
;----------------------------------------------------------------------
;---------------------------------------------------------------------------
;Shinkuu Hadou Ken DM
[Statedef 2000]
type = S
movetype = A
physics = S
anim = 2000
ctrl = 0
sprpriority = 1
juggle = 2
poweradd = -1000
velset = 0,0
facep2=1
[State 2000, posset]
type = PosSet
trigger1 = PrevStateno = 1025 || PrevStateno = 1030
y = 0
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;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, 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=1,7640,7642)
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=1,7641,7643)
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 = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 65,0
player=38,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1

[State 2000, snd]
type = PlaySND
trigger1 = AnimElem = 5
volume = 75
channel = 0
value = 5,1

[State 2000, snd2]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 5,0

[State 2000, snd1]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 2
value = 7,0

[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-75
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-75
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-75
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-75
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 0, Helper]
type = Helper
trigger1 = animelem  = 6
helpertype = normal ;player
name ="Haoh-ken"
ID =2001
stateno = 2001
pos =54,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

;[State 2000, pause]
;type = Pause
;trigger1 = ProjHit = 1
;time = 3
;pausebg = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 2000, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;

;---------------------------------------------------------------------------
;Shinkuu Hadou Ken DM
[Statedef 2010]
type = S
movetype = A
physics = S
anim = 2005
ctrl = 0
sprpriority = 1
juggle = 2
poweradd = -1000
velset = 0,0
facep2=1
[State 2000, posset]
type = PosSet
trigger1 = PrevStateno = 1025 || PrevStateno = 1030
y = 0
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;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, 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=1,7640,7642)
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=1,7641,7643)
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 = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 30

[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 65,0
player=38,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1

[State 2000, snd]
type = PlaySND
trigger1 = AnimElem = 5
volume = 75
channel = 0
value = 5,1

[State 2000, snd2]
type = PlaySND
trigger1 = AnimElem = 1
volume = 75
channel = 0
value = 5,0

[State 2000, snd1]
type = PlaySND
trigger1 = AnimElem = 6
volume = 75
channel = 2
value = 7,0

[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7000
pos = 0,-75
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7001
pos = 0,-75
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7003
pos = 0,-75
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7002
pos = 0,-75
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 0, Helper]
type = Helper
trigger1 = animelem  = 6
helpertype = normal ;player
name ="Haoh-ken"
ID =2001
stateno = 2001
pos =54,-62
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1

;[State 2000, pause]
;type = Pause
;trigger1 = ProjHit = 1
;time = 3
;pausebg = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7
movetype = I   
[State 2000, back]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Shin Shouryuu Ken LDM
[Statedef 2015]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-1000
anim=2010
ctrl = 0
facep2=1
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movehit
movetype =A
[State 0, VarSet]
type = VarSet
triggerall =  (power =[2000,2999])
trigger1 =var(57)<150 &&animelem=3 && anim=2011
trigger2= var(57)<50 &&var(10)=1
v = 37   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 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, 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 2000, posset]
type = PosSet
triggerall = time=0
trigger1 = PrevStateno = 1025 || PrevStateno = 1030
y = 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, 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),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 = prevstateno=[1000,1999]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7621,7623)
ID = 7615
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)=0
trigger1=time=0
anim = ifelse(teamside=1,7640,7642)
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=1,7641,7643)
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 = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0


[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2010
value = s3000,0
channel=1


[State 0, Pause]
type = Pause
trigger1 = time=0
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 0, PalFXWiz]
type = BGPalFX
trigger1 =time=0 
time =30 
add = 50,50,50
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 0

;[State 2000]
;type = AssertSpecial
;trigger1 = Time = [0,30]
;flag = NoFG
;flag2 = NOBG
;ignorehitpause = 1

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2010
anim = 7000
pos = 0,-60
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2010
anim = 7001
pos = 0,-60
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5

[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2010
anim = 7003
pos = 0,-60
sprpriority = -4
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1 && anim=2010
anim = 7002
pos = 0,-60
sprpriority = 19
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5


[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2011 && AnimElem = 4;Kage
trigger2 = Anim = 2010 && AnimElem = 4;Shin
volume = 75
channel = 0
value = 3,1

[State 2015, nhb]
type = NotHitBy
trigger1 = time=0
value = SCA
time=34


[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2011 && AnimElemtime(1) = 1;Kage
volume = 75
channel = 0
value = 5,5

;[State 2015, vush]
;type = PlaySND
;trigger1 = AnimElem(1050) = 2 && Time < 9
;volume = 75
;channel = 1
;value = 205,0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4 && anim=2010
trigger2= animelem=4&& anim=2011
statetype = A       ;S,A,C,L
physics = N
;ignorehitpause = 
;persistent = 
[State 0, TargetBind]
type = TargetBind
trigger1 =p2statetype!=A && animelemtime(4)<0 && anim=2010 && movehit 
id = 3000
pos =50,0

[State 0, TargetBind]
type = TargetBind
trigger1 =p2statetype!=A && animelemtime(4)<0 && anim=2010 && movehit 
id = 3000
pos =50,p2bodydist y
;ignorehitpause = 
;persistent = 

[State 2015, Velkage]
type = VelSet
trigger1 = Anim = 2011
trigger1 = AnimElem = 4
X = 0
Y = -11.25

[State 2015, Velshin]
type = VelSet
trigger1 = Anim = 2010
trigger1 = AnimElem = 4
X = 3.55
Y = -11.25

[State 2015, gravkage]
type = VelAdd
trigger1 = Anim = 2011
trigger1 =animelemtime(4)>0
Y = 0.62



[State 2015, gravshin]
type = VelAdd
trigger1 = Anim = 2010
trigger1 = animelemtime(4)>0
Y = 0.62

[State 2015, gravxshin]
type = VelAdd
trigger1 = Anim = 2010
trigger1 = animelemtime(4)>0 && Vel X >= 0
x = -0.05
[State 2015, sndryuuken]
type = PlaySND
trigger1 =time=0
volume = 75
channel = 0
value = 8,4
;[State 2015, pause]
;type = Pause
;trigger1 = Movehit = 1
;time = 3
;pausebg = 0

[State 2015, Hit]
type = HitDef
triggerall = Anim = 2010
trigger1 = AnimElem = 3
animtype = Hard
hitflag = MAF
guardflag = M
attr = S, HA
damage = 60,15
pausetime = 1,45
priority = 7,Hit
getpower = 0
givepower = 22
sparkxy = -15, -65
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = low
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = 0, 0
airguard.velocity = -1.9,-1
down.hittime = 15
air.fall = 1
air.type = high
air.velocity = 1.75,-1
air.hittime = 27
air.juggle = 15
yaccel = .5
envshake.time = 25
envshake.freq = 80
envshake.ampl = -2
id=3000
kill=0
[State 2015, kageshoryuken]
type = ChangeAnim
trigger1 = movehit&&animelemtime(4)<0 && anim=2010
value = 2011
ignorehitpause=0
[State 2015, Hit1]
type = HitDef
triggerall = Anim = 2010
trigger1 = AnimElemtime(4) = 0
animtype = Hard
hitflag = MAF
guardflag = MA
attr = A, HA
damage = 20,5
pausetime =3,3
priority = 5,Hit
getpower = 0
givepower = 5
sparkxy = -15, -65
hitsound = s400,2
sparkno = s4020
guard.sparkno = s4120
guard.slidetime = 5
guard.ctrltime=15
guardsound = s2,2
ground.type = High
ground.slidetime =20
ground.hittime  = 20
ground.velocity = -1, -2
airguard.velocity = -1.9,-1
air.fall = 1
air.type = High
air.velocity = -1.75,-3
air.hittime = 27
air.juggle = 0
yaccel = .6
fall.recover=0
[State 2015, Hit1]
type = HitDef
triggerall = Anim = 2010
trigger1 = AnimElemtime(4) > 0
trigger1= time%4=0
animtype = Hard
hitflag = MAF
guardflag = MA
attr = A, HA
damage = 10,5
pausetime =3,3
priority = 5,Hit
getpower = 0
givepower = 5
sparkxy = -15, -65
hitsound = s400,2
sparkno = s4020
guard.sparkno = s4120
guard.slidetime = 5
guard.ctrltime=15
guardsound = s2,2
ground.type = High
ground.slidetime =20
ground.hittime  = 20
ground.velocity = 0, 0
airguard.velocity = -1.9,-1
air.fall = 1
air.type = High
air.velocity = -1.75,-4
air.hittime = 27
air.juggle = 0
yaccel = .6
fall.recover=0

[State 2015, Hit2]
type = HitDef
triggerall = Anim = 2011
trigger1 = AnimElem = 3
animtype = Hard
hitflag = MAF
guardflag = MA
attr = S, HA
damage = 62,15
pausetime = 12,12
priority = 7,Hit
getpower = 0
givepower = 22
sparkxy = -15, -65
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = High
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = 0, 0
airguard.velocity = -1.9,-1
down.hittime = 15
air.fall = 1
air.type = High
air.velocity = -1.75,-2
air.hittime = 27
air.juggle = 0
yaccel = .5
envshake.time = 15
envshake.freq = 80
envshake.ampl = -2
fall.recover=0
forcestand=1
kill=0
[State 2015, HitKage]
type = HitDef
triggerall = Anim = 2011
trigger1 = AnimElem = 4
animtype = up
hitflag = MAF
guardflag = MA
attr = S, HA
damage = 110,15
pausetime = 25,25
priority = 7,Hit
getpower = 0
givepower = 22
sparkxy = -15, -65
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = High
ground.slidetime = 28
ground.hittime  = 28
ground.velocity =-3.75,-12.4
airguard.velocity = -1.9,-1
down.hittime = 15
fall = 1
air.type = High
fall.recover=0
air.velocity = -3.75,-12.4
air.hittime = 27
air.juggle = 0
yaccel = .55
envshake.time = 15
envshake.freq = 80
envshake.ampl = -2


[State 2015, Vel2]
type = VelSet
trigger1 = Anim = 2010
trigger1 = AnimElem = 5
X = 0


[State 2015, typeset]
type = StateTypeSet
trigger1 = Anim = 2011
trigger1 = AnimElem = 5
trigger2 = Anim = 2010
trigger2 = AnimElem = 5
movetype = I

[State 2015, Vel3]
type = VelSet
trigger1 = Pos y >=  0 &&( Anim = 2010||anim=2011)&& animelemtime(5)>0
X = 0
y = 0

[State 2015, Pos]
type = PosSet
trigger1 = Pos y >= -0 &&( Anim = 2010||anim=2011)&& animelemtime(5)>0
y = 0

[State 2015, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 2010 && animelemtime(4)>0
value = 1011
[State 2015, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 2011 && animelemtime(4)>0
value = 2012
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1011||anim=2012
movetype = I
statetype=S 
[State 2015, back]
type = ChangeState
trigger1 = Anim = 1011||anim=2012
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1



;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2020]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-2000
anim=2010
ctrl = 0
facep2=1
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = movehit
movetype =A

[State 0, VarSet]
type = VarSet
triggerall =  (power =[2000,2999])
trigger1 =var(57)<150 &&animelem=3 && anim=2011
trigger2= var(57)<50 &&var(10)=1
v = 37   ;fv = 10
value = 1
ignorehitpause =1
[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A &&var(8)=0
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 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, 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 2000, posset]
type = PosSet
triggerall = time=0
trigger1 = PrevStateno = 1025 || PrevStateno = 1030
y = 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, 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=1,7640,7642)
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=1,7641,7643)
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 = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 36

[State 810, ?????????]
type = Width
trigger1 = time = 0
edge = 40,0

[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1 && anim=2010
value = 3000, 5
channel=2
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6110
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
facing=-1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6111
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6112
pos = 0, 0
postype = p1
facing=-1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5
pausemovetime=30
[State 1000, ];EX
type = explod
trigger1 = time = 0
anim = 6113
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5
pausemovetime=30

[State 2000]
type = AssertSpecial
trigger1 = Time = [0,30]
flag = NoFG
flag2 = NOBG
ignorehitpause = 1
[State 0, Pause]
type = Pause
trigger1 =time=0 
time = 30
movetime = 30
;endcmdbuftime = 0
;pausebg = 1
;ignorehitpause = 
;persistent = 

[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7100
pos = 0,-60
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7101
pos =  0,-60
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7110
pos =  0,-60
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 = AnimElem = 1
anim = 7111
pos = 0,-60
sprpriority = -10
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale = .5,.5


[State 1000, ?????]
type = PlaySnd
trigger1 = AnimElem = 1
value = s3000,0
channel=1


[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2015 && AnimElem = 4;Kage
trigger2 = Anim = 2010 && AnimElem = 4;Shin
volume = 75
channel = 0
value = 3,1

[State 2015, sndryuuken]
type = PlaySND
trigger1 = Anim = 2015 && AnimElemtime(1) = 1;Kage
volume = 75
channel = 0
value = 5,5

;[State 2015, vush]
;type = PlaySND
;trigger1 = AnimElem(1050) = 2 && Time < 9
;volume = 75
;channel = 1
;value = 205,0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=4 && anim=2010
trigger2= animelem=4&& anim=2015
statetype = A       ;S,A,C,L
physics = N
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent = 

[State 2015, Velkage]
type = VelSet
trigger1 = Anim = 2015
trigger1 = AnimElem = 4
X = 0
Y = -11.25

[State 2015, Velshin]
type = VelSet
trigger1 = Anim = 2010
trigger1 = AnimElem = 4
X = 3.55
Y = -11.25

[State 2015, gravkage]
type = VelAdd
trigger1 = Anim = 2015
trigger1 =animelemtime(4)>0
Y = 0.62



[State 2015, gravshin]
type = VelAdd
trigger1 = Anim = 2010
trigger1 = animelemtime(4)>0
Y = 0.62

[State 2015, gravxshin]
type = VelAdd
trigger1 = Anim = 2010
trigger1 = animelemtime(4)>0 && Vel X >= 0
x = -0.05
[State 2015, sndryuuken]
type = PlaySND
trigger1 =time=0
volume = 75
channel = 0
value = 8,4
;[State 2015, pause]
;type = Pause
;trigger1 = Movehit = 1
;time = 3
;pausebg = 0

[State 2015, Hit]
type = HitDef
triggerall = Anim = 2010
trigger1 = AnimElem = 3
animtype = Hard
hitflag = MAF
guardflag = M
attr = S, HA
damage =80,15
pausetime = 1,3
priority = 7,Hit
getpower = 0
givepower = 22
sparkxy = -15, -65
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = low
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = 0, 0
airguard.velocity = -1.9,-1
down.hittime = 15
air.fall = 1
air.type = high
air.velocity = -1.75,-2
air.hittime = 27
air.juggle = 15
yaccel = .5
envshake.time = 25
envshake.freq = 80
envshake.ampl = -2
id=3000
p2stateno=2021
kill=0
[State 0, TargetBind]
type = TargetBind
trigger1 =p2statetype!=A && animelemtime(4)<0 && anim=2010 && movehit
trigger2= anim=2015 && animelemtime(1)=1
id = 3000
pos =40,0
ignorehitpause=1
[State 2015, kageshoryuken]
type = ChangeAnim
trigger1 = movehit&&animelemtime(4)<0 && anim=2010
value = 2015
ignorehitpause=0
[State 2015, Hit1]
type = HitDef
triggerall = Anim = 2010
trigger1 = AnimElemtime(4) = 0
animtype = Hard
hitflag = MAF
guardflag = MA
attr = A, HA
damage = 20,5
pausetime =3,3
priority = 5,Hit
getpower = 0
givepower = 5
sparkxy = -15, -65
hitsound = s400,2
sparkno = s4020
guard.sparkno = s4120
guard.slidetime = 5
guard.ctrltime=15
guardsound = s2,2
ground.type = High
ground.slidetime =20
ground.hittime  = 20
ground.velocity = -1, -2
airguard.velocity = -1.9,-1
air.fall = 1
air.type = High
air.velocity = -1.75,-3
air.hittime = 27
air.juggle = 0
yaccel = .6
fall.recover=0
[State 2015, Hit1]
type = HitDef
triggerall = Anim = 2010
trigger1 = AnimElemtime(4) > 0
trigger1= time%4=0
animtype = Hard
hitflag = MAF
guardflag = MA
attr = A, HA
damage = 15,5
pausetime =3,3
priority = 5,Hit
getpower = 0
givepower = 5
sparkxy = -15, -65
hitsound = s400,2
sparkno = s4020
guard.sparkno = s4120
guard.slidetime = 5
guard.ctrltime=15
guardsound = s2,2
ground.type = High
ground.slidetime =20
ground.hittime  = 20
ground.velocity = 0, 0
airguard.velocity = -1.9,-1
air.fall = 1
air.type = High
air.velocity = -1.75,-4
air.hittime = 27
air.juggle = 0
yaccel = .6
fall.recover=0

[State 2015, Hit2]
type = HitDef
triggerall = Anim = 2015
trigger1 = AnimElem = 3
animtype = Hard
hitflag = MAF
guardflag = MA
attr = S, HA
damage = 126,15
pausetime = 18,18
priority = 7,Hit
getpower = 0
givepower = 22
sparkxy = -15, -65
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = High
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = 0, 0
airguard.velocity = -1.9,-1
down.hittime = 15
air.fall = 1
air.type = High
air.velocity = -1.75,-2
air.hittime = 27
air.juggle = 0
yaccel = .5
envshake.time = 15
envshake.freq = 80
envshake.ampl = -2
fall.recover=0
kill=0
[State 2015, HitKage]
type = HitDef
triggerall = Anim = 2015
trigger1 = AnimElem = 4
animtype = up
hitflag = MAF
guardflag = MA
attr = S, HA
damage = floor(100/fvar(2)),15
pausetime = 35,35
priority = 7,Hit
getpower = 0
givepower = 22
sparkxy = -15, -65
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = High
ground.slidetime = 28
ground.hittime  = 28
ground.velocity =-3.75,-15.4
airguard.velocity = -1.9,-1
down.hittime = 15
fall = 1
air.type = High
fall.recover=0
air.velocity = -3.75,-15.4
air.hittime = 27
air.juggle = 0
yaccel = .55
envshake.time = 15
envshake.freq = 80
envshake.ampl = -2


[State 2015, Vel2]
type = VelSet
trigger1 = Anim = 2010
trigger1 = AnimElem = 5
X = 0


[State 2015, typeset]
type = StateTypeSet
trigger1 = Anim = 2015
trigger1 = AnimElem = 5
trigger2 = Anim = 2010
trigger2 = AnimElem = 5
movetype = I

[State 2015, Vel3]
type = VelSet
trigger1 = Pos y >=  0 &&( Anim = 2010||anim=2015)&& animelemtime(5)>0
X = 0
y = 0

[State 2015, Pos]
type = PosSet
trigger1 = Pos y >= -0 &&( Anim = 2010||anim=2015)&& animelemtime(5)>0
y = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = anim=1011||anim=2016
movetype = I
statetype=S 
[State 2015, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 2010 && animelemtime(4)>0
value = 1011
[State 2015, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 2015 && animelemtime(4)>0
value = 2016

[State 2015, back]
type = ChangeState
trigger1 = Anim = 1011||anim=2016
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2021]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value =2020
;ignorehitpause = 
;persistent = 

[State 0, VelSet]
type = VelSet
trigger1 =time=[0,2] 
x = .25
y = -1.5

[State 0, VelAdd]
type = VelAdd
trigger1 = 1
y = .05


[State 2015, back]
type = selfState
trigger1 = Pos y >= 0 && time >20
value = 5100

;---------------------------------------------------------------------------
;Metsu Shouryuu Ken 
[Statedef 2030]
type = S
movetype = A
physics = N
juggle = 0
velset = 0,0
poweradd=-ifelse(var(10)=1,2000,3000)
anim=2030
ctrl=0
sprpriority = 2
facep2=1
; fvar(2):= -2

[State 0, VarSet]
type = VarSet
trigger1 =time=0 
v = 31   ;fv = 10
value = 1
[State 0, VarSet]
type = VarSet
trigger1 =time= 0 && (prevstateno=[200,440]) && p2statetype=A 
v =5    ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 
[State 0, PosFreeze]
type = PosFreeze
trigger1 =time=[0,30] 
value = 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 =winko 
v = 13   ;fv = 10
value = 1
;ignorehitpause = 
;persistent = 

[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 = Varadd
trigger1=time=0
v = 57    ;v = 570
value = -1000

[State 0, VarSet]
type = VarSet
trigger1 = time=0 && var(8)=1
v = 8   ;v = 570
value = 0
[State 810, ?????????]
type = Width
trigger1 =time=0
trigger2= anim=2031 && animelemtime(1)=1
edge = 70,0

[State 170, ??]
type = NotHitBy
trigger1 = time = 0
value = SCA
time = 31

[State 170, ??]
type = NotHitBy
trigger1 = time = 34
value = SCA
time = 12
[State 0, Pause]
type = Pause
trigger1 = time=0
time = ifelse((prevstateno=[1000,2029]),36,30)
movetime=ifelse((prevstateno=[1000,2029]),36,30)

[State 195, snd]
type = PlaySND
trigger1 = AnimElem = 1&&anim=2030
volume = 75
channel = 0
value = 190,4
[State 195, snd]
type = PlaySND
trigger1 = AnimElem = 12&&anim=2030
volume = 75
channel = 1
value = 0,4
[State 2000]
type = Explod
trigger1 =time=0
anim = 7200
pos = 5,-85
sprpriority = 20
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.5,.5
[State 2000]
type = Explod
trigger1 =time=0
anim = 7201
pos = 160,120
postype=left
sprpriority = -3
ownpal = 1
bindtime = 1
supermove = 1
pausemovetime=30
scale=.6557377049180328,ifelse(GameHeight=180,0.5247813411078717,0.6997084548104956)



[State 0, Explod]
type = Explod
triggerall = prevstateno=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7630,7632)
ID = 7610
pos = ifelse(teamside=1,-50,80),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=[2000,3199]
triggerall = var(10)=1
trigger1=time=0
anim = ifelse(teamside=1,7631,7633)
ID = 7610
pos = ifelse(teamside=1,-50,80),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, 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 1000, ?????]
type = PlaySnd
trigger1 =time=0
value = s3000,2
channel=2


[State 2000]
type = AssertSpecial
trigger1 = time=[0,54]
flag = NoFG
flag2 = NOBG
flag3=nomusic
ignorehitpause = 1
[State 2000]
type = AssertSpecial
trigger1 = anim=2031
flag = NoFG
flag2 = NOBG
flag3=nomusic
ignorehitpause = 1
[State 2015, Vel2]
type = VelSet
trigger1 = Anim = 2030
trigger1 = AnimElem = 15
trigger2= animelemtime(1)=1 && anim=2031
X = 0

[State 2015, Vel2]
type = VelSet
trigger1 = Anim = 2030
trigger1 = AnimElem = 11
X =8

[State 0, VelMul]
type = VelMul
trigger1 = Anim = 2030
trigger1 =animelemtime(14)>3 
x = .35
;ignorehitpause = 
;persistent = 

[State 2015, Hit]
type = HitDef
triggerall = Anim = 2030
trigger1 = AnimElem = 14
animtype = Hard
hitflag = MAF
guardflag = MA
attr = S, HA
damage = 80,15
pausetime = 1,45
priority = 7,Hit
getpower = 0
givepower = 22
sparkxy = -15, -65
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = low
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = 0, 0
airguard.velocity = -1.9,-1
down.hittime = 15
forcenofall=1
air.type = high
air.velocity = 1.75,-1
air.hittime = 27
air.juggle = 15
yaccel = .5
envshake.time = 25
envshake.freq = 80
envshake.ampl = -2
id=3001
kill=0
[State 0, TargetState]
type = TargetState
trigger1 =movehit&&animelemtime(15)<0 && p2stateno!=2031
value =2031
ID = 3001
ignorehitpause =1 
;persistent = 
[State 0, TargetBind]
type = TargetBind
trigger1 = anim=2031 && animelemtime(1)>=0 && animelemtime(3)<0
id = 3001
pos = 60,0
;ignorehitpause = 
;persistent = 

[State 2015, kageshoryuken]
type = ChangeAnim
trigger1 = movehit&&animelemtime(15)<0 && anim=2030
value = 2031
ignorehitpause=0
[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem=7 && anim=2031
statetype = A       ;S,A,C,L
physics = N
;ignorehitpause = 
;persistent = 

;ignorehitpause = 
;persistent =
[State 195, snd]
type = PlaySND
trigger1 = AnimElemtime(1) = 1&&anim=2031
volume = 75
channel = 0
value = 8,5
[State 195, snd]
type = PlaySND
trigger1 = AnimElem = 6&&anim=2031
volume = 75
channel = 0
value = 5,4
[State 2015, Velkage]
type = VelSet
trigger1 = Anim = 2031
trigger1 = AnimElem = 7
X = 4
Y = -11.5

[State 2015, gravkage]
type = VelAdd
trigger1 = Anim = 2031
trigger1 =animelemtime(7)>0&&animelemtime(8)<0
Y = 0.62
[State 2015, gravkage]
type = VelAdd
trigger1 = Anim = 2031
trigger1 =animelemtime(8)>=0
Y = 0.3


[State 2015, Velkage]
type = VelSet
trigger1 = Anim = 2031
trigger1 = AnimElem = 10
X = 0
[State 2015, gravxshin]
type = VelAdd
trigger1 = Anim = 2031
trigger1 = animelemtime(7)>0 && Vel X >= 0
x = -0.05
[State 195, snd]
type = PlaySND
trigger1 = AnimElem = 4&&anim=2031
volume = 75
channel = 4
value = 12,10
[State 0, StopSnd]
type = StopSnd
trigger1 = animelem=7
channel = 4
;ignorehitpause = 
;persistent = 

[State 0, Explod]
type = Explod
triggerall = Anim = 2031
trigger1 = AnimElem =6
anim = 2034
ID = 7618
pos = 25,0
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 = .5,.5
sprpriority = 4
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
[State 0, Explod]
type = Explod
triggerall = Anim = 2031
trigger1 = AnimElem =4
anim = 2037
ID = 7618
pos = 10,0
postype =p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =50
removetime=58
scale = 1,1
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1 
[State 0, Explod]
type = Explod
triggerall = Anim = 2031
trigger1 = AnimElem =7
anim = 2035
ID = 7618
pos = 17,-137
postype =p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =50
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1 
[State 0, Explod]
type = Explod
triggerall = Anim = 2031
trigger1 = AnimElemtime(7) =12
anim = 2036
ID = 7618
pos = 21,-134
postype =p1 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
pausemovetime =50
scale = .5,.5
sprpriority = 5
ontop = 1
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause=1
[State 2015, Hit]
type = HitDef
triggerall = Anim = 2031
trigger1 = AnimElem =6
animtype = Hard
hitflag = MAF
guardflag = MA
attr = S, HA
damage = 135,15
pausetime = 5,5
priority = 7,Hit
getpower = 0
givepower = 44
sparkxy = -15, -65
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = low
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = 0, 0
airguard.velocity = -1.9,-1
down.hittime = 15
air.fall = 1
air.type = high
air.velocity = 1.75,-1
air.hittime = 27
air.juggle = 15
yaccel = .5
envshake.time = 25
envshake.freq = 80
envshake.ampl = -2
id=3000
kill=0
[State 2015, Hit]
type = HitDef
triggerall = Anim = 2031
trigger1 = AnimElem =7
trigger2= animelemtime(7)>0&&animelemtime(7)<3 
animtype = Hard
hitflag = MAF
guardflag = MA
attr = S, HA
damage = 57,15
pausetime = 1,1
priority = 7,Hit
getpower = 0
givepower = 44
sparkxy = -15, -85
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = low
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = -2, -3
airguard.velocity = -1.9,-1
down.hittime = 15
air.fall = 1
air.type = high
air.velocity = -1.75,-6
air.hittime = 27
air.juggle = 15
yaccel = .5
envshake.time = 25
envshake.freq = 80
envshake.ampl = -2
id=3000
kill=0

[State 2015, Hit]
type = HitDef
triggerall = Anim = 2031
trigger1=animelemtime(7)=3
animtype = up
hitflag = MAF
guardflag = MA
attr = S, HA
damage = 33,15
pausetime = 5,5
priority = 7,Hit
getpower = 0
givepower = 44
sparkxy = -15, -90
hitsound = s400,10
sparkno = s4020
guard.sparkno = s4120
guard.pausetime = 15,15
guard.slidetime = 29
guard.hittime = 58
guardsound = s2,2
ground.type = low
ground.slidetime = 28
ground.hittime  = 28
ground.velocity = 0, 0
airguard.velocity = -1.9,-1
down.hittime = 15
air.fall = 1
air.type = high
air.velocity = -.75,-30
air.hittime = 27
air.juggle = 15
yaccel = .35
envshake.time = 25
envshake.freq = 80
envshake.ampl = -2
fall.envshake.time = 10
fall.envshake.freq = 90
fall.envshake.ampl = -4
id=3002
kill=0
fall.damage=1
fall.kill=1
[State 0, TargetState]
type = TargetState
trigger1 =movehit&&animelemtime(7)>=5 && p2stateno!=2032 && anim=2031
value =2032
ID = 3002
ignorehitpause =1
[State 195, snd]
type = PlaySND
trigger1 = AnimElem=11&&anim=2032
channel = 0
value = 190,5
[State 195, snd]
type = PlaySND
trigger1 = AnimElem=28&&anim=2032
channel = 1
value = 12,9

[State 700, エフェクト表示]
type = Explod
trigger1 =AnimElem=28&&anim=2032
anim = 1420
postype = P1
pos =-26, 0
sprpriority = -5
ownpal = 0
scale=.5,.5
[State 700, エフェクト表示]
type = Explod
trigger1 =AnimElem=28&&anim=2032
anim = 1425
postype = P1
pos = -26, 0
sprpriority = 15
ontop=1
ownpal = 0
scale=.5,.5
[State 2015, typeset]
type = StateTypeSet
trigger1 = Anim = 2030
trigger1 = AnimElem = 15
trigger2 = Anim = 2032
trigger2 = AnimElem = 1
movetype = I

[State 2015, Vel3]
type = VelSet
trigger1 = Pos y >= 0 &&(anim=2032)
X = 0
y = 0

[State 2015, Pos]
type = PosSet
trigger1 = Pos y >= 0 &&(anim=2032)
y = 0

[State 2015, ground]
type = ChangeAnim
trigger1 = Pos y >= 0 && Anim = 2031 && animelemtime(9)>0
value = 2032
[State 2015, back]
type = ChangeState
trigger1 = Anim =2030||anim=2032
trigger1 = AnimTime = 0
trigger1 = Pos y >= 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2031]
type = A
movetype = H
physics = N
velset = 0,0
ctrl = 0
[State 0, ChangeAnim2]
type = ChangeAnim2
trigger1 = time=0
value =2020
;ignorehitpause = 
;persistent = 



[State 2015, back]
type = selfState
trigger1 = time >200
value = 0
ctrl=1

;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2032]
type = A
movetype = H
physics = N
ctrl = 0
[State 0, ChangeAnim]
type = ChangeAnim
trigger1 = time=0 && SelfAnimExist(5061)
value = 5061

[State 0, ChangeAnim]
type = ChangeAnim2
trigger1 = time=0 && !SelfAnimExist(5061)
value = 5061
;elem = 1
;ignorehitpause = 
;persistent = 



[State 5100, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = anim!=5100 + (anim % 10)
triggerall = anim!=5160+ (anim % 10)
triggerall = anim!=5110+ (anim % 10)
trigger1 =  pos y>=0 && time>3
trigger1 = (anim = [5071,5079]) || (anim = [5061,5069])
trigger1 = SelfAnimExist(5100 + (anim % 10))
value = 5100 + (anim % 10)

[State 0, VelAdd]
type = VelAdd
 triggerall = pos y <0
triggerall=((anim != 5160) && (anim != 5160 + (anim % 10))) 
trigger1 = ((anim != 5110) && (anim != 5110 + (anim % 10))) &&((anim != 5100) || (anim != 5100 + (anim % 10)))
y = .4

[State 0, LifeAdd]
type = LifeAdd
trigger1 = pos y>=0 &&((anim = 5100) || (anim = 5100 + (anim % 10))) && animelemtime(1)=1
value = -50
kill = 1

[State 0, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 1,0
;ignorehitpause = 
;persistent = 
[State 5100, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = anim!=[5160,5169]
triggerall = anim!=[5110,5119]
triggerall= anim!=[5100,5101]
triggerall = pos y>=0 && time>3
trigger1 = (anim != [5071,5079]) && (anim != [5061,5069])
trigger2 = !SelfAnimExist(5100 + (anim % 10))
value = 5100

[State 0, PosSet]
type = PosSet
triggerall= anim!=5061
trigger1 =anim=5100||(5100 + (anim % 10))
y = 0
ignorehitpause = 1
persistent = 1

[State 0, VelSet]
type = VelSet
triggerall= anim!=5061
trigger1 =anim=5100||(5100 + (anim % 10))
x = 0
y = 0
ignorehitpause = 1 
persistent = 1


[State 0, NotHitBy]
type = NotHitBy
trigger1 =1
value = SCA
;value2 = S,NA
time = 99
;ignorehitpause = 
;persistent = 


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

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = ((anim = 5100) || (anim = 5100 + (anim % 10)))
statetype = L      ;S,A,C,L




;ignorehitpause =
;persistent =

[State 0, SelfState]
type = changeState
trigger1 =(animtime=0) &&  ((anim = 5100) || ((anim = 5100 + (anim % 10))||anim=5152))
value =2034

;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2034]
type = A
movetype = H
physics = N
ctrl = 0

[State 0, PosSet]
type = PosSet
trigger1 =((anim = 5110) || (anim = 5110 + (anim % 10))) ||((anim = 5100) || (anim = 5100 + (anim % 10)))
y = 0
;ignor
[State 5101, 1] ;Coming hit ground anim (normal)
type = ChangeAnim
triggerall = time=0
trigger1 = anim != [5101,5109]
trigger2 = !SelfAnimExist(5160 + (anim % 10))
value = 5160

[State 5101, 2] ;Coming hit ground anim (for hit up)
type = ChangeAnim
triggerall = time=0
trigger1 = anim = [5101,5109]
trigger1 = SelfAnimExist(5160 + (anim % 10))
value = 5160 + (anim % 10)
[State 0, VelAdd]
type = VelAdd
trigger1 = ((anim = 5160) || (anim = 5160 + (anim % 10))) 
y = .5
persistent=1
[State 0, VelSet]
type = VelSet
trigger1 =time=0 &&  ((anim = 5160) || (anim = 5160 + (anim % 10)))
y = -5
x=-3
[State 0, SelfState]
type = changeState
trigger1 =(pos y >=0 && time >5) &&  ((anim = 5160) || ((anim = 5160 + (anim % 10))||anim=5152))
value =2033
;---------------------------------------------------------------------------
;Shin Shouryuu Ken EX
[Statedef 2033]
type =L
movetype = H
physics = N
ctrl = 0

[State 5110, 2] ;Hit ground anim (normal)
type = ChangeAnim
triggerall = time=0
triggerall = anim != [5110,5149] ;Not already changed anim
triggerall =anim!=[5150,5159]
trigger1 = anim = 5160
trigger2 = !SelfAnimExist(5110 + (anim % 10))
value = 5110

[State 5110, 3] ;Hit ground anim (for hit up)
type = ChangeAnim
triggerall = time=0
triggerall = anim != [5110,5149] ;Not already changed anim
triggerall = anim!=5110 + (anim % 10)
trigger1 = anim = [5161,5169]
trigger1 = SelfAnimExist(5110 + (anim % 10))
value =5110 + (anim % 10)

[State 0, PosSet]
type = PosSet
trigger1 =((anim = 5110) || (anim = 5110 + (anim % 10))) ||((anim = 5100) || (anim = 5100 + (anim % 10)))
y = 0
;ignorehitpause =
;persistent =

[State 0, VelSet]
type = VelSet
trigger1 =  ((anim = 5110) || (anim = 5110 + (anim % 10))) ||((anim = 5100) || (anim = 5100 + (anim % 10)))
x = 0
y = 0
[State 0, SelfState]
type = SelfState
trigger1 =time=20
value =ifelse(alive,5110,5150)
ctrl=1