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Character's Variables
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<----------[System Variables]---------->
var(0)  = A miscellaneous variable. used for animation looping. detecting, etc. changes from state to state and is never static.
var(1)  = The long jump, short jump, and high jump.
var(2)  = Hit detector for hit sparks, hit sounds, and hit reprisals.
var(3)  = Hit sound.
var(4)  = Guard sound.
var(5)  = Hit spark.
var(6)  = Guard spark.
var(7)  = Spark x position.
var(8)  = Spark y position.
var(9)  = Reprisal.
var(10) = Juggle hit counter.
var(11) = Juggle restriction.
var(12) = Dampener hit counter.
var(13) = X, Y, Z canceling.
var(14) = A, B, C canceling.
var(15) = Extra canceling.
var(16) = X and A canceling.
var(17) = Jump canceling.
var(18) = Super canceling.
var(19) = Super canceling juggle exception.
var(20) = Custom canceling.
var(21) = Air Attack to Ground attack canceling.
var(22) = Special/super levels.
var(23) = Super dampener limiter.
var(24) = Palette configuration.
var(25) = Toggle attack chaining.
var(26) = Toggle jump canceling.
var(27) = Toggle air jump.
var(28) = Toggle air dash.
var(29) = Toggle parrying, dodging, and shielding.
var(30) = Toggle forward and backward dodging.
var(31) = Toggle guard counter.
var(32) = Toggle power charge.
var(33) = Toggle super canceling.
var(34) = [Blank]
var(35) = [Blank]
var(36) = [Blank]
var(37) = Helper Cornerpush Target id.
var(38) = Target id.
var(39) = Selfstate detection.

<----------[Character Specific Variables]---------->
var(40) = [Blank]
var(41) = [Blank]
var(42) = [Blank]
var(43) = [Blank]
var(44) = [Blank]
var(45) = [Blank]
var(46) = [Blank]
var(47) = [Blank]
var(48) = [Blank]
var(49) = [Blank]
var(50) = [Blank]
var(51) = [Blank]
var(52) = [Blank]
var(53) = [Blank]
var(54) = [Blank]
var(55) = [Blank]
var(56) = [Blank]   
var(57) = [Blank]   
var(58) = [Blank]
var(59) = [Blank]

<----------[System Variables]---------->
fvar(0)  = Dampener multiplier.
fvar(1)  = Cornerpush.
fvar(2)  = Helper Cornerpush.
fvar(3)  = [Blank]
fvar(4)  = [Blank]
fvar(5)  = [Blank]
fvar(6)  = [Blank]
fvar(7)  = [Blank]
fvar(8)  = [Blank]
fvar(9)  = [Blank]
fvar(10) = [Blank]
fvar(11) = [Blank]
fvar(12) = [Blank]
fvar(13) = [Blank]
fvar(14) = [Blank]
fvar(15) = [Blank]
fvar(16) = [Blank]
fvar(17) = [Blank]
fvar(18) = [Blank]
fvar(19) = [Blank]

<----------[Character Specific Variables]---------->
fvar(20) = [Blank]
fvar(21) = [Blank]
fvar(22) = [Blank]
fvar(23) = [Blank]
fvar(24) = [Blank]
fvar(25) = [Blank]
fvar(26) = [Blank]
fvar(27) = [Blank]
fvar(28) = [Blank]
fvar(29) = [Blank]
fvar(30) = [Blank]
fvar(31) = [Blank]
fvar(32) = [Blank]
fvar(33) = [Blank]
fvar(34) = [Blank]
fvar(35) = [Blank]
fvar(36) = [Blank]
fvar(37) = [Blank]
fvar(38) = [Blank]
fvar(39) = [Blank]

========================================
System Helper's Variables
========================================
<----------[System Variables]---------->
var(0)  = Air jump: make sure the up button isn't being held.
var(1)  = Air jump: detect air jump.
var(2)  = Detect air dash.
var(3)  = Detect air chaining for jump landing cool down.
var(4)  = Detect air dash -> attack for jump landing cool down.
var(38) = Target ID.
var(39) = Roundstate >= 2.

<----------[Character Specific Variables]---------->
var(40) = Flight Timer.
var(41) = Flight Detection.
var(42) = Flight Control.

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Sound Channels
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0000 = Voice
0001 = Swipe sounds
0002 = Hit sounds
0003 = Parry/Shield.
0004 = Introduction Sound effects

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States
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0200 - 0799 = Basics and Command Moves
0800 - 0899 = Basic Throws
0900 - 0999 = System Mechanics
1000 - 1999 = Special Moves
2000 - 2999 = Alternate Mode Special movies
3000 - 3999 = Supers
4000 - 4099 = System Helpers
4100 - 4199 = Extra Poses: Taunts, Introductions, and Conclusions
4200 - 4299 = Alternate Mode Poses
5000 - 5999 = Command Hit States
6000 - 6999 = Graphical System Helpers 
7000 - 7999 = Binding Effects with Transparency
8000 - 8999 = Nonbinding effects with various palettes and no transparency
9000 - 9999 = Misc

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Nothing to See Here
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[statedef -65536]
type = A
ctrl = 0
[state -65536]
type = null
trigger1 = 0