
;-----------------
; normal
;-----------------

; v02:	power-up counter
; v05:	temp level
; v06-07:	temp facing / bottom
; v30-32:	hit/guard spark
; v41:	combo-cancel flag
; v51:	ai switch
; v59:	score

; fv01:	temp


;-----------------
; 
[statedef 180]
type=s
anim=181+(random%3)
velset=0,0
ctrl=0

[state 0]
	type=playsnd
	trigger1=(animelem=3) && (anim=182)
	value=190,(random%2)
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=10) && (anim=183)
	trigger2=(animelem=15) && (anim=181)
	value=190,2
	channel=0
[state 0]
	type=assertspecial
	trigger1=time<200
	flag=roundnotover


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

[state 0]
	type=assertspecial
	trigger1=1
	flag=intro
;---
[state 0]
	type=changestate
	triggerall=!time && numenemy
	trigger1=enemy,name="ryu"
	value=193
[state 0]
	type=changestate
	triggerall=!time && numenemy
	trigger1=enemy,name="king" || enemy,name="joe"
	value=194
;---
[state 0]
	type=playsnd
	trigger1=time=2
	value=190,(anim=190)
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0


;-----------------
; Cg ΃E
; vs. Ryu

[statedef 193]
type=s
physics=n
anim=193
velset=0,0
ctrl=0
[state 0]
	type=assertspecial
	trigger1=1
	flag=intro
; 
; scar
[state 0]
	type=explod
	trigger1=(animelem=2)
	anim=3301
	postype=p1
	scale=const(size.xscale),const(size.yscale)
	sprpriority=1
	bindtime=1
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=0

;-----------------
; Cg ΃G^C
; vs. "Thi"

[statedef 194]
type=s
physics=n
anim=195
velset=0,0
ctrl=0
[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=assertspecial
	trigger1=1
	flag=intro
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=190,1
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=0






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

;-----------------
; 
; taunt

[statedef 195]
type=s
movetype=i
physics=s
anim=195
velset=0,0
ctrl=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=190,0
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1





;-----------------
; {U
; Basic Attack

;-----------------
; SLP
; p`

[statedef 200]
type=s
movetype=a
physics=s
anim=200
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=28+var(2)*5
	getpower=20,10
	guardflag=m
	hitflag=maf
	pausetime=9,9
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-70
	hitsound=300,0
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=9
	ground.hittime=10
	air.hittime=10
	ground.velocity=-6
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510570 )
	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=0
	ctrl=1


;-----------------
; SMP-near
; ߋp` / ^CK[tbN
; (SVC CHAOSł̒iZ)

[statedef 210]
type=s
movetype=a
physics=s
anim=210
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=hitdef
	trigger1=time=0
	attr=s,na
	animtype=medium
	air.animtype=back
	fall.animtype=back
	damage=28+var(2)*5
	getpower=20,10
	guardflag=ha
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =41
	sparkxy=-10,-65
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=16
	air.hittime=16
	ground.velocity=-11
	air.velocity=   -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510565 )
	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
movetype=a
physics=s
anim=ifelse(p2bodydist x<25,225,220)
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=hitdef
	trigger1=(animelem=4) && (anim=220)
	attr=s,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=90+var(2)*10
	getpower=50,25
	guardflag=m
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-85
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=17
	ground.hittime=18
	air.hittime=18
	ground.velocity=-10
	air.velocity=    -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510585 )
	fall.envshake.time= id
	fall.envshake.ampl= 0


[state 0]
	type=hitdef
	trigger1=((animelem=3)||(animelem=4)) && (anim=225) && (!movecontact)
	attr=s,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=90+var(2)*10
	getpower=50,25
	guardflag=m
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-ifelse((animelem=3),75,115)
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-8
	air.velocity=   -4,-5
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 515500 +ifelse((animelem=3),75,115) )
	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
movetype=a
physics=s
anim=230
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	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)||(animelem=4)
	attr=s,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=26+var(2)*5
	getpower=20,10
	guardflag=m
	hitflag=maf
	pausetime=9,9
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-ifelse((animelem=3),55,40)
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-7
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510500 +ifelse((animelem=3),55,40) )
	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

;-----------------
; SMK(Fwd+LK)
; LbN (O͎LbN)

[statedef 240]
type=s
movetype=a
physics=s
anim=240
juggle=8
poweradd=10
velset=0,0
ctrl=0
facep2=1

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	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)||(animelem=4)
	attr=s,na
	animtype=medium
	air.animtype=back
	fall.animtype=back
	damage=26+var(2)*5
	getpower=20,10
	guardflag=m
	hitflag=maf
	pausetime=9,9
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-70
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510570 )
	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


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

[statedef 250]
type=s
movetype=a
physics=s
anim=250
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=s,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=40+var(2)*5
	getpower=30,15
	guardflag=m
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-75
	hitsound=300,3
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=16
	ground.hittime=18
	air.hittime=18
	ground.velocity=-8
	air.velocity=   -4,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510575 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

[state 0]
	type=hitdef
	trigger1=(animelem=4)
	attr=s,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=70+var(2)*5
	getpower=20,10
	guardflag=m
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-100
	hitsound=300,3
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=17
	ground.hittime=18
	air.hittime=18
	ground.velocity=-11
	air.velocity=    -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510600 )
	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


;-----------------
; crouch
; 
;-----------------

; CLP
; Ⴊݎp`

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

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=c,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=26+var(2)*5
	getpower=20,10
	guardflag=m
	hitflag=maf
	pausetime=9,9
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-50
	hitsound=300,0
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510550 )
	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
movetype=a
physics=c
anim=420
juggle=8
poweradd=50
velset=0,0
ctrl=0
facep2=1

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

[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=s,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=90+var(2)*10
	getpower=50,25
	guardflag=m
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-50
	hitsound=300,2
	guardsound=41,0
	ground.type=low
	air.type=low
	ground.slidetime=17
	ground.hittime=18
	air.hittime=18
	ground.velocity=-10
	air.velocity=    -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 515550 )
	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


;-----------------
; CLK
; ႪݎLbN

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

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=c,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	damage=26+var(2)*5
	getpower=20,10
	guardflag=l
	hitflag=maf
	pausetime=9,9
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-10
	hitsound=300,1
	guardsound=40,0
	ground.type=low
	air.type=low
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-6
	air.velocity=   -4,-4
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510510 )
	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


;-----------------
; CHK
; Ⴊ݋LbN

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

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

[state 0]
	type=hitdef
	trigger1=(animelem=4)
	attr=c,na
	damage=90+var(2)*10
	getpower=50,25
	animtype=hard
	air.animtype=back
	fall.animtype=back
	hitflag=maf
	guardflag=l
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-10
	hitsound=300,3
	guardsound=41,0
	ground.type=trip
	ground.slidetime=17
	ground.hittime=18
	air.hittime=18
	ground.velocity=-1,-6
	air.velocity=   -1,-6
	guard.velocity= -12
	fall=1
	fall.recover=0
	air.fall=1
	fall.recover=0
	yaccel=0.5
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510510 )
	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



;-----------------
; jump ; Wv
;-----------------

; jump light panch
; Wvp`

[statedef 600]
type=a
movetype=a
physics=a
anim=ifelse(vel x,600,610)
juggle=8
poweradd=10
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,0
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=a,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	air.type=low
	damage=26+var(2)*5
	getpower=20,10
	guardflag=ha
	hitflag=maf
	pausetime=9,9
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-100
	hitsound=300,0
	guardsound=40,0
	ground.type=high
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-5
	air.velocity=   -4,-4
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510600 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i


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

[statedef 620]
type=a
movetype=a
physics=a
anim=620
juggle=8
poweradd=50
ctrl=0

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

[state 0]
	type=hitdef
	trigger1=(animelem=3)
	attr=a,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	damage=90+var(2)*10
	getpower=50,25
	guardflag=ha
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-110
	hitsound=300,2
	guardsound=41,0
	ground.type=high
	air.type=low
	ground.slidetime=15
	ground.hittime=18
	air.hittime=18
	ground.velocity=-6
	air.velocity=   -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 510610 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=4)
	movetype=i


;-----------------
; JLK
; WvLbN / WvLbN(WvLbN)

[statedef 630]
type=a
movetype=a
physics=a
anim=ifelse(vel x,630,640)
juggle=8
poweradd=10
ctrl=0

[state 0]
	type=playsnd
	trigger1=time=2 && random<250
	value=0,(random%3)
	channel=0
[state 0]
	type=playsnd
	trigger1=time=2
	value=f200,1
	channel=1

[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=a,na
	animtype=light
	air.animtype=back
	fall.animtype=back
	air.type=low
	damage=26+var(2)*5
	getpower=20,10
	guardflag=ha
	hitflag=maf
	pausetime=9,9
	;ad; sparkno=0+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-60
	hitsound=300,1
	guardsound=40,0
	ground.type=high
	ground.slidetime=10
	ground.hittime=11
	air.hittime=11
	ground.velocity=-5
	air.velocity=   -4,-3
	;---
	guard.ctrltime=     id +0*(var(31):=0 || var(30):= 510560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i


;-----------------
; jump hard kick
; WvLbN

[statedef 650]
type=a
movetype=a
physics=a
anim=650
juggle=8
poweradd=50
ctrl=0

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

[state 0]
	type=hitdef
	trigger1=(animelem=2)
	attr=a,na
	animtype=hard
	air.animtype=back
	fall.animtype=back
	air.type=low
	damage=90+var(2)*10
	getpower=50,25
	guardflag=ha
	hitflag=maf
	pausetime=13,13
	;ad; sparkno=2+(random%4)*10
	;ad; guard.sparkno =40
	sparkxy=-10,-60
	hitsound=300,3
	guardsound=40,0
	ground.type=high
	ground.slidetime=15
	ground.hittime=18
	air.hittime=18
	ground.velocity=-6
	air.velocity=   -5,-4
	;---
	guard.ctrltime=     id +0*(var(31):=2 || var(30):= 520560 )
	fall.envshake.time= id
	fall.envshake.ampl= 0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i



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

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

;---
[state 0]
	type=varset
	trigger1=!time
	var(5)=(command="b")
[state 0]
	type=varset
	trigger1=!time
	var(6)=(command="holdback")
;---
[state 0]
	type=hitdef
	trigger1=!time && (p2movetype!=h) && (p2stateno!=[150,155])
	attr=s,nt
	priority=3,miss
	getpower=0
	hitflag=m-
	hitsound=-1
	sparkno=(var(31):=-1)
	p1facing=1
	p2facing=1
	p1stateno=810
;;op;	p2stateno=820
	p2getp1state=1
	numhits=0
	hitonce=1
	fall=1
	fall.recover=0

;---
[state 0]
	type=statetypeset
	trigger1=(animelem=3)
	movetype=i
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=5000,0
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1


;-----------------
; P: ^CK[L[
; P-throw: Tiger Carry

[statedef 810]
type=s
movetype=a
physics=n
anim=810
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(85*const(size.xscale)),floor(-85*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=860

;---
[state 0]
	type=width
	trigger1=!time && (backedgebodydist<50)
	edge=0,50
[state 0]
	type=width
	trigger1=(animelem=5) && (frontedgebodydist<100)
	edge=100,0

[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=4)
	value=f200,2
	channel=1
;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(80*const(size.xscale)), 0
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(-40*const(size.xscale)),floor(-100*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(1*const(size.xscale)),floor(-120*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0)
	pos=floor(25*const(size.xscale)),floor(-115*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=5)
	pos=floor(125*const(size.xscale)),floor(-70*const(size.yscale))
	time=1
;---
[state 0]
	type=sprpriority
	trigger1=(animelem=4)
	value=-1
[state 0]
	type=sprpriority
	trigger1=(animelem=5)
	value=0
;---
[state 0]
	type=targetstate
	trigger1=!time
	value=820
[state 0]
	type=targetstate
	trigger1=(animelem=6)
	value=830
;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=6)
	value=-(132+var(2)*25)
[state 0]
	type=changestate
	trigger1=animtime=0
	value=0
	ctrl=1

;-----------------
; p2state 1 
[statedef 820]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=820
;-------------
[statedef 830]
type=a
movetype=h
physics=n
velset=-5,-2
ctrl=0
[state 0]
	type=turn
	trigger1=!time
[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=45
[state 0]
	type=selfstate
	trigger1=1
	value=5050



;-----------------
; K: ^CK[CW
; K-throw: Tiger Rage

[statedef 860]
type=s
movetype=a
physics=s
anim=860
velset=0,0
ctrl=0

[state 0]
	type=targetstate
	trigger1=!time
	value=870

[state 0]
	type=varset
	trigger1=!time
	var(7)=5 ;; hit_times
;---
[state 0]
	type=width
	trigger1=!time
	trigger1=(frontedgebodydist<75) || (backedgebodydist<75)
	edge=75,0
;---
[state 0]
	type=targetbind
	trigger1=(animelem=2,<0)
	pos=floor(75*const(size.xscale)),floor(-75*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=2,>=0) && (animelem=3,<0)
	pos=floor(65*const(size.xscale)),floor(-125*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(60*const(size.xscale)),floor(-140*const(size.yscale))
	time=1
;---
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=190,0
	channel=0
[state 0]
	type=changestate
	trigger1=animtime=0
	value=861

;-------------
[statedef 861]
type=s
movetype=a
physics=s
anim=861
sprpriority=1
velset=0,0
ctrl=0

[state 0]
	type=varadd
	trigger1=(animelem=3)
	var(7)=-1
;---
[state 0]
	type=targetbind
	trigger1=(animelem=3,<0) || ((animelem=4,>0) && (anim=861))
	pos=floor(75*const(size.xscale)),floor(-115*const(size.yscale))
	time=1
[state 0]
	type=targetbind
	trigger1=(animelem=3,>=0) && (animelem=4,<0)
	pos=floor(70*const(size.xscale)),floor(-85*const(size.yscale))
[state 0]
	type=targetbind
	trigger1=(animelem=4,>=0) && (animelem=5,<0) && (anim=861)
	pos=floor(70*const(size.xscale)),floor(-105*const(size.yscale))

;---
[state 0]
	type=targetlifeadd
	trigger1=(animelem=3)
	value=-(25+var(2)*5)
	kill=(anim=862)
[state 0]
	type=hitadd
	trigger1=(animelem=3)
	value=1
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=0,(anim=862)*2
	channel=0
[state 0]
	type=playsnd
	trigger1=(animelem=2)
	value=f200,3
	channel=1
[state 0]
	type=playsnd
	trigger1=(animelem=3)
	value=f300,3
	channel=2
;---
;---
[state 0] ; hit_spark
	type=helper
	trigger1=(animelem=3) && (sysfvar(0)>0)
	id=152100
	stateno=152100
	helpertype=normal
	ownpal=0
	keyctrl=0
	postype=p1
	pos=floor(58*const(size.xscale)),floor(-82*const(size.yscale))
	size.height=2 ;; hit_spark
	facing=-1

;---
[state 0]
	type=targetstate
	trigger1=!time
	value=871
[state 0]
	type=targetstate
	trigger1=(animelem=4) && (anim=862)
	value=872
;---
[state 0]
	type=changeanim
	trigger1=(animtime=0) && (anim=861) && (var(7)<1)
	value=862
[state 0]
	type=changestate
	trigger1=(animtime=0) && (anim=862)
	value=0
	ctrl=1

;-----------------
; p2-state
[statedef 870]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0
[state 0]
	type=afterimagetime
	trigger1=!time
	time=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=870
;---
[state 0]
	type=screenbound
	trigger1=1
	value=0
;---
;; no screenbound switch
[state 0]
	type=explod
	trigger1=!ishelper
	anim=0
	scale=0,0
	id=920851 ;; ## switch_id
	removetime=1
	ignorehitpause=1
;-------------
[statedef 871]
type=a
movetype=h
physics=n
velset=0,0
ctrl=0
[state 0]
	type=changeanim2
	trigger1=!time
	value=871
;---
[state 0]
	type=offset
	trigger1=(animelem=3,>=0) && (animelem=4,<0) && (time%2)
	x=ifelse(time%4>1,-1,1)*2
;---
[state 0]
	type=screenbound
	trigger1=1
	value=0
;---
;; no screenbound switch
[state 0]
	type=explod
	trigger1=!ishelper
	anim=0
	scale=0,0
	id=920851 ;; ## switch_id
	removetime=1
	ignorehitpause=1
;-------------
[statedef 872]
type=a
movetype=h
physics=n
velset=-4,-7
ctrl=0
[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=45
[state 0]
	type=posadd
	trigger1=!time && (pos y<-50) ;; y:-105
	y=50
[state 0]
	type=selfstate
	trigger1=1
	value=5050




;--------------
;--------------
; _E
; ground_recovery

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

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

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

[state 0]
	type=nothitby
	trigger1=1
	value=sca
	time=3 ;; plus 2

[state 0]
	type=palfx
	trigger1=!time
	time=2
	add=128,128,128

[state 0]
	type=velset
	trigger1=!time
	x=-8 *const(size.xscale)
[state 0]
	type=velmul
	trigger1=1
	x=0.96
[state 0]
	type=velset
	trigger1=animtime=0
	x=0

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

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


;----------------
;----------------
; ko/_E
; fall-down

[statedef 195200]
type=s
movetype=h
physics=s
velset=0,0
anim=195200
ctrl=0

[state 0]
	type=nothitby
	trigger1=1
	value=sca
[state 0]
	type=posadd
	trigger1=(animelem=6)
	x=-26 *const(size.xscale)
[state 0]
	type=selfstate
	trigger1=animtime=0
	value=5110


;[EOF]
