;-----------------------------------------
; Stand Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  =0 ;3
ctrl = 0
anim = 200
poweradd = 0
sprpriority = 2
velset = 0,0

[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 = 8,0

[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 =  ceil(ifelse(fvar(2)<.2,25*.2,25)), 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 = 8,0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
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 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I 
[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
; Stand Near Light Punch
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  =0 ;3
ctrl = 0
anim = 205
poweradd = 0
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
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 =  ceil(ifelse(fvar(2)<.2,25*.2,25)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 7, 7  
sparkno = s4000
getpower=40,40
guard.sparkno = s4100
sparkxy = -20, -80
hitsound = s400,0
guardsound = s2,0
ground.type = Low
ground.slidetime = 11
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -4,0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0;-1.5
[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=4
movetype = I   
[State 200, ?????]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 8, 7
channel = 4

[State 200, ?????]
type = PlaySnd
trigger1 = time=0
value = 0, 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I 
[State 200, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;----------------------------------------
; Overhead
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  =0 ;4
poweradd= 0
ctrl = 0
anim = 210
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 = 1
volume = 75
channel = 1
value = 8,2

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=2
x = 10

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=3
x = 17

[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=4
x = 20
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=5
x = 1
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=7
x = -17
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=8
x = -22
[State 0, PosAdd]
type = PosAdd
trigger1 = animelem=9
x = -9
[State 200, ?????]
type = HitDef
triggerall = prevstateno!=[200,499]
triggerall = p2stateno!=[150,155]
trigger1 = AnimElem = 3
attr = S, NA
damage =  ceil(ifelse(fvar(2)<.2,30*.2,30)), 0
animtype = Hard
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
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=15
ground.velocity = -2
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 = 4
attr = S, NA
damage =  ceil(ifelse(fvar(2)<.2,45*.2,45)), 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  = 21
guard.ctrltime=18
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 = 3
attr = S, NA
damage = ceil(ifelse(fvar(2)<.2,30*.2,30)), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10, 10
sparkno = s4010
getpower=40,40
guard.sparkno = s4110
sparkxy = -20, -75
hitsound = s400,2
guardsound = s2,1
ground.type = High
ground.slidetime = 16
ground.hittime  = 17
guard.ctrltime=15
ground.velocity = -2
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 = 4
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, -50
hitsound = s400,2
guardsound = s2,1
ground.type = High
ground.slidetime = 22
ground.hittime  = 21
guard.ctrltime=18
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=5
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 = 215
sprpriority = 2
velset = 0,0

[State 215, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,1



[State 215, vush]
type = PlaySND
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 8,2
[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 =  ceil(ifelse(fvar(2)<.2,80*.2,80)), 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=110,110
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
guard.ctrltime=18
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
  

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
movetype = I 
[State 215, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-------------------------------------
; Standing Near Strong Punch
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  =0 ;7
poweradd= 0
ctrl = 0
anim = 220
sprpriority = 2
velset = 0,0

[State 220, kiai1]
type = PlaySND

trigger1 = time=0
volume = 75
channel = 1
value = 0,1

[State 220, vush]
type = PlaySND
trigger1 = Random <= 500
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 8,2

[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 =  ceil(ifelse(fvar(2)<.2,70*.2,70)), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20, -90
hitsound = s400,2
getpower=100,100
guardsound = s2,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -7.5
airguard.velocity = -2.5,-2
air.type = High
air.velocity = -2.5,-2
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0;-3.5
[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=1,83,30)
ignorehitpause=1
persistent=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=5
movetype = I  


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

;-----------------------------------------
; Stand Back Light Punch
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  =0 ;3
ctrl = 0
anim = 225
poweradd = 0
sprpriority = 2
velset = 0,0

[State 225, vush]
type = PlaySND
trigger1 = AnimElem = 3
volume = 75
channel = 1
value = 8,1

;[State 225, pause]
;type = Pause
;trigger1 = MoveHit = 1
;time = 2
;pausebg = 0

[State 225, 1]
type = HitDef
triggerall = p2stateno != [5020,5050]
triggerall = p2stateno != [154,155]
trigger1 = AnimElem = 4
attr = S, NA
damage = Ceil(40.1785)
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 13, 15
getpower = Ceil(IfElse(Var(1)=25,0,71.428571)),35
givepower = Ceil(35.714285)
sparkno = 1
guard.sparkno = S6111
guard.pausetime = 11,13
guard.slidetime = 9
guard.hittime = 18
guard.ctrltime=16
sparkxy = -10, -73
hitsound = s400,2
guardsound = S2, 0
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -6.3
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -3.5,-6
air.hittime = 10
yaccel= .5
;chainID = 225

[State 225, 7]
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 = 230
poweradd = 0
sprpriority = 2
velset = 0,0

[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 = 8,1
[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
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, -90
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 = 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 200, ?????]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = random < 700
value = 10, 7
channel = 4
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=3
movetype = I   

[State 230, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
; Stand Near Light Kick
[Statedef 235]
type    = S
movetype= A
physics = S
juggle  =0 ;3
ctrl = 0
anim = 235
poweradd = 0
sprpriority = 2
velset = 0,0

[State 235, kiai]
type = PlaySND
trigger1 = Random <= 500
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 0,0

[State 235, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,1

[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 230, ?????]
type = HitDef
trigger1 = time = 0
attr = S, NA
animtype  = Medium
damage    =  ceil(ifelse(fvar(2)<.2,30*.2,30))
guardflag = MA
pausetime = 7, 7  
sparkno = s4000
guard.sparkno = s4100
sparkxy = -30, -40
hitsound = s400,1
getpower=40,40
guardsound = s2,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 14      
guard.ctrltime=12
ground.velocity = -3.5
air.velocity = -2.5,-3.5
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0;-1
[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 235, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------------------
; Stand Forward Kick
[Statedef 250]
type    = S
movetype= A
physics = N
juggle  =0 ;3
ctrl = 0
anim = 240
poweradd = 0
sprpriority = 2
velset = 0,0

[State 240, vel]
type = VelSet
trigger1 = AnimElem = 2
x = 4
y = -5.65

[State 240, veladd]
type = VelAdd
trigger1 = Time > 3 && Pos Y < 0
y = 0.62

[State 240, vel2]
type = VelSet
trigger1 = Time > 3 && Pos Y >= 0
x = 0
y = 0

[State 240, vel2]
type = PosSet
trigger1 = Time > 3 && Pos Y >= 0
y = 0

[State 240, override]
type = HitOverride
trigger1 = 1 && Pos Y < 0
time = 1
attr = SCA, NA, NP, SA, SP, HA, HP
forceair = 1

[State 240, kiai]
type = PlaySND
trigger1 = Random <= 500
trigger1 = AnimElem = 4
volume = 75
channel = 0
value = 0,1

[State 240, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 8,3

;[State 240, pause]
;type = Pause
;trigger1 = MoveHit = 1
;time = 2
;pausebg = 0

[State 240, 1]
type = HitDef
triggerall = p2stateno != [5020,5040]
triggerall = p2stateno != [154,155]
trigger1 = AnimElem = 6
attr = S, NA
damage = Ceil(62.5000)
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 11, 16
getpower = Ceil(IfElse(Var(1)=25,0,71.428571)),35
givepower = Ceil(35.714285)
sparkno = 1
guard.sparkno = S6135
guard.pausetime = 10,14
guard.slidetime = 19
guard.hittime = 38
sparkxy = -30, -75
hitsound = s400,1
guardsound = S2, 0
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6.3
airguard.velocity = -1.9,-.8
air.type = High
air.fall = 1
air.velocity = -3.5,-6
air.hittime = 10
yaccel= .5
ground.cornerpush.veloff=0
[State 240, 7]
type = ChangeState
trigger1 = Time > 4 && Pos Y >= 0
value = 0
ctrl = 1

;-------------------------------------
; Standing Strong Kick
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  =0 ;7
poweradd= 0
ctrl = 0
anim = 245
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 = 2
volume = 75
channel = 0
value = 8,3

[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 240, ?????]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype  = Hard
damage    =  ceil(ifelse(fvar(2)<.2,60*.2,60))
guardflag = MA
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -25,-85
hitsound = s400,3
guardsound = s2,1
getpower=90,90
ground.type = Low
ground.slidetime = 16
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -11
air.velocity = -3.2,-4.2
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

[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=8
movetype = I   



[State 245, 4]
type = SprPriority
trigger1 = AnimElem = 7
value = 2

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

;-------------------------------------
; Standing Near Strong Kick
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  =0 ;7
poweradd= 0
ctrl = 0
anim = 250
sprpriority = 2
velset = 0,0

[State 250, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,3

[State 250, vush]
type = PlaySND
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 8,3

[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 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 200, ?????]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage =  ceil(ifelse(fvar(2)<.2,30*.2,30)), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 8,8
sparkno = s4010
guard.sparkno = s4110
sparkxy = -30, -85
getpower=40,40
hitsound = s400,3
guardsound = s2,1
ground.type = Low
ground.slidetime = 20
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 = 7
attr = S, NA
damage =  ceil(ifelse(fvar(2)<.2,35*.2,35)), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -30, -30
hitsound = s400,3
guardsound = s2,1
getpower=45,45
ground.type = Low
ground.slidetime = 14
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
[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=8
movetype = I   
persistent=0


[State 250, 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 = 8,0

[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 400, ?????]
type = HitDef
trigger1 = time = 0
attr = C, NA
damage    =  ceil(ifelse(fvar(2)<.2,25*.2,25))
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 = -5
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 = 405
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 = 4
volume = 75
channel = 0
value = 8,2

[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 =  ceil(ifelse(fvar(2)<.2,60*.2,60)), 0
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-ifelse(animelemtime(7)>=0,90,75)
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
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=8
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 = 410
sprpriority = 2
velset = 0,0

[State 410, kiai]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,0

[State 410, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 8,1

[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 = -5.5
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 = ifelse(var(5)=1,16,0)
poweradd= 0
ctrl = 0
anim = 415
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 = 8,3

[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)<.2,65*.2,65))
hitflag = MAF
guardflag = L
pausetime =11, 11
sparkno = s4010
guard.sparkno = s4110
sparkxy = -20,-10
hitsound = s400,3
guardsound = s2,1
getpower=85,85
ground.type = Trip
ground.slidetime = 13
ground.hittime  = 20
guard.ctrltime=18
ground.velocity = -3,-4.5
air.velocity = -3,-4.5
guard.velocity = -7
fall = 1
fall.recover=0
air.cornerpush.veloff=0
ground.cornerpush.veloff=0;0
guard.cornerpush.veloff=-12
[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

;---------------------------------------
;Crouching Strong Diagonal kick
[Statedef 450]
type    = C
movetype= A
physics = C
juggle  =0 ;6
poweradd= 0
ctrl = 0
anim = 420
sprpriority = 2
velset = 0,0

[State 420, kiai1]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 0
value = 0,4



[State 420, vush]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 1
value = 8,1
[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, 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)<.2,50*.2,50))
animtype  = medium
hitflag = MAF
guardflag = L
pausetime = 11, 11
sparkno = s4000
guard.sparkno = s4100
sparkxy = -10,-5
hitsound = s400,3
getpower=80,80
guardsound = s2,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 18
guard.ctrltime=16
ground.velocity = -4.5
air.velocity = -2,-3
air.hittime = 99
forcenofall=1
ground.cornerpush.veloff=0;-3.5

[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=5
movetype = I   
[State 420, 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 = 605

[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 = 8,0

[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 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 = 615

[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 = 8,2

[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 = 13,13
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=4
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 620, anim]
type = ChangeAnim
triggerall = prevstateno!=41 ||var(3)=0 
trigger1 = Time = 0 && Vel x = 0
value = 620

[State 620, anim1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel x!= 0||prevstateno=41  ||var(3)=2
value = 625

[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 = 8,1
[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=3&&anim=630
trigger2 = animelem=4&&anim=635
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 = 630

[State 630, anim1]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Vel x!= 0||prevstateno=41  ||var(3)=2
value = 635

[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 = 8,3

;[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) = 2,67,72)
guardflag = HA
priority = 4
pausetime = 12,12
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=4
movetype = I   
;---------------------------------------------------------------------------
;Throw
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  =0 ;0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 800, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S8,4
sprpriority = 1
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 801
p2stateno = 802
guard.dist = 0
fall = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(p2bodydist x <30,215,210)
;---------------------------------------------------------------------------
;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

[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 = Time = 0 && !selfanimexist(5940)
value = 5941
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && 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
;---------------------------------------------------------------------------
;Throw - Throwing
[Statedef 801]
type    = S
movetype= A
physics = N
anim = 801
poweradd = ifelse(var(10)=0,120,0)
[State 0, ChangeState]
type = ChangeState
triggerall = var(8)=0
trigger1 = (((time=[0,7])&&enemy,command="z")||((time=[0,7])&&enemy,command="y"))
trigger2= (time=0) && random <enemy,AILevel*63
value =811



[State 801, noturn]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 801, pushme]
type = PlayerPush
trigger1 = 1
value = 0

[State 801, kiai1]
type = PlaySND
trigger1 = AnimElem = 4
volume = 75
channel = 0
value = 8,2

[State 801, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 30, 0

[State 801, Bind1]
type = TargetBind
trigger1 = AnimElem = 2
pos = -37, 0

[State 801, Bind2]
type = TargetBind
trigger1 = AnimElem = 3
pos = -19, 0

[State 801, Bind3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -5, -56

[State 801, Bind4]
type = TargetBind
trigger1 = AnimElem = 5
pos = 53, -75

[State 801, DamageP2]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -90
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=5
v = 57    ;v = 570
value = 80
ignorehitpause=1

[State 801, flybaby]
type = TargetState
trigger1 = AnimElem = 6
value = 1151
[State 0, Width]
type = Width
trigger1 = 1
edge = 80,0
player = 0,0


[State 801, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Throw - Thrown
[Statedef 802]
type    = A
movetype= H
physics = N
velset = 0,0

[State 802, 0]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=811
value =812
[State 802, 1]
type = ChangeAnim2
Trigger1 = Time = 1
value = 802

;---------------------------------------------------------------------------
;Throw - thrown
[Statedef 803]
type    = A
movetype= H
physics = N
velset = -4.25,-3.55
poweradd = 40

[State 803, 0]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 1
movecamera = 1,0
[State 803, 1]
type = VelAdd
Trigger1 = 1
y = .6
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 1
movecamera = 1,0
[State 803, 4]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 1151]
type    = A
movetype= H
physics = N
juggle  =0; 2
poweradd= 5
ctrl = 0
sprpriority =0
velset=-8,6
poweradd= 59
ctrl = 0
sprpriority = -2
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =( anim!=612 && anim!=614)
y = .67

[State 0, NotHitBy]
type = NotHitBy
trigger1 = p2stateno=2115
value = SCA
;value2 = S,NA
time = 99
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=614 && anim!=612 && anim!=613
trigger1 =pos y>=0 && time>3
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614 && animtime=0
value = 613

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=2 && anim=613
y = -5
x=-3
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,1
;ignorehitpause =
;persistent =

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



[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 &&  anim=613&& animelemtime(1)>5
value = 612

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

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

[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=612
value =ifelse(alive,5120,5150)

;---------------------------------------------------------------------------
;Jump Light Punch
; CNS difficulty: easy
[Statedef 1152]
type    = A
movetype= H
physics = N
juggle  =0; 2
poweradd= 5
ctrl = 0
sprpriority =0
velset=0,6
poweradd= 59
ctrl = 0
sprpriority = -2

;ignorehitpause = 
;persistent = 

[State 0, VelAdd]
type = VelAdd
trigger1 =( anim!=612 && anim!=614)
y = .67

[State 0, NotHitBy]
type = NotHitBy
trigger1 = p2stateno=2115
value = SCA
;value2 = S,NA
time = 99
;ignorehitpause = 
;persistent = 

[State 0, ChangeAnim2]
type = ChangeAnim2
triggerall = anim!=614 && anim!=612 && anim!=613
trigger1 =pos y>=0 
value = 614
[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 && anim=614 && animtime=0
value = 613

[State 0, VelSet]
type = VelSet
trigger1 =animelemtime(1)=2 && anim=613
y = -5
x=3
[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause =
;persistent =

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



[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = pos y>=0 &&  anim=613&& animelemtime(1)>5
value = 612

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

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

[State 0, SelfState]
type = SelfState
trigger1 =animtime=0 && anim=612
value =ifelse(alive,5120,5150)

;---------------------------------------------------------------------------
;Kick Throw
[Statedef 805]
type    = S
movetype= A
physics = S
juggle  =0 ;0
velset = 0,0
ctrl = 0
anim = 800
sprpriority = 2

[State 805, 1]
type = HitDef
Trigger1 = AnimElem = 2
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
hitsound = S8,4
sprpriority = 1
;p1facing = ifelse (command = "holdfwd", -1, 1)
p2facing = 1
p1stateno = 806
p2stateno = 807
guard.dist = 0
fall = 1

[State 805, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = ifelse(p2bodydist x <30,245,240)

;---------------------------------------------------------------------------
;Kick Throw - Throwing
[Statedef 806]
type    = S
movetype= A
physics = N
anim = 805
poweradd = ifelse(var(10)=0,120,0)
[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*63
value =811

[State 806, noturn]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 806, pushme]
type = PlayerPush
trigger1 = 1
value = 0

[State 806, kiai1]
type = PlaySND
trigger1 = AnimElem = 4
volume = 75
channel = 0
value = 8,2

[State 806, Bind]
type = TargetBind
trigger1 = AnimElem = 1
pos = 33, 0

[State 806, Bind1]
type = TargetBind
trigger1 = AnimElem = 2
pos = 17, 0

[State 806, Bind2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 0, 0

[State 806, Bind3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -33,-67

[State 806, Bind4]
type = TargetBind
trigger1 = AnimElem = 5
pos = -70,-45

[State 806, Bind4]
type = TargetBind
trigger1 = AnimElem = 6
pos = -106, -50

[State 806, DamageP2]
type = TargetLifeAdd
trigger1 = AnimElem = 5
value = -95
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0&&var(57)<1000
trigger1 =animelem=5
v = 57    ;v = 570
value = 80
ignorehitpause=1
[State 806, flybaby]
type = TargetState
trigger1 = AnimElem = 6
value = 808

[State 806, Turn]
type = Turn
trigger1 = AnimTime = 0
[State 0, Width]
type = Width
trigger1 =animelemtime(10)<0
edge = 0,100
player = 0,0
;value = 0,0
;ignorehitpause = 
;persistent = 

[State 806, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Throw - Thrown
[Statedef 807]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, TargetState]
type = changeState
trigger1 =p2stateno=811
value =812
[State 807, 0]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 1
movecamera = 1,0
[State 807, 1]
type = ChangeAnim2
Trigger1 = Time = 1
value = 806

;---------------------------------------------------------------------------
;Throw - thrown
[Statedef 808]
type    = A
movetype= H
physics = N
velset = 4.25,-8.55
poweradd = 40

[State 808, 0]
type = PlayerPush
trigger1 = 1
value = 0
[State 0, ScreenBound]
type = ScreenBound
trigger1 =1 
value = 1
movecamera = 1,0
[State 808, 1]
type = VelAdd
Trigger1 = 1
y = .6


[State 808, 4]
type = changeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -24
value = 1152
