;Ryu's Specials
;---------------------------------------------------------------------------
;Weak Hadou Ken
[Statedef 1000]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
sprpriority = 1
juggle =0; 0
poweradd = 0
velset = 0,0
facep2=1
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 3
volume = 75
channel = 0
value = 3,0

[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 1
value = 7,0


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 9   ;v = 570
value = 0
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 0, Width]
type = Width
trigger1 = animelem=4
edge = 60,0



[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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





[State 0, Helper]
type = Helper
trigger1 = animelem  = 5
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =54,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1



[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   


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

;---------------------------------------------------------------------------
;Strong Hadou Ken
[Statedef 1005]
type = S
movetype = A
physics = S
anim = 1000
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd = 0
velset = 0,0
facep2=1
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 3
volume = 75
channel = 0
value = 3,0

[State 1000, snd1]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 1
value = 7,0
[State 0, Width]
type = Width
trigger1 = animelem=4
edge = 60,0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 9   ;v = 570
value = 1
[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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


[State 0, Helper]
type = Helper
trigger1 = animelem  = 5
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =54,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   


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

;---------------------------------------------------------------------------
; Shakunetsu Hadou Ken
[Statedef 1010]
type = S
movetype = A
physics = S
anim = 1005
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd = -1000
velset = 0,0
facep2=1
[State 1010, snd]
type = PlaySND
trigger1 = AnimElem = 3
volume = 75
channel = 1
value = 0, 1
[State 1000, snd]
type = PlaySND
trigger1 = AnimElem = 3
volume = 75
channel = 0
value = 3,0
[State 0, VarSet]
type = VarSet
trigger1 = 1
v = 9   ;v = 570
value = 2
[State 0, Width]
type = Width
trigger1 = animelem=4
edge = 60,0
[State 1010, snd1]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 3
value = 7,4
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
[State 1010, explode]
type = Explod
trigger1 = ProjHit = 1
anim = 1006
sprpriority = 5
postype = p2
pos = 15, -62
removetime = -2
removeongethit = 0

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

[State 0, VarSet]
type = Varadd
trigger1 =AnimElem = 6
v = 17;fv = 10
value = 1
ignorehitpause = 0
;persistent = 

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),55
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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



[State 0, Helper]
type = Helper
trigger1 = animelem  = 5
helpertype = normal ;player
name ="Haoh-ken"
ID = 1001
stateno = 1001
pos =54,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1


[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   

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



;---------------------------------------------------------------------------
;Kage Hadou Ken
[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1007
ctrl = 0
sprpriority = 3
juggle =0; 6
poweradd = 0
velset = 0,0

[State 1020, snd]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 0,2

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0



[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90


[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7600,7602)
ID = 7611
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = movehit=1
triggerall = numexplod(7611)<1
triggerall = var(8)=1
trigger1=time=0
anim = ifelse(teamside=1,7601,7603)
ID = 7611
pos = ifelse(teamside=1,0,200),55
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

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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


[State 1020, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Weak Shouryuu Ken
[Statedef 1025]
type = S
movetype = A
physics = N
juggle =0; 10
anim = 1010
velset = 0,0
poweradd=50
ctrl = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0



[State 0, ChangeState]
type = ChangeState
triggerall =  AILevel>0
trigger1 =var(57)<250 &&animelem=2 && movehit &&var(10)=1
trigger2= var(57)<50 &&var(10)=1
value =ifelse(Var(57)<100||(power=[2000,2999]),2030,ifelse((power=[3000,3999]),2015,2020))
ctrl = 0
;anim =
;ignorehitpause = 
;persistent = 


[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1&&var(57)<1000
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1025, snd]
type = PlaySND
trigger1 = Anim = 1010
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 3,1

[State 1025, nhb]
type = NotHitBy
triggerall = Anim = 1010
trigger1 = time=0
value=SCA
time=4


[State 1025, vush]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,3
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A     

[State 1025, Vel]
type = VelSet
trigger1 = Anim = 1010
trigger1 = AnimElem = 3
X = 2.55
Y = -5.3

[State 1025, gravity]
type = VelAdd
trigger1 = Time > 5
Y = 0.62

[State 1025, gravitx]
type = VelAdd
trigger1 = Time > 8 && Vel X >= 0
x = -0.05



[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage =75,10
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
getpower=110,110
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -2.95,-7
airguard.velocity = -1.9,-1
air.velocity = -2.75,-7
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
yaccel=.47

[State 200, ?????]
type = HitDef
triggerall = movehit=0
trigger1 = AnimElem = 3
attr = A, SA
damage =45,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
sparkno = s4020
getpower=70,70
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -3.95,-7
airguard.velocity = -1.9,-1
air.velocity = -2.75,-7
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
yaccel=.5
[State 1025, Vel2]
type = VelSet
trigger1 = Anim = 1010
trigger1 = AnimElem = 4
X = 0

[State 1025, Vel3]
type = VelSet
trigger1 = Pos y >= 0 && Time > 10
X = 0
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1011
movetype = I
statetype=S 
[State 1025, Pos]
type = PosSet
trigger1 = Pos y >= 0 && Time > 10
y = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,10)
ignorehitpause=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, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4
trigger2= movehit
movetype = I  
[State 1025, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 1010 && Time > 10
value = 1011

[State 1025, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1011 && AnimElem = 1
value = 40, 3

[State 1025, back]
type = ChangeState
trigger1 = Anim = 1011
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Strong Shouryuu Ken
[Statedef 1030]
type = S
movetype = A
physics = N
juggle =0; 10
anim = 1015
velset = 0,0
poweradd=90
ctrl = 0
facep2=1


[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
value = 0

;ignorehitpause = 
;persistent = 

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,650]) && var(8)=1 && time=0 
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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1&&var(57)<1000
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1030, snd]
type = PlaySND
trigger1 = Anim = 1015
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 3,1

[State 1030, nhb]
type = NotHitBy
triggerall = Anim = 1015
trigger1 = time=0
value = SCA
time=6

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A     




[State 1025, vush]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,3
[State 1030, Vel]
type = VelSet
trigger1 = Anim = 1015
trigger1 = AnimElem = 3
X = 3.25
Y = -8.25

[State 1030, gravity]
type = VelAdd
trigger1 = Time > 5
Y = 0.54

[State 1030, gravitx]
type = VelAdd
trigger1 = Time > 4 && Vel X >= 0
x = -0.05


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage =115,10
animtype =up
guardflag =  MA
hitflag = MA
priority = 6, Hit
pausetime = 11,11
sparkno = s4020
getpower=150,150
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -2.95,-9.5
airguard.velocity = -1.9,-1
air.velocity = -2.75,-9.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
yaccel=.59
[State 200, ?????]
type = HitDef
triggerall = movehit=0
trigger1 = AnimElem = 3
attr = A, SA
damage =55,5
animtype = up
guardflag =  MA
hitflag = MAF
priority = 6, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy =  -15, -65
getpower=90,90
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
ground.velocity = -3.95,-8.5
airguard.velocity = -1.9,-1
air.velocity = -2.75,-8.5
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0

[State 1030, Vel2]
type = VelSet
trigger1 = Anim = 1015
trigger1 = AnimElem = 4
X = 0

[State 1030, typeset]
type = StateTypeSet
trigger1 = AnimElem = 4
trigger2= movehit
movetype = I

[State 1030, Vel3]
type = VelSet
trigger1 = Pos y >= 0 && Time > 10
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = Pos y >= 0 && Time > 10
y = 0
[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,45,15)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1011
movetype = I
statetype=S 
[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 1030, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 1015 && Time > 10
value = 1011

[State 1030, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1011 && AnimElem = 1
value = 40, 3

[State 1030, back]
type = ChangeState
trigger1 = Anim = 1011
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EX Shouryuu Ken
[Statedef 1031]
type = S
movetype = A
physics = N
juggle =0; 10
poweradd=-1000
anim = 1016
velset = 0,0
ctrl = 0
facep2=1


[State 0, ChangeState]
type = ChangeState
triggerall =  AILevel>0
trigger1 =var(57)<250 &&animelem=2 && movehit &&var(10)=1
trigger2= var(57)<50 &&var(10)=1
value =ifelse(Var(57)<100||(power=[2000,2999]),2030,ifelse((power=[3000,3999]),2015,2020))
ctrl = 0


[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 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
[State 1010, explode]
type = Explod
trigger1 = ProjHit = 1
anim = 1006
sprpriority = 5
postype = p2
pos = 15, -62
removetime = -2
removeongethit = 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 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
statetype = A     

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1030, snd]
type = PlaySND
trigger1 = Anim = 1016
trigger1 = AnimElem = 2
volume = 75
channel = 0
value = 3,1

[State 1030, nhb]
type = NotHitBy
triggerall = Anim = 1016
trigger1 = time=0
value = SCA
time=9




[State 1025, vush]
type = PlaySND
trigger1 = time=0
volume = 75
channel = 1
value = 0,3

[State 1030, Vel]
type = VelSet
trigger1 = Anim = 1016
trigger1 = AnimElem = 3
X = 4.25
Y = -9

[State 1030, gravity]
type = VelAdd
trigger1 = Time > 5
Y = 0.55

[State 1030, gravitx]
type = VelAdd
trigger1 = Time > 5 && Vel X >= 0
x = -0.045


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage =85,10
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 7, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
getpower=0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=14
ground.velocity = -2.95,-4
airguard.velocity = -1.9,-1
air.velocity = -2.75,-4
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
ground.cornerpush.veloff=0
air.cornerpush.veloff=0

[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage =50,5
animtype = Hard
guardflag =  MA
hitflag = MAF
priority = 7, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy =  -15, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime=10
getpower=0
ground.velocity = -3.95,-9
airguard.velocity = -1.9,-1
air.velocity = -2.75,-9
air.type = High
air.hittime = 12
fall = 1
fall.recover = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1011
movetype = I
statetype=S 
[State 1030, Vel2]
type = VelSet
trigger1 = Anim = 1016
trigger1 = AnimElem = 4
X = 0

[State 0, VarSet]
type = Varadd
triggerall = var(10)=0 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,45,15)
ignorehitpause=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 1030, typeset]
type = StateTypeSet
trigger1 = Anim = 1016
trigger1 = AnimElem = 4
movetype = I

[State 1030, Vel3]
type = VelSet
trigger1 = Pos y >= 0 && Time > 10
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = Pos y >= 0 && Time > 10
y = 0
[State 1030, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 1016 && Time > 10
value = 1011

[State 1030, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1011 && AnimElem = 1
value = 40, 3

[State 1030, back]
type = ChangeState
trigger1 = Anim = 1011
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Weak Tatsumaki Sempuu Kyaku
[Statedef 1035]
type = U
movetype = A
physics = N
juggle =0; 10
anim = 1020
poweradd=90
ctrl = 0
facep2=1

[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, VarSet]
type = VarSet
trigger1 =statetype=A &&time=0
v = 1   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A &&time=0
v = 1   ;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 810, ?????????]
type = Width
trigger1 = 1
edge = 30,0

;ignorehitpause = 
;persistent = 
 
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1035, vush]
type = PlaySND
trigger1 = AnimElem = 2
channel = 1
value = 7,2

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 2
channel = 0
value = 3,2

[State 1035, ppush]
type = PlayerPush
trigger1 = animelemtime(3)>=0 && animelemtime(13)<0 &&(var(1)=0)
value = 0

[State 1035, nhb]
type = NotHitBy
trigger1 = animelemtime(3)>=0 && animelemtime(13)<0 &&(var(1)=0)
value = S, NP, SP
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =time=0&&statetype=A
physics = A  
[State 1035, vel]
type = VelSet
trigger1 = Time = 1 &&(var(1)=0)
x =4.5
y = -4.5

[State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(1)>=0 &&animelemtime(4)<0 &&(var(1)=0)
y = -0.5

[State 0, VelSet]
type = VelSet
trigger1 = var(1)=0 &&time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2&&var(1)=0
statetype = A       ;S,A,C,L


[State 0, VelSet]
type = VelSet
triggerall =(var(1)=0)
trigger1 =animelem=3  
x = 4.5
y = -2.2
[State 0, VelSet]
type = VelSet
triggerall =vel y <1 && vel x =0 &&var(1)=1
trigger1 =animelem=1 
x = 1.8
y = -2.2
[State 0, VelSet]
type = VelSet
triggerall =vel y <1 &&var(1)=1
trigger1 =animelem=1 
y = -3

[State 0, VelSet]
type = Velmul
triggerall =vel y <1 &&var(1)=1
trigger1 =animelem=1 
x = 1.2

[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(13)>=0 
y = .62


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage = 80,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
getpower=90,90
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
guard.ctrltime= ifelse(var(1)=1,15,21)
ground.velocity = -4,-4
air.velocity = -4,ifelse(var(1)=1,-3,-4)
air.type = High
air.hittime = 12
fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
trigger1= movehit=0 && animelem=10
attr = A, SA
damage = 60,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
getpower=90,90
guardsound = s2,2
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
guard.ctrltime= ifelse(var(1)=1,15,23)
ground.velocity = 4,-4
air.velocity = 4,-4
air.type = High
air.hittime = 12
fall=1
fall.recover=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 = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=11
movetype = I   



[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(3)>=0 && animelemtime(13)<0 &&(var(1)=0)
y = 0


[State 1030, typeset]
type = StateTypeSet
trigger1 = Anim = 1027
trigger1 = AnimElem = 1
movetype = I

[State 1030, Vel3]
type = VelSet
trigger1 =Anim = 1027 
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = Anim = 1027
y = 0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(3)>=0 && Pos Y >= 0 && anim!=1027
value = 1027

[State 1030, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1027 && AnimElem = 1
value = 40, 3

[State 1030, back]
type = ChangeState
trigger1 = Anim = 1027
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Strong Tatsumaki Sempuu Kyaku
[Statedef 1040]
type = U
movetype = A
physics = N
juggle =0; 10
anim = 1025
poweradd=90
facep2=1
ctrl = 0


[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, VarSet]
type = VarSet
trigger1 =statetype=A &&time=0
v = 1   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A &&time=0
v = 1   ;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 810, ?????????]
type = Width
trigger1 = 1
edge = 35,0

;ignorehitpause = 
;persistent = 
 
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1035, vush]
type = PlaySND
trigger1 = AnimElem = 3
channel = 1
value = 7,2

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 3
channel = 0
value = 3,2

[State 1035, ppush]
type = PlayerPush
trigger1 = animelemtime(4)>=0 && animelemtime(14)<0 &&(var(1)=0)
value = 0

[State 1035, nhb]
type = NotHitBy
trigger1 = animelemtime(4)>=0 && animelemtime(14)<0 &&(var(1)=0)
value = S, NP, SP
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =time=0&&statetype=A
physics = A  
[State 1035, vel]
type = VelSet
trigger1 = Time = 5&&(var(1)=0)
x =4.5
y = -2.7

[State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(2)>=0 &&animelemtime(5)<0 &&(var(1)=0)
y = -0.5

[State 0, VelSet]
type = VelSet
trigger1 = statetype!=A &&time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2&&statetype!=A
statetype = A       ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(1)=1 && time=0 
value = 1025
elem=2



[State 0, VelSet]
type = VelSet
triggerall =vel y <1 && vel x =0 &&var(1)=1
trigger1 =animelem=1 
x = 1.8
y = -1.7
[State 0, VelSet]
type = VelSet
triggerall =vel y <1 &&var(1)=1
trigger1 =animelem=1 
y = -3

[State 0, VelSet]
type = Velmul
triggerall =vel y <1 &&var(1)=1
trigger1 =animelem=1 
x = 1.2


[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(22)>=0
y = .62


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15&&!movehit
attr = A, SA
damage = 105,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
getpower=110,110
guardsound = s2,2
ground.type = High
ground.slidetime = 25
ground.hittime  = 25
guard.ctrltime= ifelse(var(1)=1,13,24)
ground.velocity = -4,-ifelse(var(1)=1,4.5,6)
air.velocity = -4,-4.5
air.type = High
air.hittime = 12
fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
trigger1= movehit=0 && animelem=11
trigger2= movehit=0 && animelem=19
attr = A, SA
damage = 75,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
getpower=110,110
guardsound = s2,2
ground.type = High
ground.slidetime = 23
ground.hittime  = 23
ground.velocity = 4,-ifelse(var(1)=1,4.5,6)
air.velocity = 4,-4.5
air.type = High
air.hittime = 12
fall=1
fall.recover=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 = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0
[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(4)>=0 && animelemtime(22)<0 &&(var(1)=0)
y = 0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=20
movetype = I   

[State 1030, typeset]
type = StateTypeSet
trigger1 = Anim = 1027
trigger1 = AnimElem = 1
movetype = I

[State 1030, Vel3]
type = VelSet
trigger1 =Anim = 1027 
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = Anim = 1027
y = 0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(3)>=0 && Pos Y >= 0 && anim!=1027
value = 1027

[State 1030, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1027 && AnimElem = 1
value = 40, 3

[State 1030, back]
type = ChangeState
trigger1 = Anim = 1027
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EX Tatsumaki Sempuu Kyaku
[Statedef 1041]
type = U
movetype = A
physics = N
juggle =0; 10
anim = 1026
velset = 0,0
poweradd=-1000
ctrl = 0
facep2=1
[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
[State 1010, explode]
type = Explod
trigger1 = animelem=5 && var(1)=0
anim = 2006
sprpriority = 5
postype = p1
pos = 0, 15
removetime =30
removeongethit = 1

[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, VarSet]
type = VarSet
trigger1 =statetype=A &&time=0
v = 1   ;fv = 10
value = 1

[State 0, VarSet]
type = VarSet
trigger1 =statetype!=A &&time=0
v = 1   ;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 810, ?????????]
type = Width
trigger1 = 1
edge = 35,0
player=0,0
;ignorehitpause = 
;persistent = 
 
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1035, vush]
type = PlaySND
trigger1 = AnimElem = 3
channel = 1
value = 7,2

[State 1035, snd]
type = PlaySND
trigger1 = AnimElem = 1
channel = 0
value = 5,2

[State 1035, ppush]
type = PlayerPush
trigger1 = animelemtime(4)>=0 && animelemtime(25)<0 
value = 0
ignorehitpause=1

[State 1035, nhb]
type = NotHitBy
trigger1 = animelemtime(4)>=0 && animelemtime(14)<0 &&(var(1)=0)
value = S, NP, SP
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 =time=0&&statetype=A
physics = A  
[State 1035, vel]
type = VelSet
trigger1 = Time = 2&&(var(1)=0)
y = -6.25

[State 1035, velocity]
type = VelAdd
trigger1 = animelemtime(2)>=0 &&animelemtime(5)<0 &&(var(1)=0)
y = -0.5

[State 0, VelSet]
type = VelSet
trigger1 = statetype!=A &&time=0
x = 0
y = 0
;ignorehitpause = 
;persistent = 
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=2&&statetype!=A
statetype = A       ;S,A,C,L

[State 0, ChangeAnim]
type = ChangeAnim
trigger1 =var(1)=1 && time=0 
value = 1026
elem=2



[State 0, VelSet]
type = VelSet
triggerall =var(1)=1
trigger1 =animelemtime(22)<=0
y = 0


[State 0, VelSet]
type = Veladd
trigger1 = animelemtime(22)>=0
y = .62


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = AnimElem = 15
attr = A, SA
damage = 29,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4,4
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
getpower=0
ground.hittime  = 20
guard.ctrltime= 14
ground.velocity =22
air.velocity = 12,-5
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
trigger1=  animelem=11
attr = A, SA
damage = 29,15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 4,4
getpower=0
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -22
air.velocity = -12,3
air.type = High
air.hittime = 12
air.fall=1
fall.recover=0
[State 200, ?????]
type = HitDef
trigger1=animelem=19
attr = A, SA
damage = 29,15
animtype = Hard
guardflag = MA
hitflag = MAF
getpower=0
priority = 5, Hit
pausetime = 4,4
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
guard.ctrltime= 14
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -5,-4
air.type = High
air.hittime = 12
fall=1
fall.recover=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 = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,15,5)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=20
movetype = I   
[State 1030, typeset]
type = StateTypeSet
trigger1 = Anim = 1027
trigger1 = AnimElem = 1
movetype = I
[State 1035, velset1]
type = VelSet
trigger1 = animelemtime(4)>=0 && animelemtime(22)<0 &&(var(1)=0)
y = 0
[State 1030, Vel3]
type = VelSet
trigger1 =Anim = 1027 
X = 0
y = 0

[State 1030, Pos]
type = PosSet
trigger1 = Anim = 1027
y = 0
[State 1030, ground]
type = ChangeAnim
trigger1 = animelemtime(3)>=0 && Pos Y >= 0 && anim!=1027
value = 1027

[State 1030, Landing Sound]
type = PlaySnd
trigger1 = Anim = 1027 && AnimElem = 1
value = 40, 3

[State 1030, back]
type = ChangeState
trigger1 = Anim = 1027
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Weak Joudan Sokutou Geri
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 1030
ctrl = 0
sprpriority = 1
poweradd=60
juggle =0; 14
poweradd = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[400,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
[State 0, ChangeState]
type = ChangeState
triggerall =  AILevel>0
trigger1 =var(57)<250 &&animelem=2 && movehit &&var(10)=1
trigger2= var(57)<50 &&var(10)=1
value =ifelse(Var(57)<100||(power=[2000,2999]),2030,ifelse((power=[3000,3999]),2015,2020))
ctrl = 0
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,1056]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
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 810, ?????????]
type = Width
trigger1 = 1
edge = 30,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 1
value = 3,3

[State 1055, snd]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 2
value = 0,1

[State 1055, Pos]
type = PosAdd
trigger1 = AnimElem = 2
x = 5

[State 1055, Pos1]
type = PosAdd
trigger1 = AnimElem = 3
x = 5

[State 1055, Pos2]
type = PosAdd
trigger1 = AnimElem = 4
x = 3

[State 1055, Pos3]
type = PosAdd
trigger1 = AnimElem = 5
x = 6

[State 1055, Pos4]
type = PosAdd
trigger1 = AnimElem = 6
x = 8

[State 1055, Pos5]
type = PosAdd
trigger1 = AnimElem = 10
x = 9

[State 1055, Pos6]
type = PosAdd
trigger1 = AnimElem = 11
x = 21



[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage =ifelse(var(8)=1,100,80),9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
getpower=ifelse(var(8)=1,130,90),ifelse(var(8)=1,130,90)
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-5
air.velocity = -6,-5.5
air.type = High
air.hittime = 12
fall=1
fall.recover=0
id=1200
[State 0, TargetState]
type = TargetState
trigger1 =movehit && (p2stateno!=[1290,1361])&&var(8)=1
value =1360
ID = 1200
ignorehitpause =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 = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8
movetype = I   
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Strong Joudan Sokutou Geri
[Statedef 1055]
type = S
movetype = A
physics = S
anim = 1035
ctrl = 0
sprpriority = 1
juggle =0; 14
poweradd = 70
velset = 0,0
facep2=1

[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,1056]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
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 810, ?????????]
type = Width
trigger1 = 1
edge = 30,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 7
volume = 75
channel = 1
value = 3,3

[State 1055, snd]
type = PlaySND
trigger1 = AnimElem = 7
volume = 75
channel = 2
value = 0,1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElemtime(3) >= 0 && animelemtime(6)<0
x = 2


[State 1060, Pos]
type = PosAdd
trigger1 = AnimElem = 3
x = 10

[State 1060, Pos1]
type = PosAdd
trigger1 = AnimElem = 4
x = 6

[State 1060, Pos2]
type = PosAdd
trigger1 = AnimElem = 5
x = 2

[State 1060, Pos3]
type = PosAdd
trigger1 = AnimElem = 6
x = 8

[State 1060, Pos4]
type = PosAdd
trigger1 = AnimElem = 7
x = 12

[State 1060, Pos5]
type = PosAdd
trigger1 = AnimElem = 11
x = 14

[State 1060, Pos6]
type = PosAdd
trigger1 = AnimElem = 12
x = 21


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 7
attr = A, SA
damage = ifelse((prevstateno=[200,450]),90,ifelse(var(8)=1,120,105)),15
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
getpower=ifelse(var(8)=1,170,125),ifelse(var(8)=1,150,105)
sparkno = s4020
guard.sparkno = s4120
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -6,-6
air.velocity = -6,-6
air.type = High
air.hittime = 12
fall=1
fall.recover=0
id=1200
yaccel=.435
[State 0, TargetState]
type = TargetState
trigger1 =movehit && (p2stateno!=[1290,1361])&&var(8)=1
value =1360
ID = 1200
ignorehitpause =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 = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=8
movetype = I   
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EX Joudan Sokutou Geri
[Statedef 1056]
type = S
movetype = A
physics = S
anim = 1036
sprpriority = 2
juggle =0; 14
velset = 0,0
poweradd=-1000
ctrl = 0
facep2=1

[State 210, 1];EX
type = PlaySnd
trigger1 = time = 0
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6100
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 5
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6101
pos = 0, 0
postype = p1
bindtime = 1
facing=1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6102
pos = 0, 0
postype = p1
bindtime = 1
facing=-1
sprpriority = 4
ownpal = 1
scale = .5,.5
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6103
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
[State 0, VarSet]
type = VarSet
trigger1 =(prevstateno=[200,1056]) && var(8)=1 && time=0 
v = 8   ;fv = 10
value = 0
[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1 && var(7)=1
v = 8   ;v = 570
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 810, ?????????]
type = Width
trigger1 = 1
edge = 30,0
[State 0, RemoveExplod]
type = RemoveExplod
trigger1 =var(10)=1 && numexplod(7615)>0 && time=0 
id = 7615
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7620,7622)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7610,7612)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, Explod]
type = Explod
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
anim = ifelse(teamside=1,7611,7613)
ID = 7610
pos = ifelse(teamside=1,0,200),55
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
[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=0
trigger1=time=0
v = 57    ;v = 570
value = -500

[State 0, VarSet]
type = Varadd
triggerall = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
v = 57    ;v = 570
value = -90
[State 1055, vush]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 0
value = 3,3

[State 1055, snd]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 1
value = 0,1

[State 0, VelSet]
type = VelSet
trigger1 = AnimElemtime(2) >= 0 && animelemtime(5)<0
x =3.5


[State 1060, Pos]
type = PosAdd
trigger1 = AnimElem = 2
x = 10

[State 1060, Pos1]
type = PosAdd
trigger1 = AnimElem = 3
x = 6

[State 1060, Pos2]
type = PosAdd
trigger1 = AnimElem = 4
x = 2

[State 1060, Pos3]
type = PosAdd
trigger1 = AnimElem = 5
x = 8

[State 1060, Pos4]
type = PosAdd
trigger1 = AnimElem = 6
x = 12

[State 1060, Pos5]
type = PosAdd
trigger1 = AnimElem = 10
x = 14

[State 1060, Pos6]
type = PosAdd
trigger1 = AnimElem = 11
x = 21


[State 200, ?????]
type = HitDef
trigger1 = AnimElem = 6
attr = A, SA
damage =ifelse(var(8)=1,130,115),9
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 11,11
sparkno = s4020
guard.sparkno = s4120
getpower=0
sparkxy = -25, -65
hitsound = s400,5
guardsound = s2,2
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -15,-4.5
guard.velocity=-10
air.velocity = -15,-4.5
air.type = High
air.hittime = 12
fall=1
fall.recover=0
id=1300
[State 0, TargetState]
type = TargetState
trigger1 =movehit && (p2stateno!=[1290,1361])
value =1290
ID = 1300
ignorehitpause =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 = Varadd
triggerall = var(10)=0&&var(57)<1000 &&(prevstateno!=[1000,1999])
trigger1 =movecontact=1 
v = 57    ;v = 570
value = ifelse(movehit=1,35,12)
ignorehitpause=0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 1000, ??????]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;(ENEMY)????????·??????
[Statedef 1290]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = -1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1295

[State 2, destroyself];??????
type = destroyself
trigger1 = ishelper

;---------------------[??]

[State 0, HitVelSet]
type = HitVelSet
trigger1 = hitshakeover
x = 1
y = 1
;ignorehitpause = 
;persistent =

[state a]
type = veladd
trigger1 = time > 15
y = 0.1

;---------------------[?????????]

[State 236]
type = ScreenBound
triggerall = time > 0
trigger1 = BackEdgeBodyDist < 65
trigger2 = FrontEdgeBodyDist < 65
value = 1
movecamera = 0,1

[State 236]
type = ChangeState
triggerall = time > 0
trigger1 = BackEdgeBodyDist <= 20
trigger2 = FrontEdgeBodyDist <= 20
value = 1291

[State 1100,end]
type = SelfState
triggerall = time > 0
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 5100
ctrl = 0

;---------------------------------------------------------------------------
;(ENEMY)????????·?????
[Statedef 1291]
type    = A
movetype= H
physics = N

[State 1100]
type = Turn
trigger1 = (Time = 0) && (FrontEdgeBodyDist <= 30)

[State 1100]
type = ChangeAnim2
trigger1 = Time = 0
value = 1296

[State 1100]
type = PosAdd
trigger1 = Time = 0
x = 15 - BackEdgeBodyDist

[State 1100]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1100]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,1




[State 237]
type = ChangeState
trigger1 = AnimTime = 0
value = 1292

;---------------------------------------------------------------------------
;(ENEMY)????????·?????
[Statedef 1292]
type    = A
movetype= H
physics = N




[State 1028, Vel Y]
type = VelSet
trigger1 = Time = 0
y = -8.55

[State 1028, Vel X]
type = VelSet
trigger1 = Time = 0
x = 1.5


[State 1028, Gravity]
type = VelAdd
trigger1 = 1
y = .44

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = !SelfAnimExist(5052)
value = 5050

[State 1028, Anim 5052] ;Self falling animation (diagup type)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = SelfAnimExist(5052)
value = 5052

[State 1028, Anim 5060] ;Coming down - normal
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5050
trigger1 = SelfAnimExist(5060)
persistent = 0
value = 5060

[State 1028, Anim 5062] ;Coming down - diagup type
type = ChangeAnim
trigger1 = Vel Y > -2
trigger1 = Anim = 5052
trigger1 = SelfAnimExist(5062)
persistent = 0
value = 5062
[State 1028, Turn]
type = Turn
triggerall = anim!=5052
trigger1 = (Time = 0) && (BackEdgeDist < 30)

[State 1028, Hit ground]
type = SelfState
trigger1 = (Vel y > 0) && (Pos y >= 0)
value = 5100

;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1360]
type    = A
movetype= H
physics = N
velset = 0,0
[State 0, Turn]
type = Turn
trigger1 = facing=enemy,facing
[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && selfanimexist(5061)
value =5061

[State 820, 1]
type = ChangeAnim
Trigger1 = Time = 0 && !selfanimexist(5061)
value =1104

[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 =-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,5110,5150)
;---------------------------------------------------------------------------
;Thrown by Kung Fu Throw
[Statedef 1363]
type    = L
movetype= H
physics = N

[State 0, VelSet]
type = VelSet
trigger1 =vel x =-6.5
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 = .86
[State 0, VelSet]
type = VelSet
trigger1 =time>31
x = 0




[State 0, ChangeState]
type = selfState
trigger1 = time>57
value =ifelse(alive,5110,5150)