; Sonic 2's animation data
; see docs/air.txt for more information
; Scroll to the very bottom for the part relating to CPU control detection.
;---------------------------------------------------------------------------
; Standing Animation
[Begin Action 0]
Clsn2Default: 1
  Clsn2[0] = -12, -37, 10, 1
0,0, 0,0, 10


; Turning
[Begin Action 5]
Clsn2Default: 1
  Clsn2[0] = -10, -36, 14, 0
0,0, 0,0, 4,H
0,0, 0,0, 4


; Stand to crouch
[Begin Action 10]
Clsn2: 1
  Clsn2[0] = -12, -31, 17, 0
11,0, 0,0, 2
Clsn2: 1
  Clsn2[0] = -12, -23, 22, 0
11,1, 0,0, 2


; Crouching animation
[Begin Action 11]
Clsn2: 1
  Clsn2[0] = -11, -23, 20, 0
11,1, 0,0, 1


; Crouch to Stand
[Begin Action 12]
Clsn2: 1
  Clsn2[0] = -12, -21, 18, 0
11,1, 0,0, 2
Clsn2: 1
  Clsn2[0] = -12, -29, 16, 0
11,0, 0,0, 2


; Walking Forward
[Begin Action 20]
Clsn2Default: 1
  Clsn2[0] = -14, -33, 14, 0
20,0, 0,-1, 3
20,1, 0,-1, 3
20,2, 0,-1, 3
20,3, 0,-1, 3
20,4, 0,-1, 3
20,5, 0,-1, 3
20,6, 0,-1, 3
20,7, 0,-1, 3


; Walking Back
[Begin Action 21]
Clsn2Default: 1
  Clsn2[0] = -14, -34, 16, 0
20,0, 0,0, 3
20,1, 0,0, 3
20,2, 0,0, 3
20,3, 0,0, 3
20,4, 0,0, 3
20,5, 0,0, 3
20,6, 0,0, 3
20,7, 0,0, 3


; Jump start frame
[Begin Action 40]
Clsn2: 1
  Clsn2[0] = -15, -29, 13, 0
200,0, 0,0, 3


; Starting Jumping up
[Begin Action 41]
Clsn1Default: 1
  Clsn1[0] = -15, -31, 14, 1
Clsn2Default: 1
  Clsn2[0] = -16, -30, 15, 2
200,0, 0,0, 2
200,4, 0,0, 2
200,1, 0,0, 2
200,4, 0,0, 2
200,2, 0,0, 2
200,4, 0,0, 2
200,3, 0,0, 2
200,4, 0,0, 2


; Starting Jumping forwards
[Begin Action 42]
Clsn1Default: 1
  Clsn1[0] = -15, -31, 14, 1
Clsn2Default: 1
  Clsn2[0] = -16, -30, 15, 2
200,0, 0,0, 2
200,4, 0,0, 2
200,1, 0,0, 2
200,4, 0,0, 2
200,2, 0,0, 2
200,4, 0,0, 2
200,3, 0,0, 2
200,4, 0,0, 2


; Starting Jumping backwards
[Begin Action 43]
Clsn1Default: 1
  Clsn1[0] = -15, -31, 14, 1
Clsn2Default: 1
  Clsn2[0] = -16, -30, 15, 2
200,0, 0,0, 2
200,4, 0,0, 2
200,1, 0,0, 2
200,4, 0,0, 2
200,2, 0,0, 2
200,4, 0,0, 2
200,3, 0,0, 2
200,4, 0,0, 2

; Peak and coming down from Jumping up
;[Begin Action 44]
; Peak and coming down from Jumping forwards
;[Begin Action 45]
; Peak and coming down from Jumping backwards
;[Begin Action 46]
; Jump land animation
[Begin Action 47]
Clsn2: 1
  Clsn2[0] = -15, -37, 12, 0
0,0, 0,0, 2


; Run forwards
[Begin Action 100]
Clsn2Default: 1
  Clsn2[0] = -15, -34, 19, 0
100,0, 0,0, 3
100,1, 0,0, 3
100,2, 0,0, 3
100,3, 0,0, 3


; Hop backwards
[Begin Action 105]
Clsn2Default: 1
  Clsn2[0] = -11, -34, 15, 3
100,0, 0,0, 4
100,1, 0,0, 4
100,2, 0,0, 4
100,3, 0,0, 4

;---------------------------
; Lose
[Begin Action 170]
170,0, 0,0, 10
Loopstart
170,1, 0,0, 5

;---------------------------
; Win
[Begin Action 181]
Clsn2Default: 1
  Clsn2[0] = -12, -37, 11, 0
0,0, 0,0, 4

;-----------------------------------
; INTRO
[Begin Action 190]
Clsn2Default: 1
  Clsn2[0] = -12, -37, 12, 0
0,0, 0,0, 5


;Breaks
[Begin Action 191]
Clsn2: 1
  Clsn2[0] = -15, -36, 10, 2
107,0, 0,0, 20
Clsn2: 1
  Clsn2[0] = -10, -35, 13, 2
107,1, 0,0, 10

; INTRO -- WOODBREAK (projectile)
;Lie Down Waiting
[Begin Action 192]
Clsn2: 1
  Clsn2[0] = -17, -28, 13, 4
197,0, 0,0, 10
Clsn2Default: 1
  Clsn2[0] = -20, -24, 17, 2
Loopstart
197,1, 0,0, 20
197,2, 0,0, 20

;---------------------------
; Taunt
[Begin Action 195]
Clsn2Default: 1
  Clsn2[0] = -15, -36, 12, 3
190,3, 0,0, 20
190,4, 0,0, 20
Loopstart
190,0, 0,0, 20
190,1, 0,0, 20
190,0, 0,0, 20
190,1, 0,0, 20
190,0, 0,0, 20
190,1, 0,0, 20
190,0, 0,0, 20
190,1, 0,0, 20
190,0, 0,0, 20
190,1, 0,0, 20
190,0, 0,0, 20
190,1, 0,0, 20
190,2, 0,0, 20

;-----------------------------------
;Spin Dash
[Begin Action 200]
Clsn1Default: 1
  Clsn1[0] = -10, -25, 21, 1
Clsn2Default: 1
  Clsn2[0] = -8, -24, 21, 0
205,0, 0,0, 4
205,1, 0,0, 4
205,2, 0,0, 4
205,3, 0,0, 4
205,4, 0,0, 4

;-----------------------------------
;Look Up
[Begin Action 210]
Clsn2: 1
  Clsn2[0] = -16, -37, 8, 1
180,0, 0,0, 5
Clsn2: 1
  Clsn2[0] = -15, -38, 9, 1
Loopstart
180,1, 0,0, 10


;Hang On
[Begin Action 230]
Clsn2Default: 1
  Clsn2[0] = -13, -42, 8, -11
300,0, 0,0, 20
300,1, 0,0, 20


;Spring Boarded
[Begin Action 240]
Clsn2: 1
  Clsn2[0] = -13, -43, 12, 0
301,0, 0,0, 10


;Hit
[Begin Action 400]
500,0, 0,0, 10
500,2, 0,0, 10


;Ko
[Begin Action 410]
500,1, 0,0, 10


;Transform
[Begin Action 430]
700,0, 0,0, 4
700,0, 0,0, 4
700,1, 0,0, 4
700,2, 0,0, 4
700,3, 0,0, 4
1700,0, 0,0, 4
1700,1, 0,0, 4
1700,2, 0,0, 4
1700,3, 0,0, 4
1700,4, 0,0, 4
1700,5, 0,0, 4
1700,6, 0,0, 4
1700,7, 0,0, 4
1700,8, 0,0, 4
Loopstart
1700,9, 0,0, 4


;Break Dust
[Begin Action 440]
2000,0, 0,0, 4
2000,1, 0,0, 4
2000,2, 0,0, 4
2000,3, 0,0, 4
2000,4, 0,0, 4
2000,5, 0,0, 4
2000,6, 0,0, 4


;Spin Dash Dust
[Begin Action 600]
2001,0, 0,0, 3
2001,1, 0,0, 3
2001,2, 0,0, 3
2001,3, 0,0, 3
2001,4, 0,0, 3
2001,5, 0,0, 3
2001,6, 0,0, 3


;Inivisible Helper Anim
[Begin Action 501]
-1,-1, 0,0, 5


;Run
[Begin Action 800]
Clsn2: 1
  Clsn2[0] = -14, -34, 19, 2
100,0, 0,0, 5


;Run
[Begin Action 801]
Clsn2: 1
  Clsn2[0] = -13, -33, 18, 5
100,1, 0,0, 5


;Run 3
[Begin Action 802]
Clsn2: 1
  Clsn2[0] = -11, -34, 19, 4
100,2, 0,0, 5


;Run 4
[Begin Action 803]
Clsn2: 1
  Clsn2[0] = -15, -36, 16, 3
100,3, 0,0, 5


;Rings
[Begin Action 610]
2006,0, 0,0, 10
2006,1, 0,0, 10
2006,2, 0,0, 10
2006,3, 0,0, 10


;Ring Vanish
[Begin Action 630]
2008,0, 0,0, 4
2008,0, 0,0, 4,H
2008,0, 0,0, 4,V
2008,0, 0,0, 4,HV


;Item Box
[Begin Action 640]
Clsn2: 1
  Clsn2[0] = -14, -28, 16, 1
2004,0, 0,0, 10

;-----------------------------------
;Item Box  Broken
[Begin Action 641]
2004,1, 0,0, 10

;-----------------------------------
;Sheild Item
[Begin Action 642]
2005,2, 0,0, 5
-1,-1, 0,0, 5

;-----------------------------------
;Sheild Explod
[Begin Action 670]
2007,0, 0,0, 2
2007,1, 0,0, 2
2007,2, 0,0, 2
2007,1, 0,0, 2
2007,3, 0,0, 2
2007,1, 0,0, 2
2007,4, 0,0, 2
2007,1, 0,0, 2


;Box Explod
[Begin Action 680]
2002,0, 0,0, 4
2002,1, 0,0, 4
2002,2, 0,0, 4
2002,3, 0,0, 4


;1up
[Begin Action 643]
2005,3, 0,0, 5
-1,-1, 0,0, 5

;-----------------------------------
;Running Shoes
[Begin Action 644]
2005,4, 0,0, 5
-1,-1, 0,0, 5

;-----------------------------------
;Invicibility Item
[Begin Action 645]
2005,1, 0,0, 5
-1,-1, 0,0, 5

;-----------------------------------
;Inv Stars
[Begin Action 671]
2003,0, 0,0, 4
2003,1, 0,0, 4
2003,2, 0,0, 4
2003,3, 0,0, 4
2003,4, 0,0, 4
2003,5, 0,0, 4
2003,6, 0,0, 4
2003,7, 0,0, 4
2003,8, 0,0, 4

;-----------------------------------
;Invincible Helper
[Begin Action 690]
Clsn1: 1
  Clsn1[0] = -16, -36, 17, 1
41,8, 0,0, 4

;-----------------------------------
;Super Sonic Spark
[Begin Action 988]
2010,0, 0,0, 4
2010,1, 0,0, 4
2010,2, 0,0, 4

;-----------------------------------
;Super Sonic Stand
[Begin Action 1000]
Clsn2Default: 1
  Clsn2[0] = -13, -42, 10, 2
1000,0, 0,0, 5
1000,1, 0,0, 5
1000,2, 0,0, 5
1000,3, 0,0, 5
1000,4, 0,0, 5
1000,5, 0,0, 5
1000,6, 0,0, 5

;-----------------------------------
;Super Sonic Crouch
[Begin Action 1011]
Clsn2Default: 1
  Clsn2[0] = -12, -31, 20, -1
1011,0, 0,0, 5
1011,1, 0,0, 5
1011,2, 0,0, 5
1011,3, 0,0, 5
1011,4, 0,0, 5

;-----------------------------------
;Sonic Crouch 0
[Begin Action 1010]
Clsn2Default: 1
  Clsn2[0] = -13, -30, 15, 1
1011,0, 0,0, 3

;-----------------------------------
;Sonic Crouch 3
[Begin Action 1012]
Clsn2: 1
  Clsn2[0] = -17, -30, 17, 1
1011,3, 0,0, 3

;-----------------------------------
;Super Sonic Walk
[Begin Action 1020]
1020,0, 0,0, 1
1020,1, 0,0, 1
1020,2, 0,0, 1
1020,3, 0,0, 1
1020,4, 0,0, 1
1020,5, 0,0, 1
1020,6, 0,0, 1
1020,7, 0,0, 1
1020,8, 0,0, 1
1020,9, 0,0, 1
1020,10, 0,0, 1
1020,11, 0,0, 1
1020,12, 0,0, 1
1020,13, 0,0, 1
1020,14, 0,0, 1
1020,15, 0,0, 1
1020,16, 0,0, 1
1020,17, 0,0, 1

;-----------------------------------
;Super Sonic Walk Back
[Begin Action 1021]
1020,0, 0,0, 1
1020,1, 0,0, 1
1020,2, 0,0, 1
1020,3, 0,0, 1
1020,4, 0,0, 1
1020,5, 0,0, 1
1020,6, 0,0, 1
1020,7, 0,0, 1
1020,8, 0,0, 1
1020,9, 0,0, 1
1020,10, 0,0, 1
1020,11, 0,0, 1
1020,12, 0,0, 1
1020,13, 0,0, 1
1020,14, 0,0, 1
1020,15, 0,0, 1
1020,16, 0,0, 1
1020,17, 0,0, 1

;-----------------------------------
;Super Sonic Run
[Begin Action 1120]
Clsn2: 1
  Clsn2[0] = -11, -31, 24, 2
1100,0, 0,0, 2

;-----------------------------------
;Super Sonic Run
[Begin Action 1121]
Clsn2: 1
  Clsn2[0] = -11, -31, 24, 2
1100,1, 0,0, 2

;-----------------------------------
;Super Sonic Run
[Begin Action 1122]
Clsn2: 1
  Clsn2[0] = -11, -31, 24, 2
1100,2, 0,0, 2

;-----------------------------------
;Super Sonic Run
[Begin Action 1123]
Clsn2: 1
  Clsn2[0] = -11, -31, 24, 2
1100,3, 0,0, 2

;-----------------------------------
;Super Sonic Breaks 
[Begin Action 1190]
Clsn2Default: 1
  Clsn2[0] = -20, -38, 16, 3
1107,0, 0,0, 5,H
1107,1, 0,0, 5,H


; Jump start frame
[Begin Action 1040]
Clsn2: 1
  Clsn2[0] = -15, -29, 13, 0
1200,0, 0,0, 3


; Starting Jumping up
[Begin Action 1041]
Clsn1Default: 1
  Clsn1[0] = -15, -31, 14, 1
Clsn2Default: 1
  Clsn2[0] = -16, -30, 15, 2
1200,0, 0,0, 2
1200,4, 0,0, 2
1200,1, 0,0, 2
1200,4, 0,0, 2
1200,2, 0,0, 2
1200,4, 0,0, 2
1200,3, 0,0, 2
1200,4, 0,0, 2


; Starting Jumping forwards
[Begin Action 1042]
Clsn1Default: 1
  Clsn1[0] = -15, -31, 14, 1
Clsn2Default: 1
  Clsn2[0] = -16, -30, 15, 2
1200,0, 0,0, 2
1200,4, 0,0, 2
1200,1, 0,0, 2
1200,4, 0,0, 2
1200,2, 0,0, 2
1200,4, 0,0, 2
1200,3, 0,0, 2
1200,4, 0,0, 2


; Starting Jumping backwards
[Begin Action 1043]
Clsn1Default: 1
  Clsn1[0] = -15, -31, 14, 1
Clsn2Default: 1
  Clsn2[0] = -16, -30, 15, 2
1200,0, 0,0, 2
1200,4, 0,0, 2
1200,1, 0,0, 2
1200,4, 0,0, 2
1200,2, 0,0, 2
1200,4, 0,0, 2
1200,3, 0,0, 2
1200,4, 0,0, 2

;-----------------------------------
;Super Sonic Dash
[Begin Action 1200]
1205,0, 0,0, 4
1205,1, 0,0, 4
1205,2, 0,0, 4
1205,3, 0,0, 4
1205,4, 0,0, 4

;-----------------------------------
;Super Sonic Look Up
[Begin Action 1210]
Clsn2Default: 1
  Clsn2[0] = -18, -36, 7, 2
1179,0, 0,0, 5
Loopstart
1179,1, 0,0, 10

;-----------------------------------
;Turn SS
[Begin Action 1005]
Clsn2Default: 1
  Clsn2[0] = -11, -36, 10, 1
1000,0, 0,0, 4
1000,0, 0,0, 4,H


;Ring Counter
[Begin Action 2001]
Loopstart
2011,0, 0,0, 4


;0
[Begin Action 2002]
2011,1, 0,0, 4


;
[Begin Action 2003]
2011,2, 0,0, 4


;
[Begin Action 2004]
2011,3, 0,0, 4


;
[Begin Action 2005]
2011,4, 0,0, 4


;
[Begin Action 2006]
2011,5, 0,0, 4


;
[Begin Action 2007]
2011,6, 0,0, 4


;
[Begin Action 2008]
2011,7, 0,0, 4


;
[Begin Action 2009]
2011,8, 0,0, 4


;
[Begin Action 2010]
2011,9, 0,0, 4


;
[Begin Action 2011]
2011,10, 0,0, 4


;
[Begin Action 2012]
2011,11, 0,0, 4


;
[Begin Action 2013]
2011,12, 0,0, 4


;
[Begin Action 2014]
2011,13, 0,0, 4


;
[Begin Action 2015]
2011,14, 0,0, 4


;
[Begin Action 2016]
2011,15, 0,0, 4


;
[Begin Action 2017]
2011,16, 0,0, 4


;
[Begin Action 2018]
2011,17, 0,0, 4


;
[Begin Action 2019]
2011,18, 0,0, 4


;
[Begin Action 2020]
2011,19, 0,0, 4


;
[Begin Action 2021]
2011,20, 0,0, 4


;
[Begin Action 2022]
2011,21, 0,0, 4


;
[Begin Action 2023]
2011,22, 0,0, 4


;
[Begin Action 2024]
2011,23, 0,0, 4


;
[Begin Action 2025]
2011,24, 0,0, 4


;
[Begin Action 2026]
2011,25, 0,0, 4


;
[Begin Action 2027]
2011,26, 0,0, 4


;
[Begin Action 2028]
2011,27, 0,0, 4


;
[Begin Action 2029]
2011,28, 0,0, 4


;
[Begin Action 2030]
2011,29, 0,0, 4


;
[Begin Action 2031]
2011,30, 0,0, 4


;
[Begin Action 2032]
2011,31, 0,0, 4


;
[Begin Action 2033]
2011,32, 0,0, 4


;
[Begin Action 2034]
2011,33, 0,0, 4


;
[Begin Action 2035]
2011,34, 0,0, 4


;
[Begin Action 2036]
2011,35, 0,0, 4


;
[Begin Action 2037]
2011,36, 0,0, 4


;
[Begin Action 2038]
2011,37, 0,0, 4


;
[Begin Action 2039]
2011,38, 0,0, 4


;
[Begin Action 2040]
2011,39, 0,0, 4


;
[Begin Action 2041]
2011,40, 0,0, 4


;
[Begin Action 2042]
2011,41, 0,0, 4


;
[Begin Action 2043]
2011,42, 0,0, 4


;
[Begin Action 2044]
2011,43, 0,0, 4


;
[Begin Action 2045]
2011,44, 0,0, 4


;
[Begin Action 2046]
2011,45, 0,0, 4


;
[Begin Action 2047]
2011,46, 0,0, 4


;
[Begin Action 2048]
2011,47, 0,0, 4


;
[Begin Action 2049]
2011,48, 0,0, 4


;
[Begin Action 2050]
2011,49, 0,0, 4


;
[Begin Action 2051]
2011,50, 0,0, 4


;Timer Part 2
[Begin Action 2052]
2011,51, 0,0, 4


;0
[Begin Action 2053]
2011,52, 0,0, 4


;
[Begin Action 2054]
2011,53, 0,0, 4


;
[Begin Action 2055]
2011,54, 0,0, 4


;
[Begin Action 2056]
2011,55, 0,0, 4


;
[Begin Action 2057]
2011,56, 0,0, 4


;
[Begin Action 2058]
2011,57, 0,0, 4


;0
[Begin Action 2059]
2011,101, 0,0, 4


;
[Begin Action 2060]
2011,58, 0,0, 4


;
[Begin Action 2061]
2011,59, 0,0, 4


;
[Begin Action 2062]
2011,60, 0,0, 4


;
[Begin Action 2063]
2011,61, 0,0, 4


;
[Begin Action 2064]
2011,62, 0,0, 4


;
[Begin Action 2065]
2011,63, 0,0, 4


;
[Begin Action 2066]
2011,64, 0,0, 4


;
[Begin Action 2067]
2011,65, 0,0, 4


;
[Begin Action 2068]
2011,66, 0,0, 4


;
[Begin Action 2069]
2011,67, 0,0, 4


;
[Begin Action 2070]
2011,68, 0,0, 4


;
[Begin Action 2071]
2011,69, 0,0, 4


;
[Begin Action 2072]
2011,70, 0,0, 4


;
[Begin Action 2073]
2011,71, 0,0, 4


;
[Begin Action 2074]
2011,72, 0,0, 4


;
[Begin Action 2075]
2011,73, 0,0, 4


;
[Begin Action 2076]
2011,74, 0,0, 4


;
[Begin Action 2077]
2011,75, 0,0, 4


;
[Begin Action 2078]
2011,76, 0,0, 4


;
[Begin Action 2079]
2011,77, 0,0, 4


;
[Begin Action 2080]
2011,78, 0,0, 4


;
[Begin Action 2081]
2011,79, 0,0, 4


;
[Begin Action 2082]
2011,80, 0,0, 4


;
[Begin Action 2083]
2011,81, 0,0, 4


;
[Begin Action 2084]
2011,82, 0,0, 4


;
[Begin Action 2085]
2011,83, 0,0, 4


;
[Begin Action 2086]
2011,84, 0,0, 4


;
[Begin Action 2087]
2011,85, 0,0, 4


;
[Begin Action 2088]
2011,86, 0,0, 4


;
[Begin Action 2089]
2011,87, 0,0, 4


;
[Begin Action 2090]
2011,88, 0,0, 4


;
[Begin Action 2091]
2011,89, 0,0, 4


;
[Begin Action 2092]
2011,90, 0,0, 4


;
[Begin Action 2093]
2011,91, 0,0, 4


;
[Begin Action 2094]
2011,92, 0,0, 4


;
[Begin Action 2095]
2011,93, 0,0, 4


;
[Begin Action 2096]
2011,94, 0,0, 4


;
[Begin Action 2097]
2011,95, 0,0, 4


;
[Begin Action 2098]
2011,96, 0,0, 4


;
[Begin Action 2099]
2011,97, 0,0, 4


;
[Begin Action 2100]
2011,98, 0,0, 4


;
[Begin Action 2101]
2011,99, 0,0, 4


;Ring Counter Text Normal
[Begin Action 712]
2012,0, 0,0, 4


;Ring Counter Text Empty
[Begin Action 713]
2012,0, 0,0, 10
2012,1, 0,0, 10


;Ring Box
[Begin Action 646]
2005,0, 0,0, 5
-1,-1, 0,0, 5


;Super Sonic KOd
[Begin Action 1505]
1501,0, 0,0, 10


;SS Time Over
[Begin Action 1170]
1170,2, 0,0, 10


;SS Win
[Begin Action 1180]
1181,0, 0,0, 4
1181,1, 0,0, 4
Loopstart
1181,2, 0,0, 4
1181,3, 0,0, 4
1181,4, 0,0, 4
1181,5, 0,0, 4
1181,6, 0,0, 4


;Tails Stand
[Begin Action 3000]
Clsn2Default: 1
  Clsn2[0] = -10, -29, 8, 0
3000,0, 0,0, 10
3000,1, 0,0, 10
3000,2, 0,0, 10
3000,3, 0,0, 10


; Turning
[Begin Action 3005]
Clsn2Default: 1
  Clsn2[0] = -10, -29, 8, 0
3000,0, 0,0, 4,H
3000,0, 0,0, 4


; Stand to crouch
[Begin Action 3010]
Clsn2: 1
  Clsn2[0] = -12, -20, 14, 0
3011,0, 0,0, 2
Clsn2: 1
  Clsn2[0] = -11, -19, 12, 0
3011,0, 0,0, 2


; Crouching animation
[Begin Action 3011]
Clsn2: 1
  Clsn2[0] = -11, -21, 11, 0
3011,0, 0,0, 1


; Crouch to Stand
[Begin Action 3012]
Clsn2: 1
  Clsn2[0] = -12, -20, 13, 0
3011,0, 0,0, 2


; Walking Forward
[Begin Action 3020]
Clsn2Default: 1
  Clsn2[0] = -14, -29, 14, 0
3020,0, 0,-1, 3
3020,1, 0,-1, 3
3020,2, 0,-1, 3
3020,3, 0,-1, 3
3020,4, 0,-1, 3
3020,5, 0,-1, 3
3020,6, 0,-1, 3
3020,7, 0,-1, 3


; Walking Back
[Begin Action 3021]
Clsn2Default: 1
  Clsn2[0] = -14, -31, 16, 3
3020,0, 0,0, 3
3020,1, 0,0, 3
3020,2, 0,0, 3
3020,3, 0,0, 3
3020,4, 0,0, 3
3020,5, 0,0, 3
3020,6, 0,0, 3
3020,7, 0,0, 3


; Jump start frame
[Begin Action 3040]
Clsn2: 1
  Clsn2[0] = -15, -29, 13, 0
3200,0, 0,0, 3


; Starting Jumping up
[Begin Action 3041]
Clsn1Default: 1
  Clsn1[0] = -15, -31, 14, 1
Clsn2Default: 1
  Clsn2[0] = -16, -30, 15, 2
3200,0, 0,0, 2
3200,1, 0,0, 2
3200,2, 0,0, 2


; Starting Jumping forwards
[Begin Action 3042]
Clsn1Default: 1
  Clsn1[0] = -15, -31, 14, 1
Clsn2Default: 1
  Clsn2[0] = -16, -30, 15, 2
3200,0, 0,0, 2
3200,1, 0,0, 2
3200,2, 0,0, 2


; Starting Jumping backwards
[Begin Action 3043]
Clsn1Default: 1
  Clsn1[0] = -15, -31, 14, 1
Clsn2Default: 1
  Clsn2[0] = -16, -30, 15, 2
3200,0, 0,0, 2
3200,1, 0,0, 2
3200,2, 0,0, 2


; Jump land animation
[Begin Action 3047]
Clsn2: 1
  Clsn2[0] = -15, -30, 10, 0
3000,0, 0,0, 2


; Run forwards
[Begin Action 3100]
Clsn2Default: 1
  Clsn2[0] = -15, -30, 18, 0
3100,0, 0,0, 3
3100,1, 0,0, 3
3100,2, 0,0, 3
Loopstart
3100,3, 0,0, 3
3100,4, 1,0, 3
3100,5, 1,0, 3


; Hop backwards
[Begin Action 3105]
Clsn2Default: 1
  Clsn2[0] = -11, -34, 15, 3
3100,0, 0,0, 3
3100,1, 0,0, 3
3100,2, 0,0, 3
Loopstart
3100,3, 0,0, 2
3100,4, 1,0, 2
3100,5, 1,0, 2

;---------------------------
; Lose
[Begin Action 3170]
3170,0, 0,0, 10
Loopstart
3170,1, 0,0, 5

;---------------------------
; Win
[Begin Action 3181]
Clsn2Default: 1
  Clsn2[0] = -12, -31, 10, 0
3181,0, 0,0, 4

;-----------------------------------
; INTRO
[Begin Action 3190]
Clsn2Default: 1
  Clsn2[0] = -12, -29, 11, 0
3000,0, 0,0, 5


;Breaks
[Begin Action 3191]
Clsn2: 1
  Clsn2[0] = -15, -27, 13, 2
3107,0, 0,0, 20,H
Clsn2: 1
  Clsn2[0] = -10, -28, 13, 2
3107,1, 0,0, 10,H

; INTRO -- WOODBREAK (projectile)
;Lie Down Waiting
[Begin Action 3192]
Clsn2: 1
  Clsn2[0] = -17, -28, 13, 4
3197,0, 0,0, 10
Clsn2Default: 1
  Clsn2[0] = -20, -24, 17, 2
Loopstart
3197,1, 0,0, 20
3197,2, 0,0, 20

;---------------------------
; Taunt
[Begin Action 3195]
Clsn2Default: 1
  Clsn2[0] = -15, -29, 10, 3
3195,0, 0,0, 20
3195,1, 0,0, 10
3195,2, 0,0, 10
3195,3, 0,0, 10
3195,2, 0,0, 10
3195,3, 0,0, 10
3195,2, 0,0, 10
3195,3, 0,0, 10
3195,2, 0,0, 10
3195,3, 0,0, 10

;-----------------------------------
;Spin Dash
[Begin Action 3200]
Clsn1Default: 1
  Clsn1[0] = -10, -25, 21, 1
Clsn2Default: 1
  Clsn2[0] = -8, -24, 21, 0
3205,0, 0,0, 4
3205,1, 0,0, 4
3205,2, 0,0, 4

;-----------------------------------
;Look Up
[Begin Action 3210]
Clsn2: 1
  Clsn2[0] = -18, -31, 9, 0
3189,0, 0,0, 10


;Hang On
[Begin Action 3230]
Clsn2Default: 1
  Clsn2[0] = -13, -42, 8, -11
3300,0, 0,0, 20
3300,1, 0,0, 20


;Hit
[Begin Action 3400]
3500,0, 0,0, 10


;Ko
[Begin Action 3410]
3500,2, 0,0, 10


;Helicopter
[Begin Action 3051]
3405,1, 0,0, 2
3405,0, 0,0, 2

;--------------------
; GUARDSTART (stand)
[Begin Action 120]
Clsn2Default: 4
  Clsn2[0] = 14, 0, -13, -43
  Clsn2[1] = -11, -43, 12, -86
  Clsn2[2] = -1, -86, -11, -94
  Clsn2[3] = -20, -78, 13, -58
120,0, 0,0, 1


; GUARDSTART (crouch)
[Begin Action 121]
Clsn2: 2
  Clsn2[0] = -17, 0, 16, -56
  Clsn2[1] = 3, -56, -9, -64
121,0, 0,0, 1


; GUARDSTART (air)
[Begin Action 122]
Clsn2: 2
  Clsn2[0] = 22, -38, 0, -88
  Clsn2[1] = 9, -31, -9, -76
122,0, 0,0, 1


; GUARD (stand)
[Begin Action 130]
Clsn2Default: 4
  Clsn2[0] = 14, 0, -13, -43
  Clsn2[1] = -11, -43, 12, -86
  Clsn2[2] = -1, -86, -11, -94
  Clsn2[3] = -20, -78, 13, -58
120,0, 0,0, -1


; GUARD (crouch)
[Begin Action 131]
Clsn2: 2
  Clsn2[0] = -17, 0, 16, -56
  Clsn2[1] = 3, -56, -9, -64
121,0, 0,0, -1


; GUARD (air)
[Begin Action 132]
Clsn2: 2
  Clsn2[0] = 22, -38, 0, -88
  Clsn2[1] = 9, -31, -9, -76
122,0, 0,0, -1


; GUARDEND (stand)
[Begin Action 140]
Clsn2Default: 4
  Clsn2[0] = 14, 0, -13, -43
  Clsn2[1] = -11, -43, 12, -86
  Clsn2[2] = -1, -86, -11, -94
  Clsn2[3] = -20, -78, 13, -58
120,0, 0,0, 5


; GUARDEND (crouch)
[Begin Action 141]
Clsn2: 2
  Clsn2[0] = -17, 0, 16, -56
  Clsn2[1] = 3, -56, -9, -64
121,0, 0,0, 1


; GUARDEND (air)
[Begin Action 142]
Clsn2: 2
  Clsn2[0] = 22, -38, 0, -88
  Clsn2[1] = 9, -31, -9, -76
122,0, 0,0, 1


; Hit back while guarding (stand)
[Begin Action 150]
Clsn2Default: 4
  Clsn2[0] = 14, 0, -13, -43
  Clsn2[1] = -11, -43, 12, -86
  Clsn2[2] = -1, -86, -11, -94
  Clsn2[3] = -20, -78, 13, -58
120,1, 0,0, 4
120,2, 0,0, 8
120,1, 0,0, 4
120,0, 0,0, -1


; Hit back while guarding (crouch)
[Begin Action 151]
Clsn2: 2
  Clsn2[0] = -17, 0, 16, -56
  Clsn2[1] = 3, -56, -9, -64
121,0, 0,0, -1


; Hit back while guarding (air)
[Begin Action 152]
Clsn2: 2
  Clsn2[0] = 22, -38, 0, -88
  Clsn2[1] = 9, -31, -9, -76
122,0, 0,0, -1

;---------------------------
; Stand/Air Hit high (light)
[Begin Action 5000]
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -17, -94, -4, -79
5000,0, 0,0, 4
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -12, -77, -25, -94
5000,10, 0,0, 4


;Stand/Air Hit high (medium)
[Begin Action 5001]
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -12, -77, -25, -94
5000,10, 0,0, 5
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -32, -89, -15, -60
5000,11, 0,0, 5


;Stand/Air Hit high (hard)
[Begin Action 5002]
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -32, -89, -15, -60
5000,11, 0,0, 5
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -14, -55, -37, -87
5000,20, 0,0, 5

;---------------------------
;Stand Recover high (light)
[Begin Action 5005]
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -32, -89, -15, -60
5000,11, 0,0, 3
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -12, -77, -25, -94
5000,10, 0,0, 3
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -17, -94, -4, -79
5000,0, 0,0, -1


;Stand Recover high (medium)
[Begin Action 5006]
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -14, -55, -37, -87
5000,20, 0,0, 3
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -32, -89, -15, -60
5000,11, 0,0, 4
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -12, -77, -25, -94
5000,10, 0,0, 4
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -17, -94, -4, -79
5000,0, 0,0, -1


;Stand Recover high (hard)
[Begin Action 5007]
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -14, -55, -37, -87
5000,21, 0,0, 5
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -32, -89, -15, -60
5000,11, 0,0, 4
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -12, -77, -25, -94
5000,10, 0,0, 4
Clsn2: 2
  Clsn2[0] = -18, -79, 16, 0
  Clsn2[1] = -17, -94, -4, -79
5000,0, 0,0, -1

;---------------------------
;Stand/Air Hit low (light)
[Begin Action 5010]
Clsn2: 2
  Clsn2[0] = 16, 0, -24, -76
  Clsn2[1] = -12, -72, 1, -88
5010,0, 0,0, 5
Clsn2: 2
  Clsn2[0] = -27, -76, 16, 0
  Clsn2[1] = -12, -66, 1, -81
5010,10, 0,0, 5


;Stand/Air Hit low (medium)
[Begin Action 5011]
Clsn2: 2
  Clsn2[0] = -27, -76, 16, 0
  Clsn2[1] = -12, -66, 1, -81
5010,10, 0,0, 5
Clsn2: 1
  Clsn2[0] = -27, -76, 16, 0
5010,20, 0,0, 5
Clsn2: 1
  Clsn2[0] = -27, -76, 16, 0
5010,21, 0,0, 5


;Stand/Air Hit low (hard)
[Begin Action 5012]
Clsn2Default: 1
  Clsn2[0] = -27, -76, 16, 0
5010,20, 0,0, 1
5010,21, 0,0, 5
5010,20, 0,0, 5
5010,21, 0,0, 5

;---------------------------
;Stand Recover low (light)
[Begin Action 5015]
Clsn2: 2
  Clsn2[0] = -27, -76, 16, 0
  Clsn2[1] = -12, -66, 1, -81
5010,10, 0,0, 1
Clsn2: 2
  Clsn2[0] = 16, 0, -24, -76
  Clsn2[1] = -12, -72, 1, -88
5010,0, 0,0, -1


;Stand Recover low (medium)
[Begin Action 5016]
Clsn2: 1
  Clsn2[0] = -27, -76, 16, 0
5010,20, 0,0, 1
Clsn2: 2
  Clsn2[0] = -27, -76, 16, 0
  Clsn2[1] = -12, -66, 1, -81
5010,10, 0,0, 4
Clsn2: 2
  Clsn2[0] = 16, 0, -24, -76
  Clsn2[1] = -12, -72, 1, -88
5010,0, 0,0, -1


;Stand Recover low (hard)
[Begin Action 5017]
Clsn2: 1
  Clsn2[0] = -27, -76, 16, 0
5010,20, 0,0, 1
Clsn2: 2
  Clsn2[0] = -27, -76, 16, 0
  Clsn2[1] = -12, -66, 1, -81
5010,10, 0,0, -1

;---------------------------
;Crouch Hit (light)
[Begin Action 5020]
Clsn2Default: 3
  Clsn2[0] = 18, 0, -15, -27
  Clsn2[1] = 11, -27, -15, -50
  Clsn2[2] = -2, -49, -14, -62
5020,0, 0,0, 5
5020,10, 0,0, 5


;Crouch Hit (medium)
[Begin Action 5021]
Clsn2Default: 3
  Clsn2[0] = 18, 0, -15, -27
  Clsn2[1] = 11, -27, -15, -50
  Clsn2[2] = -2, -49, -14, -62
5020,10, 0,0, 5
5020,20, 0,0, 5


;Crouch Hit (hard)
[Begin Action 5022]
Clsn2Default: 3
  Clsn2[0] = 18, 0, -15, -27
  Clsn2[1] = 11, -27, -15, -50
  Clsn2[2] = -2, -49, -14, -62
5020,20, 0,0, 5
5020,20, 0,0, 5

;---------------------------
;Crouch Recover (light)
[Begin Action 5025]
Clsn2Default: 3
  Clsn2[0] = 18, 0, -15, -27
  Clsn2[1] = 11, -27, -15, -50
  Clsn2[2] = -2, -49, -14, -62
5020,10, 0,0, 1
5020,0, 0,0, -1


;Crouch Recover (medium)
[Begin Action 5026]
Clsn2Default: 3
  Clsn2[0] = 18, 0, -15, -27
  Clsn2[1] = 11, -27, -15, -50
  Clsn2[2] = -2, -49, -14, -62
5020,20, 0,0, 3
5020,10, 0,0, 5
5020,0, 0,0, -1


;Crouch Recover (hard)
[Begin Action 5027]
Clsn2Default: 3
  Clsn2[0] = 18, 0, -15, -27
  Clsn2[1] = 11, -27, -15, -50
  Clsn2[2] = -2, -49, -14, -62
5020,20, 0,0, 4
5020,10, 0,0, 4
5020,0, 0,0, -1

;---------------------------
;Stand/Air Hit back
[Begin Action 5030]
Clsn2: 2
  Clsn2[0] = -21, -88, 5, -61
  Clsn2[1] = -8, -66, 16, -38
5030,0, 0,0, 5


;Stand/Air Hit transition
[Begin Action 5035]
Clsn2: 2
  Clsn2[0] = -21, -88, 5, -61
  Clsn2[1] = -8, -66, 16, -38
5030,0, 0,0, 4
Clsn2: 2
  Clsn2[0] = 19, -39, -5, -66
  Clsn2[1] = 2, -57, -26, -83
5030,10, 0,0, 7

;---------------------------
;Air Recover
[Begin Action 5040]
Clsn2: 1
  Clsn2[0] = -18, -77, 18, -42
42,5, 0,0, 3
Clsn2: 1
  Clsn2[0] = -18, -77, 18, -42
42,4, 0,0, 3
Clsn2: 1
  Clsn2[0] = -18, -77, 18, -42
42,3, 0,0, 3
Clsn2: 1
  Clsn2[0] = 14, -30, -17, -75
41,4, 0,0, 3
Clsn2: 2
  Clsn2[0] = -11, -33, 14, -77
  Clsn2[1] = -2, -93, 11, -76
41,5, 0,0, 4
Clsn2: 2
  Clsn2[0] = -11, -84, 14, -27
  Clsn2[1] = -3, -99, 9, -84
41,6, 0,0, 4
Clsn2Default: 2
  Clsn2[0] = 14, -23, -11, -90
  Clsn2[1] = -4, -105, 9, -89
Loopstart
41,7, 0,0, 4
41,8, 0,0, 4

;---------------------------
;Air Fall (going up)
[Begin Action 5050]
Clsn2Default: 2
  Clsn2[0] = 24, -44, -2, -76
  Clsn2[1] = -2, -44, -33, -67
5030,30, 0,0, 5
5030,31, 0,0, 5

;---------------------------
;Air Fall (up-type, going up)
[Begin Action 5051]
Clsn2: 1
  Clsn2[0] = -19, -105, 14, -25
5060,0, 0,0, 3
Clsn2: 1
  Clsn2[0] = -19, -105, 14, -25
5060,1, 0,0, 3

;---------------------------
;Air Fall (up-type, coming down)
[Begin Action 5061]
Clsn2: 2
  Clsn2[0] = 5, -61, -24, -98
  Clsn2[1] = -8, -65, 20, -30
5030,0, 0,0, 5
Clsn2: 2
  Clsn2[0] = -31, -85, 0, -55
  Clsn2[1] = 26, -32, -4, -65
5030,10, 0,0, 5
Clsn2: 1
  Clsn2[0] = -33, -69, 24, -44
5030,30, 0,0, 5
Clsn2: 2
  Clsn2[0] = 2, -71, -25, -42
  Clsn2[1] = 0, -58, 22, -86
5030,40, 0,0, 5
Clsn2: 2
  Clsn2[0] = 5, -72, -19, -34
  Clsn2[1] = 18, -96, -4, -63
5030,50, 0,0, 5
Clsn2: 1
  Clsn2[0] = -20, -84, 9, -20
5060,10, 0,0, -1

;---------------------------
;Tripped
[Begin Action 5070]
Clsn2: 2
  Clsn2[0] = 16, 0, -11, -76
  Clsn2[1] = 0, -91, 11, -76
5010,10, 8,0, 5
Clsn2: 2
  Clsn2[0] = -13, -57, 10, -30
  Clsn2[1] = -2, -57, -27, -88
5030,0, -8,0, 5
Clsn2: 2
  Clsn2[0] = 12, -39, -13, -66
  Clsn2[1] = -6, -57, -34, -83
5030,10, -8,0, -1

;---------------------------
;LieDown Hit (stay down)
[Begin Action 5080]
Clsn2Default: 1
  Clsn2[0] = 22, 0, -26, -21
5040,20, 0,0, 4
5040,0, 0,0, 4
5040,10, 0,0, -1

;---------------------------
;LieDown Hit (hit up into air)
[Begin Action 5090]
Clsn2: 2
  Clsn2[0] = 19, -39, -5, -66
  Clsn2[1] = 2, -57, -26, -83
5030,10, 0,0, 7

;---------------------------
; Hit ground from fall
[Begin Action 5100]
Clsn2Default: 1
  Clsn2[0] = 22, 0, -26, -21
5040,0, 0,0, 3


; Bounce into air
[Begin Action 5160]
Clsn2: 1
  Clsn2[0] = -30, -47, 23, -23
5030,30, 0,20, -1


; Hit ground from bounce
[Begin Action 5170]
Clsn2: 1
  Clsn2[0] = 22, 0, -26, -21
5040,0, 0,0, 3

;---------------------------
; Hit ground from fall (up-type)
[Begin Action 5101]
Clsn2Default: 1
  Clsn2[0] = 22, 0, -26, -21
5040,1, 0,0, 4
5040,0, 0,0, 2

;---------------------------
; LieDown
[Begin Action 5110]
Clsn2: 1
  Clsn2[0] = 22, 0, -26, -21
5040,10, 0,0, 1


; Get up from LieDown
[Begin Action 5120]
Clsn2Default: 1
  Clsn2[0] = 17, 0, -13, -53
5040,11, 0,0, 5
11,2, 0,0, 3
11,1, 0,0, 3
11,0, 0,0, 3


;LieDead animation
[Begin Action 5150]
Clsn2: 1
  Clsn2[0] = 22, 0, -26, -21
5040,10, 0,0, 1

;---------------------------
; Fall-recovery near ground
[Begin Action 5200]
Clsn2: 1
  Clsn2[0] = 16, -46, -14, -75
41,4, 0,-120, 3,VH
Clsn2: 1
  Clsn2[0] = -18, -75, 18, -44
42,3, 0,0, 4
Clsn2: 1
  Clsn2[0] = 14, -45, -17, -73
41,4, 0,0, 4
Clsn2: 2
  Clsn2[0] = -8, -28, 10, -81
  Clsn2[1] = 6, -81, -5, -94
41,1, 0,0, -1


;Fall-recovery in mid-air
[Begin Action 5210]
Clsn2: 1
  Clsn2[0] = -18, -75, 18, -44
42,5, 0,0, 3
Clsn2: 1
  Clsn2[0] = -18, -75, 18, -44
42,4, 0,0, 3
Clsn2: 1
  Clsn2[0] = -18, -75, 18, -44
42,3, 0,0, 3
Clsn2: 1
  Clsn2[0] = 14, -45, -17, -73
41,4, 0,0, 3
Clsn2: 2
  Clsn2[0] = -11, -33, 14, -77
  Clsn2[1] = -2, -93, 11, -76
41,5, 0,0, 4
Clsn2: 2
  Clsn2[0] = -11, -84, 14, -27
  Clsn2[1] = -3, -99, 9, -84
41,6, 0,0, 4
Clsn2Default: 2
  Clsn2[0] = 14, -23, -11, -90
  Clsn2[1] = -4, -105, 9, -89
Loopstart
41,7, 0,0, 4
41,8, 0,0, 4

;---------------------------
; Dizzy
[Begin Action 5300]
Clsn2Default: 1
  Clsn2[0] = -16, -24, 15, 2
197,0, 0,0, 10
Loopstart
197,1, 0,0, 10
197,2, 0,0, 10

;---------------------------
; For the sake of compatibility with other characters that use the helper AI
; activation method, please don't change the number of these next two Anims.
[Begin Action 9741]
-1,0, 0,0, -1

; Include the following Anim if AND ONLY IF you've put the requisite 18 commands
; at the very top of your character's CMD.  If you've only included the first 11
; of those commands, then include Anim 9741, but omit 74140108.
; (See accompanying CMD for details.)
[Begin Action 74140108]
-1,0, 0,0, -1


;Sonic Win 0
[Begin Action 182]
182,0, 0,0, 10
Loopstart
182,1, 0,0, 10


;Sonic Win 1
[Begin Action 184]
183,0, 0,0, 20
183,1, 0,0, 15
Loopstart
183,2, 0,0, 10


;Sonic Intro
[Begin Action 185]
199,0, 0,0, 10
199,1, 0,0, 10


