;
;	Xg[hS
;
[Statedef 1050]
type	= S
movetype= A
physics	= S
anim	= 1050
velset	= 0,0
ctrl	= 0
PowerAdd= 40
juggle	= 4



[State 1050, PlaySnd]
type	= PlaySnd
trigger1= AnimElem = 3
trigger2= AnimElem = 7
trigger3= AnimElem = 11
value	= 1000, 0
channel	= 1


[State 1050, HitDef_1]
type		= HitDef
trigger1	= AnimElem = 3
attr		= S, NA
animtype	= Light
damage		= 30,8
guardflag	= MA
pausetime	= 8, 9
sparkno		= S8010+(random%8)
guard.sparkno	= S8019
hitsound	= S200,1
guardsound	= 6,0
sparkxy		= -10,-60
ground.type	= High
ground.slidetime= 10
ground.hittime  = 12
ground.velocity = -5
air.velocity	= -2.5,-3.5

[State 1050, HitDef_2] 
type		= HitDef
trigger1	= AnimElem = 7
attr		= S, NA
damage		= 60,12
animtype	= Medium
hitflag		= MAF
guardflag	= MA
pausetime	= 8, 9
sparkno		= S8010+(random%8)
guard.sparkno	= S8019
hitsound	= s400,1
guardsound	= 6,0
sparkxy		= -10,-55
ground.type	= High
ground.slidetime= 12
ground.hittime  = 15
ground.velocity = -7
air.velocity	= -3,-4


[State 1050, HitDef_3]
type		= HitDef
trigger1	= AnimElem = 10
attr		= S, NA
animtype	= Heavy
damage		= 80,20
guardflag	= MA
pausetime	= 10,11
sparkno		= S8010+(random%8)
guard.sparkno	= S8019
hitsound	= s600,1
guardsound	= 6,0
sparkxy		= -10,-80
ground.type	= Low
ground.slidetime= 12
ground.hittime  = 15
ground.velocity = -5.5
air.velocity	= -2.5,-4





[State 1050, ChangeState]
type	= ChangeState
trigger1= AnimTime = 0
value	= 0
ctrl	= 1





