[Data]
life = 1000
power = 5000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = 2
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 20
FloatPersistIndex = 40

[Size]
xscale = 1           ;Horizontal scaling factor.
yscale = 1           ;Vertical scaling factor.
ground.back = 18     ;Player width (back, ground)
ground.front = 22    ;Player width (front, ground)
air.back = 14        ;Player width (back, air)
air.front =19       ;Player width (front, air)
height = 55      ;Height of player (for opponent to jump over)
attack.dist = 160    ;Default attack distance
proj.attack.dist = 90 ;Default attack distance for projectiles
proj.doscale = 0     ;Set to 1 to scale projectiles too
head.pos = 3, -93   ;Approximate position of head
mid.pos = -2, -63    ;Approximate position of midsection
shadowoffset = 0     ;Number of pixels to vertically offset the shadow
draw.offset = 0,0    ;Player drawing offset in pixels (x, y)

[Velocity]
walk.fwd     = 2.8         ;??????
walk.back    = -2.6         ;??????
run.fwd      = 5.8, 0       ;????????(X?,Y?)
run.back     = -6.3,-3.8    ;?????????(X?,Y?)
jump.neu     = 0,-9.9       ;????????(X?,Y?)
jump.back    = -3.5           ;???????
jump.fwd     = 3.4            ;???????
runjump.back = -3.55,-8.1   ;???????????????(?????)
runjump.fwd  = 4.6,-8.5     ;??????????????(?????)
airjump.neu  = 0,-8.1       ;??????????(?????)
airjump.back = -2.5         ;?????????(?????)
airjump.fwd  = 2.55         ;?????????(?????)
air.gethit.groundrecover = -.15,-3.5  ;Velocity for ground recovery state (x, y) **MUGEN 1.0**
air.gethit.airrecover.mul = .5,.2     ;Multiplier for air recovery velocity (x, y) **MUGEN 1.0**
air.gethit.airrecover.add = 0,-4.5    ;Velocity offset for air recovery (x, y) **MUGEN 1.0**
air.gethit.airrecover.back = -1       ;Extra x-velocity for holding back during air recovery **MUGEN 1.0**
air.gethit.airrecover.fwd = 0         ;Extra x-velocity for holding forward during air recovery **MUGEN 1.0**
air.gethit.airrecover.up = -2         ;Extra y-velocity for holding up during air recovery **MUGEN 1.0**
air.gethit.airrecover.down = 1.5     ;.

[Movement]
airjump.num     = 0      ;????????????(?????)
airjump.height  = 35     ;????????????????????(?????)
yaccel          = .62   ;??(???????)
stand.friction  = .85    ;?????????
crouch.friction = .82    ;???????????
air.gethit.groundlevel = 10          ;Y-position at which a falling player is considered to hit the ground **MUGEN 1.0**
air.gethit.groundrecover.ground.threshold = -20 ;Y-position below which falling player can use the recovery command **MUGEN 1.0**
air.gethit.groundrecover.groundlevel = 10   ;Y-position at which player in the ground recovery state touches the ground **MUGEN 1.0**
air.gethit.airrecover.threshold = -1  ;Y-velocity above which player may use the air recovery command **MUGEN 1.0**
air.gethit.airrecover.yaccel = .35    ;Vertical acceleration for player in the air recovery state **MUGEN 1.0**
air.gethit.trip.groundlevel = 10      ;Y-position at which player in the tripped state touches the ground **MUGEN 1.0**
down.bounce.offset = 0, 20            ;Offset for player bouncing off the ground (x, y) **MUGEN 1.0**
down.bounce.yaccel = .4               ;Vertical acceleration for player bouncing off the ground **MUGEN 1.0**
down.bounce.groundlevel = 12          ;Y-position at which player bouncing off the ground touches the ground again **MUGEN 1.0**
down.friction.threshold = .05
