=1
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
anim =821
ID =821
pos = 0,5
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 9
trigger3 = AnimElem = 11
trigger4 = AnimElem = 13
trigger5 = AnimElem = 15
anim =822
ID =821
pos = 0,5
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
scale = .5,.5
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 19
value = 200,4
channel=0
[State 0, TargetState]
type = TargetState
trigger1 = animelem=19
value =821


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

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by KFM's throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=811
value =812
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

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


;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = enemy,stateno!=810
value = 5050
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw - 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 821]
type    = A
movetype= H
physics = N
velset = -4,-5
poweradd = 40

[State 821, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4


[State 821, 4] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 811]
type    = S
movetype= A
physics = S
anim = 5945
poweradd = 0
facep2=1
[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 = .75

;ignorehitpause = 
;persistent = 

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0
[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 5000,2
channel=0

[State 200, 1]
type = PlaySnd
trigger1 = animelem=1
value = 2,2
channel=1
[State 0, Explod]
type = Explod
trigger1=time=0
anim = 4110
ID = 4110
pos =35,-75
postype = p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =30
scale = 1,1
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -16
[State 810, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
[Statedef 812]
type    = S
movetype= A
physics = S
poweradd = 0
facep2=1
[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 = .75

[State 4100,4]
type = PlayerPush
trigger1 = P2BodyDist X < 0
value = 0
[State 820, 1]
type = ChangeAnim2
Trigger1 = anim!=5941 && !selfanimexist(5940)
value = 5941
[State 820, 1]
type = ChangeAnim
Trigger1 = anim!=5940 && selfanimexist(5940)
value = 5940
[State 0, VelSet]
type = VelSet
trigger1 = time=0
x = -16
[State 810, State End]
type = selfState
trigger1 = AnimTime = 0||time>=20
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kung Fu Throw - Attempt
[Statedef 801]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

; Notes: The '-' symbol in the hitflag field means that it only affects
;   players who are not in a hit state. This prevents KFM from combo-ing
;   into the throw. The priority should be set to a low number, such as
;   1 or 2, so that the throw does not take precedence over normal attacks.
;   The type of priority must always be set to "Miss" or "Dodge" for throws,
;   otherwise strange behavior can result.
[State 800, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT          ;Attributes: Standing, Normal Throw
hitflag = M-          ;Affect only ground people who are not being hit
priority = 1, Miss    ;Throw has low priority, must be miss or dodge type.
sparkno = -1          ;No spark
p1sprpriority = 1     ;Draw p1's sprite in front of p2
                      ;p2's sprite priority is set to 0 by default
p1facing = 1
p2facing = 1          ;Force p2 to face KFM
p1stateno = 813     ;On success, KFM changes to state 810
p2stateno = 822       ;If hit, p2 changes to state 820 in KFM's cns
guard.dist = 0        ;This prevents p2 from going into a guard state if close
fall = 1              ;Force p2 into falling down

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 240
ctrl = 1

;---------------------------------------------------------------------------
;Kung Fu Throw - Throwing the opponent
; Description: In this state, KFM throws the opponent by binding him to
;     various offsets based on his current frame of animation. For
;     example, [State 810, Bind 1] binds the opponent to an offset of
;     28 pixels in front of KFM. That puts him around where KFM's hand
;     is at. Is is important to keep the opponent bound using a
;     TargetBind controller at all times, until you let him go. This
;     is especially important if your player has a Clsn2 box that
;     allows him to get hit while throwing someone. Each time a player
;     gets hit, all his bound targets will be set to a fall state. If
;     the opponent is not bound, then he may get stuck in his thrown
;     state when his attacker is knocked out of the throw halfway.
; Notes: There is a TargetLifeAdd controller to decrease the opponent's
;     life, and a TargetState controller to change his state to a
;     falling state when KFM lets go of him.
[Statedef 813]
type    = S
movetype= A
physics = N
anim = 830
poweradd = ifelse(var(10)=0,120,0)

[State 0, Width]
type = Width
trigger1 = 1
edge = 70,0

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1, 1
channel=1
[State 0, ChangeState]
type = ChangeState
triggerall = var(8)=0
trigger1 = (((time=[0,7])&&enemy,command="c")||((time=[0,7])&&enemy,command="b"))
trigger2= (time=0) && random <enemy,AILevel*31
value =811

[State 611, 8]
type = TargetBind
trigger1 = AnimElemtime(1)>= 0&&animelemtime(2)<0
pos = 44,0


[State 611, 9]
type = TargetBind
trigger1 = AnimElemtime(2)>= 0&&animelemtime(3)<0
pos = 66,-67


[State 611, 10]
type = TargetBind
trigger1 = AnimElemtime(3)>= 0&&animelemtime(4)<0
pos = 32,-70


[State 611, 11]
type = TargetBind
trigger1 = AnimElemtime(4)>= 0&&animelemtime(5)<0
pos = 14,-70


[State 611, 12]
type = TargetBind
trigger1 =AnimElemtime(5)>= 0&&animelemtime(6)<0
pos = -10,-67

[State 611, 13]
type = TargetBind
trigger1 = AnimElemtime(6)>= 0&&animelemtime(7)<0
pos = -28,0


[State 611, 14]
type = TargetBind
trigger1 = AnimElemtime(7)>= 0&&animelemtime(9)<0
pos = -56,0

[State 0, SprPriority]
type = SprPriority
trigger1 = animelem=3
value = -5
;ignorehitpause = 
;persistent = 

[State 611, 15]
type = TargetBind
trigger1 = AnimElem = 9
pos = -70,0




[State 611, 18]
type = PosAdd
trigger1 = animelem = 13
x = 1
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=9
v = 57    ;v = 570
value = 80
ignorehitpause=1


[State 601, 13]
type = targetlifeadd
trigger1 = AnimElem = 9
value = -95
kill = 1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 400, 5
channel=1
[State 0, Explod]
type = Explod
trigger1 = AnimElem = 9
anim =4010
ID =4010
pos = -77,-40
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 = 9
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause =1

[State 810, Grab Sound]
type = PlaySnd
trigger1 = AnimElem = 9
value = 200,4
channel=0
[State 0, TargetState]
type = TargetState
trigger1 = animelem=9
value =1360
[State 0, Turn]
type = Turn
trigger1 = animelem=12

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

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
; (a custom gethit state)
; Description: This is the state that the opponent changes to after being
;     hit by KFM's throw HitDef. The important thing here is to use a
;     ChangeAnim2 controller. The difference between ChangeAnim2 and
;     ChangeAnim is that ChangeAnim2 changes the player's animation to
;     an action in the AIR file of the attacker (in this case, kfm.air),
;     whereas ChangeAnim always changes the player to an action in his
;     own AIR file. Look at Action 820 in kfm.air for some extra
;     comments.
[Statedef 822]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=811
value =812
[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 840

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


;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 820, 2]
type = SelfState
trigger1 = enemy,stateno!=813
value = 5050
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1360]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, Turn]
type = Turn
trigger1 =time=0 && prevstateno=822
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5061)
value =5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && !selfanimexist(5061)
value =831

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

[State 0, VelSet]
type = VelSet
trigger1 =time=0 
x = -6.5
y = -5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .6
[State 0, ChangeState]
type = ChangeState
triggerall = p2stateno!=[2100,3200]
trigger1 = pos y >=0&& (time >5)
value =1361
[State 0, ChangeState]
type = ChangeState
triggerall = p2stateno=[2100,3200]
trigger1 = pos y >=0&& (time >5)
value =1363
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1361]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-6.5
x = -3

[State 0, VelSet]
type = VelSet
trigger1= p2stateno=[2010,2011]
x = -6
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = time>57
value =ifelse(alive,5120,5150)
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1363]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-5
x = -3
;ignorehitpause =
;persistent =

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 855

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

[State 0, VelMul]
type = VelMul
trigger1 =1
x = .95
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = time>57
value =ifelse(alive,5120,5150)