;=============================
;Dark Sakura cns again!
;=============================
[Data]
;Amount of life to start with
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 15
sparkno = S7600
guard.sparkno = 40
KO.echo = 0
volume = 0
IntPersistIndex = 40 ;60
FloatPersistIndex = 20 ;40
[Size]
xscale = 1           
yscale = 1           
ground.back = 15     
ground.front = 16    
air.back = 12        
air.front = 12       
height = 60	     
attack.dist = 160    
proj.attack.dist = 90 
proj.doscale = 0        
head.pos = -5, -90  
mid.pos = -5, -60    
shadowoffset = 0     
draw.offset = 0,0    
[Velocity]
walk.fwd  = 2.4      
walk.back = -2.2     
run.fwd  = 4.6, 0    
run.back = -4.5,-3.8 
jump.neu = 0,-9.4   
jump.back = -2.55   
jump.fwd = 2.5       
runjump.back = -2.55,-8.1 
runjump.fwd = 4,-8.1      
airjump.neu = 0,-8.1      
airjump.back = -2.55      
airjump.fwd = 2.5         
[Movement]
airjump.num = 0     
airjump.height = 35  
yaccel = .44         
stand.friction = .85  
crouch.friction = .82 
;---------------------------------------------------------------------------
; Lose by Time Over
; CNS difficulty: basic
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Win state decider
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 180]
type = S
[State 180, 1]
type = ChangeState
trigger1 = Time = 0
value = 181
;---------------------------------------------------------------------------
; Win pose 1 - Bow
; CNS difficulty: basic
; CNS レベル: 基本
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 181, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
;---------------------------------------------------------------------------
; Introduction
; CNS difficulty: basic
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0

[State 191, PosAdd]
type = PosAdd 
trigger1 = Time = 0 
x = 200 

[State 191, PosAdd] 
type = PosAdd 
trigger1 = Time = [11,40] 
x = -5 

[State 191, PosAdd] 
type = PosAdd 
trigger1 = Time = [41,45] 
x = -4 

[State 191, PosAdd] 
type = PosAdd 
trigger1 = Time = [46,50] 
x = -3 

[State 191, PosAdd] 
type = PosAdd 
trigger1 = Time = [51,55] 
x = -2 

[State 191, PosAdd] 
type = PosAdd 
trigger1 = Time = [56,60] 
x = -1 

[State 191, 4] 
type = ChangeState
trigger1 = AnimTime = 0
value = 0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,35

;---------------------------------------------------------------------------
; Taunt
; CNS difficulty: easy
[Statedef 195]
type = S
ctrl = 0
anim = 195
velset = 0,0
poweradd = 40
movetype = I
physics = S
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,10

[State 195, 1]
type = CtrlSet
trigger1 = Time = 40
value = 1

[State 195, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;===========================================================================
;Supers
;===========================================================================
;Shinku Hadoken 
[Statedef 6000]
type    = S
movetype= A
physics = S
juggle = 0
poweradd= -1000
ctrl = 0
anim = 6000
velset = 0,0,0

[State 3900, 1] 
type = Explod
trigger1 = AnimElem = 8
anim = 7900
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 70
sprpriority = -3
removetime = 70
removeongethit = 1
scale = 1.08,1.08

[State 3571, Dust] 
type = Explod
trigger1 = animelem = 2
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000]
type = EnvColor
trigger1 = animelem = 2
value = 0,0,0
under = 1
time = 34

[State 3000,Super A]
type = superpause
trigger1 = AnimElem = 2
time = 10
pos = -20, -55
anim = 102

[State 6000, 3]
type = PlaySnd
trigger1 = AnimElem = 6
value = S0, 44
channel = 0

[State 6000, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,22

[State 6000, 3]
type = PlaySnd
trigger1 = time = 0
value = S0,37

[State 6000, 0]
type = HitDef
trigger1 = Time = 0
attr = S, HA

[State 6000, 2] 
type = Explod
trigger1 = AnimElem = 2
anim = 1010
pos = 0,231
postype = back
supermove = 1
facing = 1 
bindtime = 50
sprpriority = -2
removetime = 50

[State 6000, 4]
type = AfterImage
trigger1 = AnimElem >= 1
time = 1
PalBright   =   0,  0,  0
PalContrast =  55, 25,255
PalAdd      =   0,  0,  0
PalMul      = .75,.75,.75

[State 6000, 5]
type = AfterImageTime
trigger1 = Time >= 0
PalContrast =  55, 25,255
time = 5

[State 6000, 6]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0,3 

[State 6000, 2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4,0

[State 6000, 3]
type = Explod
trigger1 = AnimElem = 10
anim = 11010
ID = 11005
removetime = 78
removeongethit = 1
shadow = -1
pos = 10,-2
postype = p1
vel = 0.001,0.001
sprpriority = 5

[State 6000, 2]
type = Helper
trigger1 = AnimElem = 10
helpertype = normal
name = "Shinkuu Hadoken"
ID = 6001
pos = -1,-3 ;15,-3
postype = p1
stateno = 6001
sprpriority = 4

[State 6000] 
type = Explod
trigger1 = movecontact = 1
anim = 6003
pos = 0,-40
postype = p2
sprpriority = 7
bindtime = 1

[State 6000, 1]
type = AfterImageTime
trigger1 = animtime = 0
Time = 0

[State 1000, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Shinkuu Hadoken (Beam)
[Statedef 6001]
type    = S
movetype= A
physics = N
anim = 6001

[State 6001, 0]
type = SprPriority
trigger1 = Time = 0
value = 4

[State 6001, 1]
type = Hitdef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
trigger16 = animelem = 16
trigger17 = animelem = 17
trigger18 = animelem = 18
trigger19 = animelem = 19
attr = A, HP
damage   = 15,4
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,0
hitsound = S0,42
guardsound = S0,19
sparkno = -1
guard.sparkno = -1
sparkxy = -1
guardsound = S0,19
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,0;-10,-6
fall = 0
air.animtype = Back
air.velocity = -3,0;-10,-6
air.juggle = 3
air.fall = 1
down.velocity = -10
down.hittime = 30
down.bounce = 0
PalFX
palfx.time = 23
palfx.add = 10,30,130

[State 6001, 1]
type = Hitdef
trigger1 = animelem = 20
attr = A, HP
damage   = 15,5
animtype = heavy
getpower = 0,0
guardflag = MA
hitflag = MAFP
pausetime = 0,0
hitsound = S0,2
guardsound = S0,19
sparkno = 3
sparkxy = 500,500
guardsound = S0,19
ground.type = Low
ground.slidetime = 10;25
ground.hittime  = 10;25
ground.velocity = -3,-3;-10,-6
fall = 1
air.animtype = Back
air.velocity = -3,-3;-10,-6
air.juggle = 1;3
air.fall = 1
down.velocity = -10
down.hittime = 10
down.bounce = 0
PalFX
palfx.time = 23
palfx.add = 10,30,130

[State 6001] 
type = Explod
trigger1 = movecontact = 1
anim = 6003
pos = 0,-40
postype = p2
sprpriority = 7
bindtime = 1

[state 6001, 1 ]
Type = destroyself
trigger1 = parent, stateno != 6000

[State 6001, 2 ]
type = ChangeState
trigger1 = animelem = 21
value = 6002
;---------------------------------------------------------------------------
;Shinkuu Hadoken (beam end)
[Statedef 6002]
type    = S
movetype= A
physics = S
anim = 6002

[State 6002, 1]
type = destroyself
trigger1 = Animtime = 0
;----------------------------------------------------------------------------
;Raging Demon (start)
[Statedef 4900]
type    = S
movetype= A
physics = N
poweradd= -1000
ctrl = 0
anim = 4950
velset = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time <= 30

[State 3000,Super A]
type = superpause
trigger1 = AnimElem = 1
time = 10
anim = -1

[State 6000, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,22

[State 191, 3]
type = PlaySnd
trigger1 = time = 30
value = 0,35

[State 6000, 2] 
type = Explod
trigger1 = AnimElem = 1
anim = 1010
pos = 0,231
postype = back
supermove = 1
facing = 1 
bindtime = 50
sprpriority = -2
removetime = 50

[State 3900, 1] 
type = Explod
trigger1 = AnimElem = 2
anim = 7900
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 60
sprpriority = -3
removetime = 20
removeongethit = 1
scale = 1.08,1.08

[State 4120, 1]
type = ChangeAnim
trigger1 = time = 30
value = 4900

[State 182, 2]
type = NotHitBy
trigger1 = Time <= 31
value = SCA
time = 1

[State 4120, 1]
type = Velset
trigger1 = time = 30
x = 4.5 

[State 610, 3]
type = HitDef
trigger1 = Time >= 30
attr = S, HT
p2facing = 1
damage    = 0
getpower  = 0
givepower = 0
guardflag =
hitflag = M
snap = 40
priority = 1
pausetime = 0,0
sparkno = 4
hitsound   = S0,2
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.Velocity = 0
;snap = 35,0,0
p1stateno = 4901
p2stateno = 4990

[State 610, 1]
type = ChangeState
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
value = 0
ctrl = 1

[State 610, 4]
type = ChangeState
trigger1 = Time = 90
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Raging Demon (p2 caught)
[Statedef 4901]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 4901
velset = 0

[State 210, 1]
type = Posadd
trigger1 = time = 0
x = 10

[State 1531, 5]
type = EnvColor
trigger1 = time = 15
value = 243,243,243
time = 43

[State 610, 3]
type = PosAdd
trigger1 = Time = 43
persistent = 1
x = 50

[State 1531, 5]
type = GameMakeAnim
trigger1 = time >= 15
trigger1 = TimeMod = 3, 0
trigger1 = time <= 56
value = 12
pos = 30, -50
random = 100

[State 1531, 5]
type = PlaySnd
trigger1 = time >= 15
trigger1 = TimeMod = 3, 0
trigger1 = time <= 56
value = 0,2

[State 1531, 5]
type = HitAdd
trigger1 = time >= 15
trigger1 = TimeMod = 3, 0
trigger1 = time <= 56
value = 1

[State 610, 4]
type = ChangeState
trigger1 = Time = 57
value = 4902
;---------------------------------------------------------------------------
;Raging Demon (end)
[Statedef 4902]
type    = S
movetype= A
physics = N
poweradd= 0
ctrl = 0
anim = 4902
velset = 0

[State 610, 4]
type = TargetLifeAdd
trigger1 = time = 0
value = -300

[State 3900, 1] 
type = Explod
trigger1 = time = 0
trigger1 = facing = 1
anim = 7003
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 60
sprpriority = -3
removetime = 60
removeongethit = 1

[State 3900, 1] 
type = Explod
trigger1 = time = 0
trigger1 = facing = -1
anim = 7003
pos = 310,-2 ;330,-10
postype = back
supermove = 1
facing = -1 
bindtime = 60
sprpriority = -3
removetime = 60
removeongethit = 1


[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 0,43

[State 610, 3]
type = PlayerPush
trigger1 = Time >= 1
Value = 0

[State 610, 3]
type = TargetDrop
trigger1 = Time = 1

[State 610, 4]
type = ChangeState
trigger1 = time = 60
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;(Player 2 hit data)
;Raging demon (p2 hit) 
[Statedef 4990]
type    = S
movetype= H
physics = N
poweradd= 0
ctrl = 0
velset = 0,0,0

[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 4990

[State 610, 4]
type = posset
trigger1 = time = 0
y = 0

[State 610, 1]
type = PlaySnd
trigger1 = Time = 1
value = 5,4

[State 610, 4]
type = ChangeState
trigger1 = Time = 57
value = 4991
;---------------------------------------------------------------------------
;Raging Demon (p2 on ground)
[Statedef 4991]
type    = S
movetype= H
physics = N
poweradd= 500
ctrl = 0
velset = 0,0,0

[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0

[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 4991

[State 610, 4]
type = SelfState
trigger1 = alive = 0
trigger1 = Time = 1
value = 5150

[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0

[State 610, 4]
type = SelfState
trigger1 = Time = 60
trigger1 = alive = 1
value = 5120
;-------------------------------------------------------------------------
;Combo Frenzy (running)
[Statedef 7000]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= -1000
velset = 0,0,0
ctrl = 0
anim = 7000

[State 6000, 2] 
type = Explod
trigger1 = AnimElem = 1
anim = 1010
pos = 0,231
postype = back
supermove = 1
facing = 1 
bindtime = 50
sprpriority = -2
removetime = 50

[State 3900, 1] 
type = Explod
trigger1 = AnimElem = 2
anim = 7900
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 55
sprpriority = -3
removetime = 55
removeongethit = 1
scale = 1.08,1.08

[State 3571, Dust] 
type = Explod
trigger1 = animelem = 1
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000]
type = EnvColor
trigger1 = animelem = 1
value = 0,0,0
under = 1
time = 34

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 60
length = 21
PalBright = 0, 0, 0
PalContrast = 0,0,542
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 6000, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,22

[State 6000, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,38

[State 3000,Super A]
type = superpause
trigger1 = AnimElem = 1
time = 30
pos = -10, -65 ;L(moves left/right) R:(moves up/down)                               
anim = 102

[State 7000, 2]
type = Velset
trigger1 = Animelem = 1
x = 5.5

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA                     
damage = 20,0                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
pausetime = 12,12                
sparkno = S7400                      
sparkxy = -10, -65       
hitsound = S0,0                  
guardsound = s0,19                
ground.type = High               
ground.slidetime = 0             
ground.hittime  = 0             
ground.velocity = 6.6
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 7.7
air.velocity = -2.2,-3.2
  
[State 7000, 3]
type = HitDef
trigger1 = MoveContact = 0
attr = S, SA
damage    = 40
animtype  = light
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkxy = -5,-50
sparkno = s7600
hitsound   = S0,2
guardsound = S0,19
ground.type = High
ground.velocity = 6.6
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 7.7
air.velocity = -2.2,-3.2
p1stateno = 7001

[State 7000, 6]
type = ChangeState
trigger1 = Animelem = 14
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Combo Frenzy attacking (1)
[Statedef 7001]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 140
velset = 0,0,0
ctrl = 0
anim = 7001

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 90
length = 21
PalBright = 0, 0, 0
PalContrast = 0,0,542
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3900, 1] 
type = Explod
trigger1 = AnimElem = 1
anim = 7900
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 85
sprpriority = -3
removetime = 85
removeongethit = 1
scale = 1.08,1.08
;----------------------------
;Kick-Medium
[State 7001,2] 
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,10
sparkno = S7600
sparkxy = -10,-60
hitsound   = s0,2
guardsound = s0,19 
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = 3.0
air.velocity = -2.2,-3.2
;----------------------------
;Punch-Medium
[State 7001,2] 
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,10
sparkno = S7600
sparkxy = -10,-60
hitsound   = s0,2
guardsound = s0,19 
ground.type = High
;----------------------------
;Punch-light
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA                     
damage = 25                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 5,10                
sparkno = S7600                      
sparkxy = -10, -65      
hitsound = S0,2                  
guardsound = s0,19                
ground.type = High 
;----------------------------
;kick-Light
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA                     
damage = 25                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 5,10              
sparkno = S7600                      
sparkxy = -10, -65      
hitsound = S0,2                  
guardsound = s0,19                
ground.type = High 
;----------------------------
;Kick-Medium(2)
[State 7001,2] 
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,10
sparkno = S7600
sparkxy = -10,-60
hitsound   = s0,2
guardsound = s0,19 
ground.type = High
;---------------------------- 
;kick-Light(2)
[State 200, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, NA                     
damage = 25                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 5,10                
sparkno = S7600                      
sparkxy = -10, -65      
hitsound = S0,2                  
guardsound = s0,19                
ground.type = High 
;----------------------------         
;Hurricane Kick 
[State 7001,2] 
type = HitDef
trigger1 = AnimElem = 14
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,10
sparkno = S7600
sparkxy = -10,-60
hitsound   = s0,2
guardsound = s0,19 
ground.type = High
;----------------------------         
;Hurricane Kick(2) 
[State 7001,2] 
type = HitDef
trigger1 = AnimElem = 16
attr = S, NA
animtype  = Medium
damage    = 25
guardflag = MA
pausetime = 5,10
sparkno = S7600
sparkxy = -10,-60
hitsound   = s0,2
guardsound = s0,19 
ground.type = High
;----------------------------
;Hard Kick
[State 232, 2]
type = HitDef
trigger1 = AnimElem = 18
attr = S, NA
animtype  = Hard
damage    = 25
guardflag = MA
pausetime = 5,10
sparkno = S7600
sparkxy = -10,-60
hitsound   = s0,2
guardsound = s0,19 
ground.type = High

[State 7000,2]
type = ChangeState
trigger1 = AnimTime = 0
value = 7002
ctrl = 1
;---------------------------------------------------------------------------
;Dragon Punch Finish!
[Statedef 7002]
type  = A
movetype = A
physics = N
juggle  = 1
velset = 3.6,-11
anim = 7002
ctrl = 0

[State 2021, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,9

[State 2021, 0]
type = VelMul
trigger1 = Time = 0
x = .65;.50

[State 2021, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .55

[State 2021, 4]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
priority  = 6
hitflag = MAF
attr = A, SA
animtype = Back
damage    = 10
priority  = 5
guardflag = MA
pausetime = 6,6
sparkno = s7600
sparkxy = -5,-95
hitsound = S0,2
guardsound = S0,19
ground.type = high
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = 5.3,-10
air.velocity = -5.3,-10
forcestand = 1
fall.animtype = Hard
fall = 1

[State 2011, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,28

[State 2021, 4]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 7004

[State 2021, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 7004
;-------------------------------------------------------------------------
;Dragon Upper (land on ground)
[Statedef 7004]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 1005, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,14

[State 1005, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Haru Ichiban(start)
[Statedef 8000]
type = S
movetype = A
anim = 8000
poweradd = -1000
velset = 0
ctrl = 0

[State 6000, 2] 
type = Explod
trigger1 = AnimElem = 1
anim = 1010
pos = 0,231
postype = back
supermove = 1
facing = 1 
bindtime = 50
sprpriority = -2
removetime = 50

[State 3900, 1] 
type = Explod
trigger1 = AnimElem = 2
anim = 7900
pos = 0,0
postype = back
supermove = 1
facing = 1 
bindtime = 55
sprpriority = -3
removetime = 55
removeongethit = 1
scale = 1.08,1.08

[State 3571, Dust] 
type = Explod
trigger1 = animelem = 1
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000]
type = EnvColor
trigger1 = animelem = 1
value = 0,0,0
under = 1
time = 34

[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 60
length = 21
PalBright = 0, 0, 0
PalContrast = 0,0,542
PalAdd = 0, 0, 0
PalMul = 0.9,0.9,0.9
FrameGap = 10
Trans = Add1

[State 3000,Super A]
type = superpause
trigger1 = AnimElem = 1
time = 30
pos = -10, -80 ;L(moves left/right) R:(moves up/down)                               
anim = 102

[State 6000, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,22

[State 8000, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 8001
;---------------------------------------------------------------------------
;Haru Ichiban (spining)
[Statedef 8001]
type = A
movetype = A
anim = 8001
physics = A
ctrl = 0
velset = 0,-11.3
juggle = 1

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 1
value = S0,41

[State 2200, 6]
type = AfterImageTime
trigger1 = Time >= 0
time = 5

[State 2201, 7]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
attr = A, HA
damage    = 30,3
animtype  = Light
getpower  = 10
givepower = 8
guardflag = HL
pausetime = 7,6
sparkxy = -2,-50
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = 1.5, -9
air.velocity = 1.5,-9
fall = 1
fall.recover = 0
sparkno = S7600

[State 2201, 7]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
attr = A, HA
damage    = 30,3
animtype  = Light
getpower  = 10
givepower = 8
guardflag = HL
pausetime = 7,6
sparkxy = -2,-50
sparkno = S7600
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 4
ground.hittime  = 15
ground.velocity = -1, -9
air.velocity = -1,-9
fall = 1
fall.recover = 0
;===========================================================================
;Specials
;===========================================================================
;Air Hadoken Light
[Statedef 4000]
type    = A
movetype= A
physics = S
velset = Vel X / 8, Vel Y / 8
poweradd= 100
ctrl = 0
anim = 4000

[State 4000, 3]
type = PlaySnd
trigger1 = animelem = 5
value = S0, 31

[State 4000, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S0, 32

[State 4000, 1]
type = VelMul
trigger1 = Time = 0
x = .03 
y = .3  

[State 4000, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 4001
projhitanim = 4002
projremovetime = 20
removeanim = 6405
offset = 85, -45
velocity = 3,2
attr = S, SP
damage    = 78,9
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkno = S17034
guard.sparkno = S17032
sparkxy = 90, 0
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 4000]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 4000,]
type = PosSet
trigger1 = Pos Y >= -8
y = -8

[State 4000, 4]
type = PlaySnd
trigger1 = AnimElem = 3
value = 8,2
;---------------------------------------------------------------------------
;Air Hadoken Medium
[Statedef 4010]
type    = A
movetype= A
physics = S
velset = Vel X / 8, Vel Y / 8
poweradd= 100
ctrl = 0
anim = 4000

[State 4010, 3]
type = PlaySnd
trigger1 = animelem = 5
value = S0, 31

[State 4010, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S0, 32

[State 4010, 1]
type = VelMul
trigger1 = Time = 0
x = .03 
y = .3  

[State 4010, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 4001
projhitanim = 4002
projremovetime = 40
removeanim = 6405
offset = 85, -45
velocity = 3,2
attr = S, SP
damage    = 66,6
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkno = S17034
guard.sparkno = S17032
sparkxy = 90, 0
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 4010]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 4010,]
type = PosSet
trigger1 = Pos Y >= -1
y = -1

[State 4010, 3]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 40
value = 4021

;---------------------------------------------------------------------------
;Air Hadoken Hard
[Statedef 4020]
type    = A
movetype= A
physics = S
velset = Vel X / 8, Vel Y / 8
poweradd= 100
ctrl = 0
anim = 4000

[State 4020, 3]
type = PlaySnd
trigger1 = animelem = 5
value = S0,31

[State 4020, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S0, 32

[State 4020, 1]
type = VelMul
trigger1 = Time = 0
x = .03 
y = .3  

[State 4020, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 4001
projhitanim = 4002
offset = 85, -45
velocity = 3,2
remvelocity = 0, 0
velmul = 1.01, 1
accel = 0, 0
attr = S, SP
damage    = 54,4
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkno = S17034
guard.sparkno = S17032
sparkxy = 90, 0
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 4020]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

[State 4020,]
type = PosSet
trigger1 = Pos Y >= -1
y = -1
;---------------------------------------------------------------------------
;Air Hurricane Kick Light (start)
[Statedef 3030]
type = S
movetype = A
Physics = S
ctrl = 0
anim = 3000
velset = 0,0,0

[State 3000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3031
;---------------------------------------------------------------------------
;Air Hurricane Kick Light (spining)
[Statedef 3031]
type   = A
movetype = A
physics = N
velset = 4.0,-7.0 ;3.6,-3.5
anim = 3001

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 0]
type = VelMul
trigger1 = Time = 0
x = .5

[State 3001, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .55

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,41

[State 3001, 4]
type = HitDef
trigger1 = animelem = 2
getpower  = 0
givepower = 6
priority  = 6
hitflag = MAF
attr = S, SA
animtype = Back
damage    = 10
priority  = 5
guardflag = HA
pausetime = 10,10
sparkno = s7600
sparkxy = -5,-50
hitsound = S0,5
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2.3,-1
air.velocity = -2.3,-2
forcestand = 1
fall.animtype = Hard
fall = 1

[State 3001, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3002
;---------------------------------------------------------------------------
; Air Hurricane Kick (landing)
[Statedef 3002]
type    = S
movetype= A
physics = S
anim = 3002
velset = 0,0

[State 3002, 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,14

[State 3002, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;AirHurricane Kick Medium (start)
[Statedef 3040]
type = S
movetype = A
Physics = S
ctrl = 0
anim = 3000
velset = 0,0,0

[State 3000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3041
;---------------------------------------------------------------------------
;Air Hurricane Kick Medium (spining)
[Statedef 3041]
type   = A
movetype = A
physics = N
velset = 4.0,-11.0 
anim = 3001

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 0]
type = VelMul
trigger1 = Time = 0
x = .5

[State 3001, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .55

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,41

[State 3001, 4]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
getpower  = 0
givepower = 15
priority  = 6
hitflag = MAF
attr = S, SA
animtype = Back
damage    = 12
priority  = 5
guardflag = HA
pausetime = 10,10
sparkno = s7600
sparkxy = -5,-50
hitsound = S0,5
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2.3,-1
air.velocity = -2.3,-2
forcestand = 1
fall.animtype = Hard
fall = 1

[State 3001, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3002
;---------------------------------------------------------------------------
;Air Hurricane Kick (landing)
[Statedef 3002]
type    = S
movetype= A
physics = S
anim = 3002
velset = 0,0

[State 3002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3002, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Air Hurricane Kick Hard (start)
[Statedef 3050]
type = S
movetype = A
Physics = S
ctrl = 0
anim = 3000
velset = 0,0,0

[State 3000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3051
;---------------------------------------------------------------------------
;Air Hurricane Kick Hard(spining)
[Statedef 3051]
type   = A
movetype = A
physics = N
velset = 7.0,-12.0 
anim = 3001

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 0]
type = VelMul
trigger1 = Time = 0
x = .5

[State 3001, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .56

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,41

[State 3001, 4]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
getpower  = 0
givepower = 30
priority  = 6
hitflag = MAF
attr = S, SA
animtype = Back
damage    = 15
priority  = 5
guardflag = HA
sparkno = s7600
pausetime = 10,10
sparkxy = -5,-50
hitsound = S0,5
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2.3,-1
air.velocity = -2.3,-2
forcestand = 1
fall.animtype = Hard
fall = 1

[State 3001, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3002
;---------------------------------------------------------------------------
;Air Hurricane Kick (landing)
[Statedef 3002]
type    = S
movetype= A
physics = S
anim = 3002
velset = 0,0

[State 3002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3002, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hurricane Kick Light (start)
[Statedef 3000]
type = S
movetype = A
Physics = S
ctrl = 0
anim = 3000
velset = 0,0,0

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3001
;---------------------------------------------------------------------------
;Hurricane Kick Light (spining)
[Statedef 3001]
type   = A
movetype = A
physics = N
velset = 4.0,-7.0 ;3.6,-3.5
anim = 3001

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 0]
type = VelMul
trigger1 = Time = 0
x = .5

[State 3001, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .55

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,41

[State 3001, 4]
type = HitDef
trigger1 = animelem = 2
getpower  = 0
givepower = 6
priority  = 6
hitflag = MAF
attr = S, SA
animtype = Back
damage    = 10
priority  = 5
guardflag = HA
pausetime = 10,10
sparkno = s7600
sparkxy = -5,-50
hitsound = S0,5
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2.3,-1
air.velocity = -2.3,-2
forcestand = 1
fall.animtype = Hard
fall = 1

[State 3001, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3002
;---------------------------------------------------------------------------
;Hurricane Kick (landing)
[Statedef 3002]
type    = S
movetype= A
physics = S
anim = 3002
velset = 0,0

[State 3002, 1]
type = PosSet
trigger1 = Time = 0
y = 0
[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,14

[State 3002, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hurricane Kick Medium (start)
[Statedef 3010]
type = S
movetype = A
Physics = S
ctrl = 0
anim = 3000
velset = 0,0,0

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3011
;---------------------------------------------------------------------------
;Hurricane Kick Medium (spining)
[Statedef 3011]
type   = A
movetype = A
physics = N
velset = 4.0,-11.0 
anim = 3001

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 0]
type = VelMul
trigger1 = Time = 0
x = .9

[State 3001, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .55

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,41

[State 3001, 4]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
getpower  = 0
givepower = 15
priority  = 6
hitflag = MAF
attr = S, SA
animtype = Back
damage    = 12
priority  = 5
guardflag = HA
pausetime = 10,10
sparkno = s7600
sparkxy = -5,-50
hitsound = S0,5
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2.3,-1
air.velocity = -2.3,-2
forcestand = 1
fall.animtype = Hard
fall = 1

[State 3001, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3002
;---------------------------------------------------------------------------
;Hurricane Kick (landing)
[Statedef 3002]
type    = S
movetype= A
physics = S
anim = 3002
velset = 0,0

[State 3002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3002, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hurricane Kick Hard (start)
[Statedef 3020]
type = S
movetype = A
Physics = S
ctrl = 0
anim = 3000
velset = 0,0,0

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 3000, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 3021
;---------------------------------------------------------------------------
;Hurricane Kick Hard(spining)
[Statedef 3021]
type   = A
movetype = A
physics = N
velset = 7.0,-12.0 
anim = 3001

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 0]
type = VelMul
trigger1 = Time = 0
x = .9

[State 3001, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .56

[State 3001, 1]
type = PlaySnd
trigger1 = animelem = 2
value = S0,9

[State 3001, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,41

[State 3001, 4]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
getpower  = 0
givepower = 30
priority  = 6
hitflag = MAF
attr = S, SA
animtype = Back
damage    = 15
priority  = 5
guardflag = HA
sparkno = s7600
pausetime = 10,10
sparkxy = -5,-50
hitsound = S0,5
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -2.3,-1
air.velocity = -2.3,-2
forcestand = 1
fall.animtype = Hard
fall = 1

[State 3001, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 3002
;---------------------------------------------------------------------------
;Hurricane Kick (landing)
[Statedef 3002]
type    = S
movetype= A
physics = S
anim = 3002
velset = 0,0

[State 3002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3002, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dragon Punch Light
[Statedef 2000]
type    = S
movetype= A
;physics = N
juggle  = 1
poweradd= 140
velset = 0,0,0
ctrl = 0
anim = 2000

[State 2000, 3]
type = PlaySnd
trigger1 = animelem = 3
value = S0,28

[State 2000, 4]
type = Velset
trigger1 = Time = 0
x = 5

[State 2000, 5]
type = VelMul
trigger1 = Time >= 0
x = .93

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2000, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage    = 40
animtype  = Hard
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkxy = -5,-50
sparkno = s7600
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 10
ground.hittime  = 5
ground.velocity = -3,-6
air.velocity = -3, -6
air.fall = 1
fall = 1

[State 2000, 3]
type = ChangeState
trigger1 = Animelem = 3
value = 2001
;---------------------------------------------------------------------------
;Dragon Upper Light (in air)
[Statedef 2001]
type   = A
movetype = A
velset = 3.6,-8
anim = 2001

[State 2001, 1]
type = VelMul
trigger1 = Time >= 0
x = .95

[State 2001, 2] 
type = VelAdd
trigger1 = Time >= 0
y = .70

[State 2001, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,9

[State 2001, 3]
type = HitDef
trigger1 = AnimElem = 1, >=0
trigger1 = hitcount < 1
attr = A, SA
damage    = 29,2
animtype  = Med
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkxy = -5,-95
sparkno = s7600
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 10
ground.hittime  = 5
ground.velocity = -3.2,-2
air.velocity = -3.2, -2
fall = 1

[State 2001, 6]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 2002

[State 2001, 6] 
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 2002
;---------------------------------------------------------------------------
;Dragon Upper Light (landing)
[Statedef 2002]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,14

[State 2002, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 2002, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;Dragon Upper Medium (running)
[Statedef 2010]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 140
velset = 0,0,0
ctrl = 0
anim = 2003

[State 2010, 1]
type = PlaySnd
trigger1 = Animelem = 8
value = S0,28

[State 2010, 2]
type = Velset
trigger1 = Time = 0
x = 6

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2010, 3]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = animelem = 9
trigger3 = animelem = 10
attr = S, SA
damage    = 39,2
animtype  = Hard
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkxy = -5,-50
sparkno = s7600
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 10
ground.hittime  = 5
ground.velocity = -3,-8
air.velocity = -3, -8
fall = 1
air.fall = 1

[State 2010, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 2011
;-------------------------------------------------------------------------
;Dragon Upper Medium (in air)
[Statedef 2011]
type   = A
movetype = A
velset = 3.1,-10
anim = 2004

[State 2011, 0]
type = VelMul
trigger1 = Time >= 0
x = 1 

[State 2011, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,9

[State 2011, 4]
type = HitDef
trigger1 = time = 1
trigger2 = time = 2
getpower  = 0
givepower = 30
priority  = 6
hitflag = MAF
attr = A, SA
animtype = Back
damage    = 40, 8
priority  = 5
guardflag = MA
pausetime = 6,6
sparkno = s7600
sparkxy = -5,-95
hitsound = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -4.3,-8
air.velocity = -4.3,-8
forcestand = 1
fall.animtype = Hard
fall = 1
air.fall = 1

[State 2011, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .60

[State 2011, 4]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 2005

[State 1004, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 2005
;-------------------------------------------------------------------------
;Dragon Upper (land on ground)
[Statedef 2005]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 1005, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,14

[State 1005, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;Dragon Upper Hard (running
[Statedef 2020]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 140
velset = 0,0,0
ctrl = 0
anim = 2003

[State 2020, 1]
type = PlaySnd
trigger1 = Animelem = 8
value = S0,28

[State 2020, 2]
type = Velset
trigger1 = Time = 0
x = 7.0

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 2020, 3]
type = HitDef
trigger1 = AnimElem = 7
trigger2 = animelem = 8
trigger3 = animelem = 9
attr = S, SA
damage    = 25,2
animtype  = Hard
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkxy = -5,-50
sparkno = s7600
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 10
ground.hittime  = 5
ground.velocity = -1,-10
air.velocity = -1, -10
fall = 1
air.fall = 1

[State 2020, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 2021 
;-------------------------------------------------------------------------
Dragon Upper Hard (in air)
[Statedef 2021]
type   = A
movetype = A
physics = N
velset = 3.6,-11
anim = 2004

[State 2021, 0]
type = VelMul
trigger1 = Time = 0
x = .50

[State 2021, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .55

[State 2021, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,9

[State 2021, 4]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
getpower  = 0
givepower = 30
priority  = 6
hitflag = MAF
attr = A, SA
animtype = Back
damage    = 50
priority  = 5
guardflag = MA
pausetime = 6,6
sparkno = s7600
sparkxy = -5,-95
hitsound = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -5.3,-10
air.velocity = -5.3,-10
forcestand = 1
fall.animtype = Hard
fall = 1

[State 2021, 4]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 2005

[State 2021, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 2005
;-------------------------------------------------------------------------
;Dragon Upper Hard (Land)
[Statedef 2005]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 2005, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,14

[State 2005, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;Air Dragon Upper Ligh/Med start
[Statedef 2040]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 140
velset = 0,0,0
ctrl = 0
anim = 2030

[State 2010, 6]
type = ChangeState
trigger1 = Animelem = 6
value = 2041
;-------------------------------------------------------------------------
;Air Dragon Upper Ligh/Med(running)
[Statedef 2041]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 140
velset = 0,0,0
ctrl = 0
anim = 2031

[State 2010, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = S0,28

[State 2010, 2]
type = Velset
trigger1 = Time = 0
x = 5

[State 2010, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
attr = S, SA
damage    = 39,2
animtype  = Hard
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkxy = -5,-50
sparkno = s7600
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 10
ground.hittime  = 5
ground.velocity = -3,-8
air.velocity = -3, -8
fall = 1
air.fall = 1

[State 2010, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 2042
;-------------------------------------------------------------------------
;Air Dragon Upper Ligh/Med (in air)
[Statedef 2042]
type   = A
movetype = A
velset = 3.1,-10
anim = 2032

[State 2011, 0]
type = VelMul
trigger1 = Time >= 0
x = 1 

[State 2011, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,9

[State 2011, 4]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
getpower  = 0
givepower = 30
priority  = 6
hitflag = MAF
attr = A, SA
animtype = Back
damage    = 40, 8
priority  = 5
guardflag = MA
pausetime = 6,6
sparkno = s7600
sparkxy = -5,-95
hitsound = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -4.3,-8
air.velocity = -4.3,-8
forcestand = 1
fall.animtype = Hard
fall = 1
air.fall = 1

[State 2011, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .70

[State 2011, 4]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 2005

[State 1004, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 2005
;-------------------------------------------------------------------------
;Dragon Upper (land on ground)
[Statedef 2005]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 1005, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,14

[State 1005, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------------
;Air Dragon Upper Hard (start)
[Statedef 2050]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 140
velset = 0,0,0
ctrl = 0
anim = 2030

[State 2020, 6]
type = ChangeState
trigger1 = Animelem = 6
value = 2051 
;-------------------------------------------------------------------------
;Air Dragon Upper Hard (start)
[Statedef 2051]
type    = S
movetype= A
physics = N
juggle  = 1
poweradd= 140
velset = 0,0,0
ctrl = 0
anim = 2031

[State 2020, 1]
type = PlaySnd
trigger1 = Animelem = 4
value = S0,28

[State 2020, 2]
type = Velset
trigger1 = Time = 0
x = 7.0

[State 2020, 3]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = S, SA
damage    = 25,2
animtype  = Hard
getpower  = 25
givepower = 15
priority = 5
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkxy = -5,-50
sparkno = s7600
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 10
ground.hittime  = 5
ground.velocity = -1,-10
air.velocity = -1, -10
fall = 1
air.fall = 1

[State 2020, 6]
type = ChangeState
trigger1 = Animtime = 0
value = 2052 
;-------------------------------------------------------------------------
Dragon Upper Hard (in air)
[Statedef 2052]
type   = A
movetype = A
physics = N
velset = 3.6,-11
anim = 2032

[State 2021, 0]
type = VelMul
trigger1 = Time = 0
x = .60

[State 2021, 1] ;Gravity
type = VelAdd
trigger1 = Time >= 0
y = .55

[State 2021, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,9

[State 2021, 4]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
getpower  = 0
givepower = 30
priority  = 6
hitflag = MAF
attr = A, SA
animtype = Back
damage    = 50
priority  = 5
guardflag = MA
pausetime = 6,6
sparkno = s7600
sparkxy = -5,-95
hitsound = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 1
ground.hittime  = 1
ground.velocity = -5.3,-10
air.velocity = -5.3,-10
forcestand = 1
fall.animtype = Hard
fall = 1

[State 2021, 4]
trigger1 = AnimTime = 0
type = ChangeAnim
value = 2005

[State 2021, 5] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
type = ChangeState
value = 2005
;-------------------------------------------------------------------------
;Dragon Upper Hard (Land)
[Statedef 2005]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 2005, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,14

[State 2005, 2]
type = ChangeState
trigger1 = animTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hadoken Light
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1000, 3]
type = PlaySnd
trigger1 = animelem = 5
value = S0, 31

[State 1000, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S0, 32

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1000, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1008
projhitanim = 1009
projremovetime = 27
removeanim = 1009
offset = 153, -55
velocity = 1.95, 0
attr = S, SP
damage    = 79,9
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkno = -1
guard.sparkno = -1
sparkxy = 90, 0
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3
sparkno = -1
guard.sparkno = -1

[State 1000, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1000, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 8,2
;---------------------------------------------------------------------------
;Hadoken Medium
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1010, 3]
type = PlaySnd
trigger1 = animelem = 5
value = S0, 31

[State 1010, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S0, 32

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1010, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1008
projhitanim = 1009
projremovetime = 30
removeanim = 1009
offset = 153, -55
velocity = 2.95, 0
sparkno = -1
guard.sparkno = -1
sparkxy = 90, 0
attr = S, SP
damage    = 68,7
animtype = Medium
guardflag = MA
pausetime = 0,9
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1010, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1010, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 8,2
;---------------------------------------------------------------------------
;Hadoken Hard
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= 100
ctrl = 0
velset = 0
anim = 1000

[State 1020, 3]
type = PlaySnd
trigger1 = animelem = 5
value = S0, 31

[State 1020, 3]
type = PlaySnd
trigger1 = animelem = 4
value = S0, 32

[State 3571, Dust] 
type = Explod
trigger1 = Time = 0
anim = 730
pos = -10,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = 1
shadow = -1,0,0

[State 1020, 2]
type = Projectile
trigger1 = AnimElem = 5
projanim = 1008
projhitanim = 1009
projremovetime = 21
removeanim = 1009
offset = 153, -55
velocity = 5.95, 0
attr = S, SP
damage    = 56,4
animtype = Medium
guardflag = MA
pausetime = 0,9
sparkno = -1
sparkxy = 0,0
hitsound   = S0,2
guardsound = S0,19
ground.type = Low
ground.slidetime = 14
ground.hittime  = 16
ground.velocity = -8
air.animtype = Back
air.velocity = -2.5,-5
air.juggle = 3

[State 1020, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 1020, 4]
type = PlaySnd
trigger1 = AnimElem = 4
value = 8,2
;===========================================================================
;Standing\crouching\Jumping attacks
;===========================================================================
;---------------------------------------------------------------------------
;Punch X\Light
[Statedef 200]
type    = S                      
movetype= A                      
physics = S                      
juggle  = 1                      
velset = 0,0                     
ctrl = 0                         
anim = 200                       
poweradd = 20                    
sprpriority = 2         

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,7         

[State 200, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA                     
damage = 20,0                   
animtype = Light                 
guardflag = MA                   
hitflag = MAF                    
priority = 3, Hit                
pausetime = 5,5                
sparkno = S7400                      
sparkxy = -10, -65       ;L(moves left/right) R:(moves up/down)                               
hitsound = S0,0                  
guardsound = s0,19                
ground.type = High               
ground.slidetime = 10             
ground.hittime  = 12             
ground.velocity = -6.6             
airguard.velocity = -1.9,-.8     
air.type = High                  
air.velocity = -1.4,-3                    
air.hittime = 12                

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Punch Y\Medium  
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 30
ctrl = 0
velset = 0,0
anim = 201
sprpriority = -1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,8

[State 201, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 7,7
sparkno = S7500
sparkxy = -10,-70
hitsound   = s0,1
guardsound = s0,19 
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6.6
air.velocity = -2.5,-4

[State 201, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Punch Z\Hard  
[Statedef 202]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 40
ctrl = 0
velset = 0,0
anim = 202
sprpriority = -1

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,9

[State 202, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 10
guardflag = MA
pausetime = 10,10
sparkno = S7600
sparkxy = -10,-70
hitsound   = s0,2
guardsound = s0,19 
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
[State 202, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Hard
damage    = 10
guardflag = MA
pausetime = 10,10
sparkno = S7600
sparkxy = -10,-70
hitsound   = S0,2
guardsound = s0,19 
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity = -2.5,-4
[State 202, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Hard
damage    = 10
guardflag = MA
pausetime = 10,10
sparkno = S7600
sparkxy = -10,-70
hitsound   = S0,2
guardsound = s0,19 
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7.0
air.velocity = -2.5,-4

[State 202, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kick A\Light
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 20
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,7

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Light
damage    = 20
guardflag = MA
pausetime = 5,5
sparkno = S7400
sparkxy = -10,-52
hitsound   = s0,0
guardsound = s0,19 
ground.type = Low
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -6.6
air.velocity = -2.5,-3.5

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kick B\Medium
[Statedef 231]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 30
ctrl = 0
velset = 0,0
anim = 231
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,8

[State 231, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = Medium
damage    = 30
guardflag = MA
pausetime = 7,7
sparkno = S7500
sparkxy = -10,-60
hitsound   = s0,1
guardsound = s0,19 
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6.6
air.velocity = -2.2,-3.2

[State 231, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
---------------------------------------------------------------------------
;Panty Show!
[Statedef 233]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 35
ctrl = 0
velset = 0,0
anim = 233
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,24

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 4
value = 0,25

[State 233, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = MA
pausetime = 7,7
sparkno = S7500
sparkxy = -10,-60
hitsound   = s0,1
guardsound = s0,19 
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6.6
air.velocity = -2.2,-3.2
[State 233, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 15
guardflag = MA
pausetime = 7,7
sparkno = S7500
sparkxy = -10,-60
hitsound   = s0,1
guardsound = s0,19 
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6.6
air.velocity = -2.2,-3.2

[State 233, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Kick C\Hard
[Statedef 232]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 40
ctrl = 0
velset = 0,0
anim = 232
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,9

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 2
value = 0,26

[State 232, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
damage    = 40
guardflag = MA
pausetime = 10,10
sparkno = S7600
sparkxy = -10,-60
hitsound   = s0,2
guardsound = s0,19 
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7.0
air.velocity = -2.2,-3.2

[State 232, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Crouching Punch X\Light
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 400
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,7

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
priority  = 3
animtype  = Light
hitflag = MAF
guardflag = L
pausetime = 5,5
sparkno = S7400
sparkxy = -10,-42
hitsound   = s0,0
guardsound = s0,19 
ground.type = Low
ground.slidetime = 4
ground.hittime  = 12
ground.velocity = -6.6
air.velocity = -1.5,-3

[State 401, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching Punch Y\Medium
[Statedef 401]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 30
ctrl = 0
anim = 401
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,8

[State 401, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 30
animtype  = Medium
hitflag = MAF
guardflag = M
pausetime = 7,7
sparkno = S7500
sparkxy = -10,-55
hitsound   = s0,1
guardsound = s0,19 
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -6.6
air.velocity = -3,-4

[State 401, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching Punch Z\Hard
[Statedef 402]
type    = C
movetype= A
physics = C
juggle  = 6
poweradd= 40
ctrl = 0
anim = 402
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,9

[State 402, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 40
animtype  = Medium
guardflag = LA
pausetime = 10,10
sparkno = S7600
sparkxy =  -10,-60
hitsound   = s0,2
guardsound = s0,19 
ground.type = Low
ground.slidetime = 5
ground.hittime  = 15
ground.velocity = 0,-9.7
guard.velocity = -1   
air.velocity = -3.1,-3.3
airguard.velocity = -3.2     
fall.recover = 0
air.recover = 0

[State 402, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouching Kick A\Light
[Statedef 430]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 20
ctrl = 0
anim = 430
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,7

[State 430, 2]
type = HitDef
trigger1 = Animelem = 2
attr = C, NA
damage    = 20
animtype  = Light
hitflag = MAFD
guardflag = L
pausetime = 5,5
sparkno = S7400
sparkxy = -10,-8
hitsound   = s0,0
guardsound = s0,19 
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -6.6
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching Kick B\Medium
[Statedef 431]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 30
ctrl = 0
anim = 431
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,8

[State 431, 3]
type = HitDef
trigger1 = Animelem = 2
attr = C, NA
damage    = 30
animtype  = Medium
hitflag = MAFD
guardflag = L
pausetime = 5,5
sparkno = S7400
sparkxy = -10,-30
hitsound   = s0,1
guardsound = s0,19 
ground.type = Low
ground.slidetime = 6
ground.hittime  = 12
ground.velocity = -6.6
air.velocity = -2,-3
down.velocity = -5,0
down.hittime = 20

[State 431, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching Kick C\Hard
[Statedef 432]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd= 40
ctrl = 0
anim = 432
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,9

[State 432, 3]
type = HitDef
trigger1 = Animelem = 3
attr = C, NA
damage    = 40
hitflag = MAFD
guardflag = L
pausetime = 10,10
sparkno = S7600
sparkxy = -5,-10
hitsound   = s0,2
guardsound = s0,19 
ground.type = Trip
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4.0
air.velocity = -1.2,-3
guard.velocity = -5
fall = 1

[State 432, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Jump Punch X\Light
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 20
ctrl = 0
anim = 600
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,7

[State 600, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 20
guardflag = HA
priority = 4
pausetime = 5,5
sparkno = S7400
sparkxy = -10,-55
hitsound   = s0,0
guardsound = s0,19 
animtype = Med
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2.0
air.velocity = -3,-4
;---------------------------------------------------------------------------
;Jump Punch Y\Medium
[Statedef 601]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 601
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,8

[State 601, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 30
guardflag = HA
priority = 4
pausetime = 7,7
sparkno = S7500
sparkxy = -10,-55
hitsound   = s0,1
guardsound = s0,19 
animtype = Med
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2.0
air.velocity = -3,-4
;---------------------------------------------------------------------------
;Jump Punch Z\Hard
[Statedef 602]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 602
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,9

[State 602, 3]
type = HitDef
trigger1 = Animelem = 3
attr = A, NA
damage = 40
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7600
sparkxy = -10,-55
hitsound   = s0,2
guardsound = s0,19 
animtype = Med
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2.0
air.velocity = -3,-4

[State 602, 3]
type = HitDef
trigger1 = Animelem = 4
attr = A, NA
damage = 1
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7600
sparkxy = -10,-55
hitsound   = s0,2
guardsound = s0,19 
animtype = Med
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -2.0
air.velocity = -3,-4
;---------------------------------------------------------------------------
;Jump Kick A\Light
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,7

[State 630, 2]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage = 20
guardflag = HA
priority = 3
pausetime = 5,5
sparkno = S7400
sparkxy = -5,-35
hitsound   = s0,0
guardsound = s0,19 
ground.type = High
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -5.5
air.velocity = -2,-3
;---------------------------------------------------------------------------
;Jump Kick B\Medium
[Statedef 631]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 30
ctrl = 0
anim = 631
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,8

[State 631, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 30
guardflag = HA
priority = 4
pausetime = 7,7
sparkno = S7500
sparkxy = -10,-40
hitsound   = s0,1
guardsound = s0,19 
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6.6
air.velocity = -3,-4
;---------------------------------------------------------------------------
;Jump Kick C\Hard
[Statedef 632]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 40
ctrl = 0
anim = 632
sprpriority = 2

[State 191, 3]
type = PlaySnd
trigger1 = animelem = 1
value = 0,9

[State 632, 3]
type = HitDef
trigger1 = Animelem = 2
attr = A, NA
damage    = 40
guardflag = HA
priority = 4
pausetime = 10,10
sparkno = S7600
sparkxy = -10,-40
hitsound   = s0,2
guardsound = s0,19 
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime  = 17
ground.velocity = -6.6
air.velocity = -3,-4
;---------------------------------------------------------------------------
; Override common states (use same number to override) :
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; RUN_FWD
[Statedef 100]
type    = S
physics = N
anim = 100
sprpriority = 1

[State 100, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)

[State 100, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 100, Spark 1]
type = explod
trigger1 = Time % 10 = 0
sprpriority = 7
pos = -20,-(Random * 90 / 1000)
vel = -2 * (Random / 1000) - 1, 0
anim = 110
removetime = 25

[State 100, Spark 2]
type = explod
trigger1 = Time % 10 = 3
sprpriority = 7
pos = -20,-(Random * 90 / 1000)
vel = -2 * (Random / 1000) - 1, 0
anim = 111
removetime = 25

[State 100, Spark 3]
type = explod
trigger1 = Time % 10 = 5
sprpriority = 7
pos = -20,-(Random * 90 / 1000)
vel = -2 * (Random / 1000) - 1, 0
anim = 112
removetime = 25

[State 100, Spark 4]
type = explod
trigger1 = Time % 10 = 7
sprpriority = 7
pos = -20,-(Random * 90 / 1000)
vel = -2 * (Random / 1000) - 1, 0
anim = 113
removetime = 25

[State 100, 3]
type = ChangeState
trigger1 = Time = 30
value = 101

;---------------------------------------------------------------------------
; RUN_FWD_END
[Statedef 101]
type    = S
physics = N
anim = 101
sprpriority = 1

[State 101, 1]
type = VelAdd
trigger1 = Vel X > 0
x = -const(movement.stand.friction)

[State 101, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 101, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type    = S
physics = N
anim = 105
sprpriority = 1

[State 105, 1]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)

[State 105, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 105, 3]
type = ChangeState
trigger1 = Time = 30
value = 106
;---------------------------------------------------------------------------
; RUN_BACK_END
[Statedef 106]
type    = S
physics = N
anim = 106
sprpriority = 1

[State 106, 1]
type = VelAdd
trigger1 = Vel X < 0
x = const(movement.stand.friction) + .1

[State 106, 2] ;Prevent run from canceling into walk
type = AssertSpecial
trigger1 = 1
flag = NoWalk

[State 106, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0

;---------------------------------------------------------------------------
; States that are always executed (use statedef -2)
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; Super Jump
[Statedef 41]
type = A
physics = S
ctrl = 0
anim = 40

[State 41, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 1

[State 41, VelSet]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = -11.0

;Super Jump Sparks
[State 700, 1]
type = explod
trigger1 = time = 1
anim = 720
postype = p1
pos = 0,-20
bindtime = 35
removetime = 35
sprpriority = 2

[State 41, PlaySnd]
type = PlaySnd
trigger1 = AnimTime = 0
value = 0,13

[State 41, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Jump Up
[Statedef 50]
type    = A
physics = A

[State 50, 1]
type = VarSet
trigger1 = Time = 0
sysvar(1) = 0

[State 50, VelSet]
type = VelSet
trigger1 = var(10) = 1
trigger1 = command = "holdfwd"
trigger1 = command != "holdback"
x = 3

[State 50, VelSet]
type = VelSet
trigger1 = var(10) = 1
trigger1 = command != "holdfwd"
trigger1 = command = "holdback"
x = -3

[State 50, 2]
type = ChangeAnim
trigger1 = Time = 0
value = ifelse((vel x)=0, 41, ifelse((vel x)>0, 42, 43))

[State 50, 3]
type = ChangeAnim
trigger1 = Vel y > -2
trigger1 = SelfAnimExist(anim + 3)
persistent = 0
value = Anim + 3

;---------------------------------------------------------------------------
; Jump Land
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47

[State 52, VarSet]
type = VarSet
trigger1 = Time = 0
var(10) = 0

[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0

[State 52, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1

[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 1051]
type = S
ctrl = 0
anim = 40
;sprpriority = 0

[State 1051, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,42

[State 1051, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1051, 3]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1051, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; States that are executed when in self's state file (use statedef -3)
;---------------------------------------------------------------------------

[Statedef -3]

;This controller plays a sound everytime KFM lands from a jump, or
;from his back-dash.
[State -3, Landing Sound]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52 ;Jump land
trigger2 = stateno = 106 ;Run-back land
value = 0,14
