
; v05-15: used
; v30-32: spark
; v41: combo
; v51: ai
; v59: score

;---------------
; ^CI[o[

[statedef 170]
type=s
anim=170
velset=0,0
ctrl=0

[state 0]
	type=assertspecial
	trigger1=time<150
	flag=roundnotover

;---------------
; ^CI[o[

[statedef 175]
type=s
anim=170
velset=0,0
ctrl=0

[state 0]
	type=assertspecial
	trigger1=time<150
	flag=roundnotover


;---------------
; |[Y

[statedef 180]
type=s
anim=180+(random%5)
velset=0,0
ctrl=0

;---
[state 0]
	type=playsnd
	trigger1=(animelem=5) && (anim=180)
	value=0,0
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=19) && (anim=180)
	value=0,105 ;; "mikitta-"
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6) && (anim=181)
	value=0,104 ;; "yitsudemo_kakattekurugayoi"
	channel=0
[state 0]
	type=playsnd
	trigger1=(time=1) && ((anim=182)||(anim=184))
	value=0,100 ;; "haosyokohken"
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3) && (anim=183)
	value=0,106 ;; "mijyukumono"
	channel=0
[state 0]
	type=playsnd
	trigger1=((animelem=5)||(animelem=14)) && (anim=180)
	value=f200,2
	channel=1
;---
[state 0]
	type=assertspecial
	trigger1=time<160 +((anim=182)||(anim=184))*160
	flag=roundnotover



;---------------
; Cg

[statedef 190]
type=s
anim=190+(random%3)
velset=0,0
ctrl=0

[state 0] ; my_intro
	type=helper
	triggerall=!time && !numhelper(190) && (matchno>1) && (ishometeam=1) && (roundno=1)
	trigger1=!numpartner
	trigger2=numpartner
	trigger2=id<partner,id
	id=190
	stateno=590190
	pos=888,888

;---
[state 0]
	type=assertspecial
	trigger1=1
	flag=intro

;---
[state 0]
	type=playsnd
	trigger1=(time=16) && ((anim=190) || (anim=192))
	value=0,103 ;; "hu hu hu"
	channel=0
	persistent=0
[state 0]
	type=playsnd
	trigger1=(animelem=6) && (anim=191)
	value=0,101+(random%2) ;; "oraora" "kakattekonka"
	channel=0
	persistent=0
;---
[state 0]
	type=changeanim
	trigger1=(animtime=0) && (anim!=0)
	value=0
[state 0]
	type=changestate
	trigger1=(animtime=0) || (anim=0)
	trigger1=!numhelper(190)
	value=0





;---------------
; 

[statedef 195]
type=s
movetype=i
physics=s
anim=195+(random%2)
velset=0,0
ctrl=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=0,101+(random%2)
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1



;---------------

;---------------
; SLP (Standing Light Panch)
; p`

[statedef 200]
type=s
physics=s
movetype=a
anim=ifelse(p2bodydist x<22,205,200)
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<500
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=3) && (anim=200)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	pausetime=9,9
	sparkxy=-10,-86
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.type=high
	air.type=low
	ground.slidetime=10
	ground.hittime=10
	air.hittime=10
	ground.velocity=-6
	air.velocity=   -3,-3
	getpower=20,10
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510586 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=3) && (anim=205)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	pausetime=9,9
	sparkxy=-10,-64
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=10
	ground.hittime=10
	air.hittime=10
	ground.velocity=-6
	air.velocity=   -3,-3
	getpower=20,10
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510564 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;---------------
; SHP
; p`

[statedef 220]
type=s
physics=s
movetype=a
anim=ifelse(p2bodydist x<22,225,220)
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3
	value=0,(random%3)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=time=5
	value=f200,2
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=4)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=80
	pausetime=13,13
	sparkxy=-10,-81
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-ifelse((anim=225),7,9)
	air.velocity=   -5,-4
	getpower=50,25
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510581 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;---------------
; SLK
; LbN

[statedef 230]
type=s
physics=s
movetype=a
anim=ifelse(p2bodydist x<22,235,230)
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<500
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=s,na
	hitflag=maf
	guardflag=m
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	pausetime=9,9
	sparkxy=-10,-ifelse((anim=220),92,72)
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=40,0
	ground.type=high
	air.type=low
	ground.slidetime=10
	ground.hittime=10
	air.hittime=10
	ground.velocity=-6
	air.velocity=   -3,-3
	getpower=20,10
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510500 +ifelse((anim=220),92,72) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;---------------
; SHK
; LbN

[statedef 250]
type=s
physics=s
movetype=a
anim=ifelse(p2bodydist x<22,255,250)
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1



[state 0]
	type=playsnd
	trigger1=time=3
	value=0,(random%3)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=f200,3
	channel=1

[state 0]
	type=posadd
	trigger1=((animelem=2) || (animelem=5) || (animelem=10)) && (anim=255)
	x=6 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=((animelem=3) || (animelem=9)) && (anim=255)
	x=8 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=8) && (anim=255)
	x=4 *const(size.xscale)

[state 0]
	type=hitdef
	trigger1=(animelem=6)
	attr=s,na
	hitflag=maf
	guardflag=m
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=80
	pausetime=13,13
	sparkxy=-10,-62
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=23
	ground.velocity=-10
	air.velocity=   -5,-4
	getpower=50,25
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510562 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;---------------
; CLP
; Ⴊݎp`

[statedef 400]
type=c
physics=c
movetype=a
anim=400
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=1 && random<500
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=1
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=c,na
	hitflag=maf
	guardflag=l
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	pausetime=9,9
	sparkxy=-10,-62
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=10
	ground.hittime=10
	air.hittime=10
	ground.velocity=-6
	air.velocity=   -3,-3
	getpower=20,10
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510562 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;---------------
; CHP
; Ⴊ݋p`

[statedef 420]
type=c
physics=c
movetype=a
anim=420
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,(random%3)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,2
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=c,na
	hitflag=maf
	guardflag=l
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=80
	pausetime=13,13
	sparkxy=-10,-86
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-8
	air.velocity=   -4,-5
	getpower=50,25
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 30510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=4) && (!movecontact)
	attr=c,na
	hitflag=mafp
	guardflag=l
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=80
	pausetime=13,13
	sparkxy=-10,-120
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-8
	air.velocity=   -4,-5
	getpower=50,25
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 30510620 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;---------------
; CLK
; ႪݎLbN

[statedef 430]
type=c
physics=c
movetype=a
anim=430
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=1
	value=f200,1
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=c,na
	hitflag=maf
	guardflag=l
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	pausetime=9,9
	sparkxy=-10,-15
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=10
	ground.hittime=10
	air.hittime=10
	ground.velocity=-6
	air.velocity=   -3,-3
	getpower=20,10
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;---------------
; CMK
; ႪݒLbN

[statedef 440]
type=c
physics=c
movetype=a
anim=440
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,(random%3)+1
	channel=0
[state 0]
	type=playsnd
	trigger1=time=3
	value=f200,1
	channel=1

[state 0]
	type=posadd
	trigger1=(animelem=4)
	x=10 *const(size.xscale)

[state 0]
	type=hitdef
	trigger1=(animelem=4)
	attr=c,na
	hitflag=maf
	guardflag=l
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=35
	pausetime=11,11
	sparkxy=-10,-15
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=14
	ground.hittime=14
	air.hittime=14
	ground.velocity=-7
	air.velocity=   -4,-3
	getpower=35,15
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1


;---------------
; CHK
; Ⴊ݋LbN

[statedef 450]
type=c
physics=c
movetype=a
anim=450
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3
	value=0,(random%3)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2,=2)
	value=f200,3
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=c,na
	hitflag=maf
	guardflag=l
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=80
	pausetime=13,13
	sparkxy=-10,-15
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.type=trip
	air.type=low
	ground.slidetime=18
	guard.hittime=18
	air.hittime=18
	ground.velocity=-2,-8
	air.velocity=   -2,-8
	guard.velocity= -12
	getpower=50,25
	yaccel=0.5
	air.fall=1
	fall=1
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510515 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=11
	ctrl=1









;---------------
; JLP
; Wvp`

[statedef 600]
type=a
physics=a
movetype=a
anim=600
juggle=8
poweradd=10
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=1
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=1
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0 ;; (animelem=2)
	attr=a,na
	hitflag=maf
	guardflag=ha
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	pausetime=9,9
	sparkxy=-10,-62
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=40,0
	ground.type=high
	air.type=low
	ground.slidetime=9
	ground.hittime=9
	air.hittime=9
	ground.velocity=-3
	air.velocity=   -3,-4
	getpower=20,10
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510562 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	movetype=i


;---------------
; JHP
; Wvp`

[statedef 620]
type=a
physics=a
movetype=a
anim=ifelse(vel x,620,610)
juggle=8
poweradd=50
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=3
	value=0,(random%3)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,2
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0 ;; (animelem=4)
	attr=a,na
	hitflag=maf
	guardflag=ha
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=80
	pausetime=13,13
	sparkxy=-10,-ifelse((anim=620),60,100)
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-6
	air.velocity=   -5,-4
	getpower=50,25
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +ifelse((anim=620),60,100) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i


;---------------
; JLK
; WvLbN

[statedef 630]
type=a
physics=a
movetype=a
anim=ifelse(vel x,635,630)
juggle=8
poweradd=10
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=1 && random<750
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0 ;; (animelem=5)
	attr=a,na
	hitflag=maf
	guardflag=ha
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=25
	pausetime=9,9
	sparkxy=-10,-ifelse((anim=630),76,46)
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,1
	guardsound=40,0
	ground.type=high
	air.type=low
	ground.slidetime=10
	ground.hittime=10
	air.hittime=10
	ground.velocity=-6
	air.velocity=   -4,-3
	getpower=50,25
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510500 +ifelse((anim=630),76,46) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=6)
	movetype=i


;---------------
; LHK
; WvLbN

[statedef 650]
type=a
physics=a
movetype=a
anim=ifelse(vel x,650,655)
juggle=8
poweradd=50
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=3
	value=0,(random%3)+2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=f200,3
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=a,na
	hitflag=maf
	guardflag=ha
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=80
	pausetime=13,13
	sparkxy=-10,-50
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,3
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=23
	ground.velocity=-4
	air.velocity=   -4,-5
	getpower=50,25
	persistent=0
	air.fall=0
	fall.recover=1
	air.recover=1
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510550 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=7)
	movetype=i









;---------------
; S

[statedef 300]
type=s
physics=s
movetype=a
anim=300
juggle=8
poweradd=10
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,2
	channel=1
;---
[state 0]
	type=posadd
	trigger1=(animelem=1)
	x=18 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=2)
	x=6 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=4)
	x=10 *const(size.xscale)

;---
[state 0]
	type=hitdef
	trigger1=(animelem=4)
	attr=s,na
	hitflag=maf
	guardflag=m
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=35
	pausetime=13,13
	sparkxy=-10,-80
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=18
	ground.hittime=18
	air.hittime=18
	ground.velocity=-5,-1
	air.velocity=   -5,-1
	guard.velocity= -10
	getpower=30,15
	persistent=0
	air.fall=1
	fall=1
	fall.recover=0
	air.recover=0
	yaccel=0.5
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;---------------
; SԁiLZŁj
[statedef 301]
type=s
physics=s
movetype=a
anim=301
juggle=8
poweradd=10
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,0
	channel=1
;---
[state 0]
	type=posadd
	trigger1=(animelem=1)
	x=18 *const(size.xscale)
[state 0]
	type=posadd
	trigger1=(animelem=2)||(animelem=3)||(animelem=4)
	x=12 *const(size.xscale)

;---
[state 0]
	type=hitdef
	trigger1=(animelem=4)
	attr=s,na
	hitflag=maf
	guardflag=m
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=25
	pausetime=11,11
	sparkxy=-10,-80
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,2
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=18
	ground.hittime=21
	air.hittime=21
	ground.velocity=-5
	air.velocity=   -5,-4
	getpower=20,10
	persistent=0
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510580 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=5)
	movetype=i
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1






;---------------
; YiTaWaRi
; i - 

[statedef 310]
type=s
physics=s
movetype=a
anim=310
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=7)||(animelem=8)
	attr=s,na
	hitflag=maf
	guardflag=h
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=30
	pausetime=11,11
	sparkxy=-10,-ifelse((animelem=7),60,38)
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=410,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-8
	air.velocity=   -4,-4
	guard.velocity= -10
	getpower=20,10
	persistent=0
	air.fall=0
	fall=0
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510500 +ifelse((animelem=7),60,38) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=9)
	movetype=i

[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;---------------
; Combo - YiTaWaRi
; A - 

[statedef 311]
type=s
physics=s
movetype=a
anim=311
juggle=0
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=3
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=7)||(animelem=8)
	attr=s,na
	hitflag=maf
	guardflag=ma
	animtype=heavy
	air.animtype=back
	fall.animtype=back
	damage=25
	pausetime=11,11
	sparkxy=-10,-ifelse((animelem=7),60,38)
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	hitsound=300,0
	guardsound=410,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-8
	air.velocity=   -4,-4
	guard.velocity= -10
	getpower=20,10
	persistent=0
	air.fall=0
	fall=0
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510500 +ifelse((animelem=7),60,38) )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=9)
	movetype=i

[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1









;---------------
; throw
; 

[statedef 800]
type=s
physics=s
movetype=a
anim=800
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=varset
	trigger1=time=0
	var(5)=(command="y")
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(5)=(random<500)

[state 0]
	type=varset
	trigger1=time=0
	var(6)=(command="holdback")
[state 0]
	type=varset
	trigger1=!time && var(51)>0
	var(6)=(random<500)

;---
[state 0]
	type=hitdef
	trigger1=time=0 && (p2stateno!=[150,155])
	attr=s,nt
	hitflag=m-
	priority=3,miss
	sparkno=(var(31):=-1)
	hitsound=-1
	p1facing=1
	p2facing=1
	p1stateno=801
	p2stateno=804
	guard.dist=0
	getpower=0,0
	air.fall=1
	fall=1
	fall.recover=0
	air.recover=0
	numhits=0
	hitonce=1

[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-------------
; O

[statedef 801]
type=s
physics=n
movetype=a
anim=801
sprpriority=2
velset=0,0
ctrl=0

;---
; grab_spark
[state 0]
	type=helper
	trigger1=(time=1) && (sysfvar(0)>0)
	id=152080
	stateno=152080
	postype=p1
	pos=floor(38*const(size.xscale)),floor(-86*const(size.yscale))
	size.xscale=1 ;w
	size.yscale=1 ;h
	size.height=100 ;type
	persistent=0
;---
; against_throw ; O
[state 0]
	type=changestate
	triggerall=(time=[1,2]) && numtarget
	triggerall=playeridexist(floor(sysfvar(0)))
	triggerall=playerid(floor(sysfvar(0))),stateno=90900 && playerid(floor(sysfvar(0))),var(17)>0
	trigger1=target,command="y"||target,command="b"
	trigger2=target,var(51)>0 && (random%2) && random<target,var(51)*118 ;*at
	value=190130

;---
[state 0]
	type=turn
	trigger1=(animelem=2) && var(6)
[state 0]
	type=targetfacing
	trigger1=(animelem=2) && var(6)
	value=-1

[state 0]
	type=changestate
	trigger1=(animelem=2) && var(5)
	value=811

;---
[state 0]
	type=targetstate
	trigger1=!time
	value=804
[state 0]
	type=targetstate
	trigger1=(animelem=16)
	value=805
;---
[state 0]
	type=width
	trigger1=time<2
	value=32,32

[state 0]
	type=sprpriority
	trigger1=(animelem=12)
	value=-2
;---
[state 0]
	type=playsnd
	trigger1=(animelem=15)
	value=0,4
	channel=0

[state 0]
	type=playsnd
	trigger1=(animelem=6)
	value=f200,3
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=16)
	value=f300,2

;---
[state 0]
	type=targetbind
	trigger1=(animelem=3)
	pos=25 *const(size.xscale)
[state 0]
	type=targetbind
	trigger1=(animelem=8)
	pos=8 *const(size.xscale)
[state 0]
	type=targetbind
	trigger1=(animelem=10)
	pos=19 *const(size.xscale)

;;--- hit_spark
[state 0] ; hit/guard_spark
	type=helper
	trigger1=(animelem=16) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(52*const(size.xscale)),0
	size.height=2 ;; hit_spark
	ignorehitpause=1
	persistent=0

;---
[state 0] ; ground_wave
	type=helper
	trigger1=(animelem=11) && (sysfvar(0)>0)
	pos=floor(56*const(size.xscale)),0
	id=159005
	stateno=159005
	size.height=4

;---
[state 0]
	type=targetbind
	trigger1=(animelem=1,>=0) && (animelem=2,<0)
	pos=floor(38 *const(size.xscale)), 0
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(36 *const(size.xscale)), 0
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(18 *const(size.xscale)), 0
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(10 *const(size.xscale)), 0
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=5,>=0) && (animelem=6,<0)
	pos=floor(-6 *const(size.xscale)), 0
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=6,>=0) && (animelem=7,<0)
	pos=floor(-15 *const(size.xscale)), 0
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=7,>=0) && (animelem=8,<0)
	pos=floor(45 *const(size.xscale)), floor(-90 *const(size.yscale))
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=8,>=0) && (animelem=9,<0)
	pos=floor(28 *const(size.xscale)), floor(-28 *const(size.yscale))
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=9,>=0) && (animelem=10,<0)
	pos=floor(16 *const(size.xscale)), floor(-12 *const(size.yscale))
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=10,>=0) && (animelem=11,<0)
	pos=floor(52 *const(size.xscale)), 0
	postype=p1
	time=1

;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=11) || (animelem=16,=3)
	value=-64
	kill=(animelem=16,>=0)
;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;-------------
; O - 

[statedef 804]
type=s
physics=n
movetype=h
sprpriority=-1
poweradd=0
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=time=0
	time=0
[state 0]
	type=changeanim2
	trigger1=time=0
	value=804
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=selfstate
	trigger1=time>180
	value=5100
;-------------
[statedef 805]
type=l
physics=s
movetype=h
anim=5100
velset=0,0
ctrl=0
[state 0]
	type=turn
	trigger1=!time
[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=36
[state 0]
	type=velset
	trigger1=time=5
	x= 3
	y=-3
[state 0]
	type=selfstate
	trigger1=time=5
	value=5050


;-------------
; {w

[statedef 811]
type=s
physics=s
movetype=a
anim=811
velset=0,0
ctrl=0

[state 0]
	type=targetstate
	trigger1=!time
	value=814
[state 0]
	type=targetstate
	trigger1=(animelem=5)
	value=815

;---
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f200,2
	channel=1

;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(-38*const(size.xscale)), 0
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(-23*const(size.xscale)), floor(-110*const(size.yscale))
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(32*const(size.xscale)), floor(-105*const(size.yscale))
	postype=p1
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(52*const(size.xscale)), floor(-80*const(size.yscale))
	postype=p1
	time=1

;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=5)
	value=-128

;---
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;-------------
; {w - 

[statedef 814]
type=a
physics=n
movetype=h
sprpriority=-2
poweradd=0
velset=0,0
ctrl=0
[state 0]
	type=changeanim2
	trigger1=time=0
	value=814
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=screenbound
	trigger1=1
	value=0
[state 0]
	type=selfstate
	trigger1=time>58
	value=5050
;-------------
[statedef 815]
type=a
physics=n
movetype=h
velset=-6,-2
ctrl=0
[state 0]
	type=turn
	trigger1=!time
;;[state 0]
;;	type=posadd
;;	trigger1=!time && (pos y+const(size.mid.pos.y)<0)
;;	y=-const(size.mid.pos.y)
[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=42
[state 0]
	type=selfstate
	trigger1=1
	value=5050





;--------------
;--------------
; hit_fallrecover (on the ground)

[statedef 5201]
type=s
physics=n
movetype=i
anim=5200
velset=0,0
ctrl=0

[state 0]
	type=posset
	trigger1=time=0
	y=0

; turn if not facing opponent
[state 0]
	type=turn
	trigger1=!time && (p2dist x<-6)

[state 0]
	type=playsnd
	trigger1=time=2
	value=0,(random%3)
	channel=0
[state 0]
	type=nothitby
	trigger1=1
	value=sca

[state 0]
	type=velset
	trigger1=time=0
	x=-5
[state 0]
	type=velset
	trigger1=(animelem=5,>=0)
	x=0
[state 0]
	type=velmul
	trigger1=1
	x=0.97
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;---------------
; KO
[statedef 195200]
type=s
physics=s
movetype=h
anim=stateno
velset=0,0
ctrl=0
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=posadd
	trigger1=animtime=0
	x=40 *const(size.xscale)
[state 0]
	type=turn
	trigger1=animtime=0
[state 0]
	type=selfstate
	trigger1=animtime=0
	value=5110
	ctrl=0



;[EOF]
