There was at some point a series of states 1600 - 1690
that were akumas disappearing dash thing, I removed them and their commands.


;---------------------------------------------------------------------------
;# THIS WAS ORIGINALLY TACKED ONTO THE END OF THE MUSTACHE TWISTER
;---------------------------------------------------------------------------
[Statedef 1230];Psi-Blade - For Straight 1
type    = S
movetype= A
physics = S
Velset = 0, 0
ctrl = 0
anim = 2012

[State 1230, ChangeState]
type = ChangeState
Triggerall = prevstateno = 1215 || prevstateno = 1225
trigger1 = animtime = 0
value = 1205
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 1231] ;Psi-Blade - For Diag 1
type    = S
movetype= A
physics = S
Velset = 0, 0
ctrl = 0
anim = 2012

[State 1231, ChangeState]
type = ChangeState
Triggerall = prevstateno = 1205 || prevstateno = 1225
trigger1 = animtime = 0
value = 1215
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 1235] ;Psi-Blade - For Straight 2
type    = S
movetype= A
physics = S
Velset = 0, 0
ctrl = 0
anim = 2012

[State 1235, ChangeState]
type = ChangeState
Triggerall = prevstateno = 1215 || prevstateno = 1225
trigger1 = animtime = 0
value = 1205
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 1236] ;Psi-Blade - For Diag 2
type    = S
movetype= A
physics = S
Velset = 0, 0
ctrl = 0
anim = 2012

[State 1236, ChangeState]
type = ChangeState
Triggerall = prevstateno = 1205 || prevstateno = 1225
trigger1 = animtime = 0
value = 1215
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 1215] ;Psi-Blade - Spin (Diag)
type    = A
movetype= A
physics = N
juggle  = 1
poweradd = 35
ctrl = 0
anim = 2011
sprpriority = 3

[State 0, VelSet]
type = VelSet
trigger1 = Time > 0; && time <= 15
x = 6
y = -3
;ignorehitpause =
;persistent =

[State 1105, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = Animelem = 6
attr = S, SA                        ;Attribute: Standing, Normal Attack
damage = 30, 10                        ;Damage that move inflicts, guard damage
animtype = up                        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                        ;Flags on how move is to be guarded against
hitflag = MAF                        ;Flags of conditions that move can hit
priority = 5, Hit                        ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 4,4                        ;Time attacker pauses, time opponent shakes
guard.pause = 16
sparkno = s8003                                ;Spark anim no (Def: set above)
guard.sparkno = s8015;Y-offset for the spark rel. to p1
sparkxy = -30, -80                ;X-offset for the "hit spark" rel. to p2,
hitsound = S10,4
guardsound = S13,0    ;s6300, 0         ;Sound to play on guard
ground.type = High                ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5                ;Time that the opponent slides back
ground.hittime  = 15                ;Time opponent is in hit state
ground.velocity = -1, -5.5                ;Velocity at which opponent is pushed
airguard.velocity = -4,-4        ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                        ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1, -5.5        ;X-velocity at which opponent is pushed,
air.hittime = 15
yaccel = .45                        ;Time before opponent regains control in air
Fall = 1
Air.Fall = 1
Forcestand = 1
fall.recover = 0
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
envshake.time = 4
envshake.ampl = 3

[State 1215, Straight]
type = ChangeState
Triggerall = Movecontact
triggerall = prevstateno != 1231 || prevstateno = 1236
Triggerall = prevstateno = 1210
trigger1 = command = "b"  && time >= 10
value = 1230
ctrl = 0

[State 1215, Straight]
type = ChangeState
Triggerall = Movecontact
triggerall = prevstateno != 1210 || prevstateno != 1236
Triggerall = prevstateno = 1231
trigger1 = command = "b"  && time >= 10
value = 1235
ctrl = 0

[State 1215, Up]
type = ChangeState
Triggerall = Movecontact
triggerall = prevstateno != 1231 || prevstateno = 1236
Triggerall = prevstateno = 1210
trigger1 = command = "c" && time >= 10
value = 1232
ctrl = 0

[State 1215, Up]
type = ChangeState
Triggerall = Movecontact
triggerall = prevstateno != 1210 || prevstateno != 1236
Triggerall = prevstateno = 1231
trigger1 = command = "c" && time >= 10
value = 1237
ctrl = 0

[State 1215, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1306     ;72
ctrl = 0

;---------------------------------------------------------------------------
[Statedef 1232];Psi-Blade - For Up 1
type    = S
movetype= A
physics = S
Velset = 0, 0
ctrl = 0
anim = 2012

[State 1232, ChangeState]
type = ChangeState
Triggerall = prevstateno = 1215 || prevstateno = 1205
trigger1 = animtime = 0
value = 1225
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 1237] ;Psi-Blade - For Up 2
type    = S
movetype= A
physics = S
Velset = 0, 0
ctrl = 0
anim = 2012

[State 1237, ChangeState]
type = ChangeState
Triggerall = prevstateno = 1215 || prevstateno = 1205
trigger1 = animtime = 0
value = 1225
ctrl = 0
;---------------------------------------------------------------------------
[Statedef 1205];Psi-Blade - Spin (Straight)
type    = A
movetype= A
physics = N
juggle  = 1
ctrl = 0
poweradd = 35
anim = 2011
sprpriority = 3

[State 1105, 1]
type = HitDef
trigger1 = animelem = 1
trigger2 = Animelem = 6
attr = S, SA                        ;Attribute: Standing, Normal Attack
damage = 30, 10                        ;Damage that move inflicts, guard damage
animtype = up                        ;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA                        ;Flags on how move is to be guarded against
hitflag = MAF                        ;Flags of conditions that move can hit
priority = 5, Hit                        ;Attack priority: 0 (least) to 7 (most), 4 default
pausetime = 4,4                        ;Time attacker pauses, time opponent shakes
guard.pause = 16
sparkno = s8003                                ;Spark anim no (Def: set above)
guard.sparkno = s8015;Y-offset for the spark rel. to p1
sparkxy = -30, -80                ;X-offset for the "hit spark" rel. to p2,
hitsound = S10,4
guardsound = S13,0   ;s6300, 0                ;Sound to play on guard
ground.type = High                ;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5                ;Time that the opponent slides back
ground.hittime  = 15                ;Time opponent is in hit state
ground.velocity = -2, -4                ;Velocity at which opponent is pushed
airguard.velocity = -5,-5        ;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High                        ;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -2, -2                ;X-velocity at which opponent is pushed,
air.hittime = 15                        ;Time before opponent regains control in air
Fall = 1
Air.Fall = 1
fall.recover = 0
Forcestand = 1
ground.cornerpush.veloff = -5
guard.cornerpush.veloff = -5
envshake.time = 4
envshake.ampl = 3

[State 1205, Diag]
type = ChangeState
Triggerall = Movecontact
triggerall = prevstateno = 1200
Triggerall = prevstateno != 1230 || prevstateno != 1235
trigger1 = command = "a" && time >= 10
value = 1231
ctrl = 0

[State 1205, Diag]
type = ChangeState
Triggerall = Movecontact
triggerall = prevstateno != 1200 || prevstateno != 1235
Triggerall = prevstateno = 1230
trigger1 = command = "a" && time >= 10
value = 1236
ctrl = 0

[State 1205, Up]
type = ChangeState
Triggerall = Movecontact
triggerall = prevstateno = 1200
Triggerall = prevstateno != 1230 || prevstateno != 1235
trigger1 = command = "c" && time >= 10
value = 1232
ctrl = 0

[State 1205, Up]
type = ChangeState
Triggerall = Movecontact
triggerall = prevstateno != 1200 || prevstateno != 1235
Triggerall = prevstateno = 1230
trigger1 = command = "c" && time >= 10
value = 1237
ctrl = 0

[State 1205, ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 1306   ;72
ctrl = 0


;-------------------------------------------
;# THIS WAS ORIGINALLY IN THE 'TWISTING UPWARD" PART UNDERNEATH HITDEF
;--------------------------
[State 1225, Straight]
type = ChangeState
Triggerall = Movecontact
Triggerall = prevstateno = 1221
trigger1 = command = "b" && time >= 10
value = 1230
ctrl = 0

[State 1225, Diag]
type = ChangeState
Triggerall = Movecontact
Triggerall = prevstateno = 1221
trigger1 = command = "a" && time >= 10
value = 1231
ctrl = 0

[State 1225, Straight]
type = ChangeState
Triggerall = Movecontact
Triggerall = prevstateno = 1232
trigger1 = command = "b" && time >= 10
value = 1235
ctrl = 0

[State 1225, Diag]
type = ChangeState
Triggerall = Movecontact
Triggerall = prevstateno = 1232
trigger1 = command = "a" && time >= 10
value = 1236
ctrl = 0


;---------------------------------------------------------------------------
;# THIS WAS ORIGINALLY TIED TO Shinryuu COMMANDS FOR UPWARD PILLAR OF FIRE (unused)
;---------------------------------------------------------------------------

[State -1, Shinryuu-Ken]
type = ChangeState
value = 3100
triggerall = command = "Shinryuu"
triggerall = Var(45)
trigger1 = statetype = S
trigger1 = ctrl
;-------

[Statedef 3100]
type = S
movetype = A
Physics = N
anim = 3100
velset = 0,0
ctrl = 0
juggle = 0
[State 3100, Ikuze!]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,6
[State 3100, SHINRYUU-KEN!!!]
type = PlaySnd
trigger1 = AnimTime = 0
value = S50,7
[State 3100, Poeira]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1
[State 3100, Super]
type = SuperPause
trigger1 = AnimElem = 5
Time = 38
Sound = S4,7
Anim = S8501
Pos = 27,-26
Poweradd = -1000
[State 3100, Retrato]
type = Explod
trigger1 = AnimElem = 5
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2
[State 3100, Hyper Bg]
type = Explod
trigger1 = AnimElem = 5
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 3100, Hyper Combo BG 2]
type = Explod
trigger1 = AnimTime = 0 && NumExplod(8550) < 1
anim = 8550
ID = 8550
postype = left
pos = -80, -40
bindtime = -1
removetime = -1
sprpriority = -4
removeongethit = 1
ownpal = 1
[State 3100, Fogo]
type = Explod
trigger1 = Animelem = 5 && NumExplod(8300) = 0
anim = 8300
ID = 8300
pos = 6,20
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3100, Remover fogo]
type = RemoveExplod
trigger1 = AnimElem = 6
ID = 8300
[State 3100, Fogo]
type = Explod
trigger1 = Animelem = 6 && NumExplod(8350) = 0
anim = 8355
ID = 8355
pos = -10,22
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3100, Remover fogo]
type = RemoveExplod
trigger1 = AnimElem = 7
ID = 8355
[State 3100, Fogo]
type = Explod
trigger1 = AnimElem = 7 && NumExplod(8305) = 0
anim = 8305
ID = 8305
pos = 6,7
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3100, HitDef]
type = HitDef
trigger1 = AnimElem = 6
attr = S, HA
damage = 42,6
animtype = Hard
hitflag = MAf
guardflag = MA
priority = 7, Hit
pausetime = 2,2
sparkno = S8003
guard.sparkno = S8015
sparkxy = -15,-59
hitsound   = S10,2
guardsound = S13,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 1,-8
air.type = Low
air.velocity = 1,-7
fall = 1
fall.recover = 0
[State 3100, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3101

;---------------------------------------------------------------
;# Some kind of zygote of a move.
;---------------------------------------------------------------



[Statedef 300111]
type   = A
movetype = A
anim = 3003

[State 3010, HitDef]
type = HitDef
triggerall = Anim != 3011 && HitCount < 7
trigger1 = TimeMod = 3,0
attr = A, HA
damage    = 28,3
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-22.2
air.type = High
air.velocity = -1,-3.2
air.hittime = 12
fall = 1
air.fall = 1
sparkxy = 0,-60
sparkno = S8003
guard.sparkno = S8015
hitsound   = S10,1
guardsound = S13,0


;---------------------------------------------------------------
;# Arcing ground pound w/100 hand slap
;---------------------------------------------------------------

[Statedef 3010]
type   = A
movetype = A
anim = 3010
[State 3010, PlaySnd]
type = PlaySnd
trigger1 = Time = 0
value = S1,2
[State 3010, PosAdd]
type = PosAdd
trigger1 = Time = 5
x = 10
[State 3010, Playerpush]
type = PlayerPush
trigger1 = Time >= 5
trigger1 = Vel Y < 1
value = 0
[State 3010, VelSet]
type = VelSet
trigger1 = Time = 0
x = 1
y = -12.5
[State 3010, PosAdd]
type = PosAdd
trigger1 = Time = 0
x = 5
[State 3010, VelMul]
type = VelMul
trigger1 = Time >= 0
x = .9
[State 3010, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = .5
[State 3010, HitDef]
type = HitDef
triggerall = Anim != 3011 && HitCount < 7
trigger1 = TimeMod = 3,0
attr = A, HA
damage    = 28,3
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6,6
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -1,-3.2
air.type = High
air.velocity = -1,-3.2
air.hittime = 12
fall = 1
air.fall = 1
sparkxy = 0,-60
sparkno = S8003
guard.sparkno = S8015  
hitsound   = S10,1
guardsound = S13,0
[State 3010, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > -1
value = 3011
persistent = 0
[State 3010, ChangeState]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= -5
value = 3002



;---------------------------------------------------------------
;# Another rising pillar of fire
;---------------------------------------------------------------
[Statedef 3101]
type = A
movetype = A
physics = N
anim = 3101
ctrl = 0
velset = 0,-13
[State 3101, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3101, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
[State 3101, Raio]
type = Playsnd
trigger1 = Time = 0
value = S50,6
[State 3101, Remover fogo]
type = RemoveExplod
trigger1 = Time = 0
ID = 8305
[State 3101, Fogo]
type = Explod
trigger1 = Time = 0 && NumExplod(8352) = 0
anim = 8352
ID = 8352
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3101, Remover]
type = RemoveExplod
trigger1 = Animelem = 2
ID = 8352
[State 3101, Raio]
type = Explod
trigger1 = (Time = 0) && (NumExplod(8600) = 0)
anim = 8600
ID = 8600
pos = 0,0
postype = p1
sprpriority = 0
removetime = -1
bindtime = 1
[State 3101, Vel X nula]
type = VelSet
trigger1 = 1
x = 0
[State 3101, VelAdd]
type = VelAdd
trigger1 = Time >= 0
y = 0.25
[State 3101, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 3
trigger3 = AnimElem = 5 
trigger4 = AnimElem = 7
trigger5 = AnimElem = 6
attr = A, HA
animtype  = Heavy
damage =  16,6
getpower = 0
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 4,4
sparkxy = -5,-50
sparkno = S8003
guard.sparkno = S8015
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = 0,-8
air.velocity = 0,-8
fall.xvelocity = 0
fall.yvelocity = -1
fall = 1
fall.recover = 0
down.bounce = 0
palfx.time = 30
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 3101, SOCA O TECLADO, MEU FILHO!!!]
type = HitDef
triggerall = Time > 30
trigger1 = command = "x" || command = "y" || command = "z" || command = "a" || command = "b" || command = "c"
attr = S, HA
damage  = 9,3
animtype  = Hard
hitflag = MAf
guardflag = MA
pausetime = 0,0
sparkxy = -5,-50
sparkno = S8003
guard.sparkno = S8015
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = 0,-7
air.velocity = 0,-7
fall.xvelocity = 0
fall.yvelocity = -2
fall = 1
fall.recover = 0
palfx.time = 50
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 3101, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8510,8511)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 3101, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 3102

[Statedef 3102]
type = A
movetype = A
physics = N
ctrl = 0
velset = 0,.1
[State 3102, remover raio]
type = RemoveExplod
trigger1 = Time = 4
ID = 8600
[State 3102, raio]
type = Explod
trigger1 = (Time = 4) && (numexplod(8601) = 0)
anim = 8601
ID = 8601
pos = 0,313
sprpriority = 0
postype = p1
bindtime = 1
[State 3102, A última porrada]
type = HitDef
trigger1 = enemyNear, Anim != 5070
trigger1 = AnimElem = 4
attr = A, HA
damage    = 20,3
animtype  = Hard
getpower  = 0
givepower = 8
hitflag = MAf
guardflag = MA
pausetime = 3,6
sparkxy = -5,-50
sparkno = S8003
guard.sparkno = S8015
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 27
ground.velocity = -11,-8
air.velocity = -11,-7
fall = 1
fall.recover = 0
kill = 1
palfx.time = 130
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 3102, VarSet]
type = varadd
trigerall = (RoundState = 3) && (P2Life <= 0) && (Alive = 1) && (movehit) && Var(27) != 1)
trigger1 = Var(27)<= 2 
v = 27
value = 1
[State 3102, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8510,8511)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 3102, Câmera]
type = Screenbound
triggerall = movehit
trigger1 = 1
value = 0
[State 3102, ChangeState]
type = ChangeState
trigger1 = Time = 5
value = 3103

[Statedef 3103]
type = A
movetype = I
physics = N
anim = 3103
ctrl = 0
velset = 0
[State 3103, VelAdd]
type = VelAdd
trigger1 = 1
y = .36
[State 3103, Câmera]
type = Screenbound
trigger1 = 1
value = 0
[State 3103, ChangeState]
type = ChangeState
trigger1 = pos Y >= 0
value = 3104

[Statedef 3104]
type = S
movetype = I
physics = S
anim = 3102
ctrl = 0
velset = 0,0
[State 3104, Som de cair]
type = PlaySnd
trigger1 = Time = 0
value = S4,3
[State 3104, Vel Y nula]
type = PosSet
trigger1 = Time = 0
y = 0
[State 3104, Visível? Vai pro 0!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------
;# Insane combo hyper
;---------------------------------------------------------------



[Statedef 3200]
type = S
movetype = A
physics = N
anim = 3200
velset = 0,0
ctrl = 0
[State 3200, Kou-radan!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S50,8
[State 3200, Haa!]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 16
trigger3 = AnimElem = 29
value = S2,0
[State 3200, Hia!]
type = PlaySnd
trigger1 = AnimElem = 11
trigger2 = AnimElem = 23
value = S2,5
[State 3200, Poeira]
type = Explod
trigger1 = AnimElem = 3
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1
[State 3200, Super]
type = SuperPause
trigger1 = AnimElem = 3
Time = 38
Sound = S4,7
Anim = S8501
Pos = -36,-23
Poweradd = -1000
[State 3200, Hyper BG]
type = Explod
trigger1 = AnimElem = 3
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 3200, Hyper Combo BG 2]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8550) < 1
anim = 8550
ID = 8550
postype = left
pos = -80, -40
bindtime = -1
removetime = -1
sprpriority = -4
removeongethit = 1
ownpal = 1
[State 3200, Retrato]
type = Explod
trigger1 = AnimElem = 3
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2
[State 3200, Corre, meu fio!]
type = VelSet
trigger1 = AnimElemTime(3) = 1
x = 2.5
[State 3200, Width]
type = Width
trigger1 = 1
value = 20,0
[State 3200, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
getpower = 0
animtype  = High
damage    = 34,3
guardflag = MA
pausetime = 4,5
hitsound   = S10,4
guardsound = S13,0
sparkxy = -20, -71
sparkno = S8003
guard.sparkno = S8015
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-5
[State 3200, HitDef]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 11
attr = S, HA
getpower = 0
animtype  = High
damage    = 24,3
guardflag = MA
pausetime = 4,5
hitsound   = S10,4
guardsound = S13,0
sparkxy = -5, -66
sparkno = S8003
guard.sparkno = S8015
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-5
[State 3200, HitDef]
type = HitDef
trigger1 = AnimElem = 17
trigger2 = AnimElem = 29
attr = S, NA
getpower = 0
animtype  = High
damage    = 34,3
guardflag = MA
pausetime = 4,5
hitsound   = S10,4
guardsound = S13,0
sparkxy = -20, -71
sparkno = S8003
guard.sparkno = S8015
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-5
[State 3200, HitDef]
type = HitDef
trigger1 = AnimElem = 22
trigger2 = AnimElem = 23
attr = S, HA
getpower = 0
animtype  = High
damage    = 24,3
guardflag = MA
pausetime = 4,5
hitsound   = S10,4
guardsound = S13,0
sparkxy = -5, -66
sparkno = S8003
guard.sparkno = S8015
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,0
air.type = Low
air.velocity = -2,-5
[State 3200, Joelhada]
type = Changestate
trigger1 = Animtime = 0
value = 3201

[Statedef 3201]
type = S
movetype = A
Physics = N
anim = 3201
velset = 0,0
ctrl = 0
juggle = 0
[State 3201, Hia]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,5
[State 3201, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = High
damage = 15,6
guardflag = MA
pausetime = 8,8
hitsound   = S10,4
guardsound = S13,0
sparkxy = -20,-71
sparkno = S8003
guard.sparkno = S8015
ground.type = High
air.hittime = 28
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -3,-7
air.velocity = 0,-6
[State 3201, Sucesso]
type = Changestate
trigger1 = Movehit
value = 3202
[State 3201, Falha]
type = Changestate
trigger1 = AnimTime = 0 && Movehit != 1
value = 0
ctrl = 1

[Statedef 3202]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3202
juggle = 1
[State 3202, Subindo]
type = VelSet
trigger1 = Time > 1
x = 4.4
y = -4.7  
[State 3201, Haa]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,0
[State 3202, HitDef]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
trigger3 = AnimElem = 16
trigger4 = AnimElem = 20
trigger5 = AnimElem = 24
trigger6 = AnimElem = 28
attr = A, SA
getpower = 0
animtype  = High
damage    = 12, 3
guardflag = MA
pausetime = 7,6
hitsound   = S10,4
guardsound = S13,0
sparkxy = 0,-90
sparkno = S8003
guard.sparkno = S8015
ground.type = High
air.hittime = 26
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -3,-7
air.velocity = -2,-7
[State 3202, Sucesso]
type = ChangeState
trigger1 = (AnimTime = 0) && (movecontact)
value = 3203
[State 3202, Falha]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 0)
value = 1290

[Statedef 3203]
Type = A
movetype = A
physics = S
velset = 0,0
anim = 1280
[State 3203, Hia!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,5
[State 3203, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
getpower = 0
animtype  = High
damage    = 40, 9
guardflag = MA
pausetime = 6,6
sparkno = S8003
guard.sparkno = S8015
hitsound = S10,5
guardsound = S13,0
sparkxy = -15,-59
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-1
air.velocity = -7,-1
fall.recover = 0
fall = 1
fall.yvelocity = -.4
[State 3203, Descendo]
type = ChangeState
trigger1 = AnimTime = 0
value = 1240 ;1290


;---------------------------------------------------------------
;# Another crazy shake it thing hyper
;---------------------------------------------------------------
[Statedef 3300]
type = S
movetype = A
Physics = N
anim = 3300
velset = 0,0
ctrl = 0
juggle = 0
[State 3000, IMADA!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,5
[State 3300, Poeira]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1
[State 3300, Fogo]
type = Null
trigger1 = AnimElem = 7
anim = 8610
ID = 8610
postype = P1
pos = 5,0
sprpriority = 3
ownpal = 1
[State 3300, Super]
type = SuperPause
trigger1 = AnimElem = 3
Time = 38
Sound = S4,7
Anim = S8501
Pos = -35,-70
Poweradd = -1000
[State 3300, NotHitBy]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 32
[State 3300, Hyper Bg]
type = Explod
trigger1 = AnimElem = 3
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 3300, Hyper Combo BG 2]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8550) < 1
anim = 8550
ID = 8550
postype = left
pos = -80, -40
bindtime = -1
removetime = -1
sprpriority = -4
removeongethit = 1
ownpal = 1
[State 3300, Retrato]
type = Explod
trigger1 = AnimElem = 3
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2

[State 3300, fogo]
type = Null
trigger1 = AnimElem = 7
value = S3300,1

[State 3300, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3301
ctrl = 0

[Statedef 3301]
type    = A
movetype= A
physics = N
juggle  = 4
anim = 3301
velset = 0,0
ctrl = 0
sprpriority = 2

[State 3301, através]
type = PlayerPush
trigger1 = 1
value = 0
[State 3301, eletricidade]
type = Explod
trigger1 = animelem = 1
trigger2 = Animelem = 17
trigger3 = AnimElem = 33
anim = 8110
pos = 24,5
postype = p1
sprpriority = 5
supermove = 1
bindtime = -1
[State 3301, eletricidade]
type = Explod
trigger1 = animelem = 9
trigger2 = AnimElem = 25
anim = -1
pos = 324345324,23342455
postype = p1
sprpriority = -1
supermove = 1
bindtime = -1


[State 0, EnvShake]
type = EnvShake
trigger1 = 30
time = 30
freq = 60
ampl = -4
phase = 90
;ignorehitpause =
;persistent =


[State 3301, Kara]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 15
trigger5 = AnimElem = 17
trigger6 = AnimElem = 23
trigger7 = AnimElem = 25
trigger8 = AnimElem = 31
trigger9 = AnimElem = 33
trigger10 = AnimElem = 39
value = S8989,9
[State 3301, HitDef]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
trigger4 = AnimElem = 13
trigger5 = AnimElem = 17
trigger6 = AnimElem = 21
trigger7 = AnimElem = 25
trigger8 = AnimElem = 29
trigger9 = AnimElem = 33
trigger10 = AnimElem = 37
attr = A, HA
animtype  = Medium
damage  = 12,3
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8003
sparkxy = -10,-60
guard.sparkno = S8015
hitsound  = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 20,-3.8
air.type = High
air.velocity = 20,-3.8
air.juggle = 3
fall.recover = 0
p2facing = 1
snap = 65,-3
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3301, HitDef]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
trigger3 = AnimElem = 11
trigger4 = AnimElem = 15
trigger5 = AnimElem = 19
trigger6 = AnimElem = 23
trigger7 = AnimElem = 27
trigger8 = AnimElem = 31
trigger9 = AnimElem = 35
trigger10 = AnimElem = 39
attr = A, HA
animtype  = Medium
damage  = 12,3
guardflag = MA
hitflag = MAF
priority = 7, Hit
pausetime = 2,0
sparkno = S8003
sparkxy = -10,-60
guard.sparkno = S8015
hitsound  = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = 20,-3.8
air.type = High
air.velocity = 20,-3.8
air.juggle = 3
fall.recover = 0
p2facing = 1
snap = -65,-3
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3202, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 3)
anim = 8100
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 3202, Sucesso]
type = ChangeState
trigger1 = (AnimTime = 0) && (movecontact)
value = 3304
[State 3202, Falha]
type = ChangeState
trigger1 = (AnimTime = 0) && (MoveContact = 0)
value = 1290

[Statedef 3304]
Type = A
movetype = A
physics = S
velset = 0,0
anim = 1280
[State 3304, Hia!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,5
[State 3304, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SA
getpower = 0
animtype  = High
damage  = 30,3
guardflag = MA
pausetime = 6,6
sparkno = S8003
guard.sparkno = S8015
hitsound = S10,5
guardsound = S13,0
sparkxy = -15,-59
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -7,-1
air.velocity = -2,12
fall.recover = 0
fall = 1
fall.yvelocity = -3.19



[State 1090, 1a]
type = EnvShake
trigger1 = time = 0
freq = 120
ampl = 3
time = 50


[State 3304, Descendo]
type = ChangeState
trigger1 = AnimTime = 0
value = 1290




;---------------------------------------------------------------
;# Extra Fireball shit nothing usefull
;---------------------------------------------------------------


[Statedef 1050]
type = S
physics = N
movetype = A
anim = 1010
poweradd = 0
velset = 2,0
ctrl = 0
[State 1050, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
[State 1050, SprPiority]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1
[State 1050, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 1050, HitBy]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NP, SP, HP
ignorehitpause = 1
[State 1050, HitOverride]
type = HitOverride
trigger1 = 1
time = 99
slot = 1
stateno = 1052
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1050, HitDef longe]
type = HitDef
trigger1 = P2BodyDist X > 90
trigger1 = Time = 0
attr = S, SP
damage = 66,3
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,5
guard.sparkno = S8015
sparkno = S8003
sparkxy = 122, -59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.juggle = 6
[State 1050, HitDef perto]
type = HitDef
trigger1 = P2BodyDist X <= 90
trigger1 = Time = 0
attr = S, SP
damage = 66,5
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,5
guard.sparkno = S8015
sparkno = S8003
sparkxy = 122, -59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9,-5
air.velocity = -9,-5
air.animtype = Back
air.juggle = 4
fall = 1
air.fall = 1
[State 1050, Trilha de poeira] 
type = Explod
trigger1 = Time = 0
anim = 8050
ID = 8050
pos = -4,-13
postype = p1
sprpriority = 5
bindtime = -1
removetime = -1
shadow = -1
ownpal = 1
[State 1050, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -40
trigger2 = Movecontact
trigger3 = MoveHit
value = 1051
[State 1050, Fim]
type = ChangeState
trigger1 = Time = 28
value = 1052

[Statedef 1051]
type = S
physics = N
movetype = A
anim = 1011
poweradd = 0
velset = 0,0
ctrl = 0
[State 1051, Trilha de poeira dissipando] 
type = Explod
trigger1 = Time = 0
anim = 8051
ID = 8051
pos = -4,-13
postype = p1
sprpriority = 5
bindtime = 1
removetime = -2
vel = 1,0
shadow = -1
ownpal = 1
[State 1051, Remover trilha]
type = RemoveExplod
trigger1 = Time = 0
ID = 8050
[State 1051, DestroySelf]
type = Destroyself
trigger1 = AnimTime = 0

[Statedef 1052]
type = S
physics = N
movetype = A
anim = 1011
poweradd = 0
ctrl = 0
[State 1052, Trilha de poeira dissipando] 
type = Explod
trigger1 = Time = 0
anim = 8051
ID = 8051
pos = -4,-13
postype = p1
sprpriority = 5
bindtime = 1
removetime = -2
vel = 1,0
shadow = -1
ownpal = 1
[State 1052, Remover trilha]
type = RemoveExplod
trigger1 = Time = 0
ID = 8050
[State 1052, DestroySelf]
type = Destroyself
trigger1 = AnimTime = 0


;---------------------------------------------------------------
;# Fireball with dust
;---------------------------------------------------------------

[Statedef 1060]
type = S
physics = N
movetype = A
anim = 1010
poweradd = 0
velset = 3,0
ctrl = 0
[State 1060, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
[State 1060, SprPiority]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1
[State 1060, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 1060, HitBy]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NP, SP, HP
ignorehitpause = 1
[State 1060, HitOverride]
type = HitOverride
trigger1 = 1
time = 99
slot = 1
stateno = 1052
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1060, HitDef longe]
type = HitDef
trigger1 = P2BodyDist X > 90
trigger1 = Time = 0
attr = S, SP
damage = 66,5
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,5
guard.sparkno = S8015
sparkno = S8003
sparkxy = 122, -59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.juggle = 6
[State 1060, HitDef perto]
type = HitDef
trigger1 = P2BodyDist X <= 90
trigger1 = Time = 0
attr = S, SP
damage = 66,5
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,5
guard.sparkno = S8015
sparkno = S8003
sparkxy = 122, -59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9,-5
air.velocity = -9,-5
air.animtype = Back
air.juggle = 4
fall = 1
air.fall = 1
[State 1060, Trilha de poeira] 
type = Explod
trigger1 = Time = 0
anim = 8050
ID = 8050
pos = -4,-13
postype = p1
sprpriority = 5
bindtime = -1
removetime = -1
shadow = -1
ownpal = 1
[State 1060, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -40
trigger2 = Movecontact
trigger3 = MoveHit
value = 1051
[State 1060, Fim]
type = ChangeState
trigger1 = Time = 28
value = 1052

[Statedef 1070]
type = S
physics = N
movetype = A
anim = 1010
poweradd = 0
velset = 4,0
ctrl = 0
[State 1070, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoShadow
[State 1050, SprPiority]
type = SprPriority
trigger1 = 1
value = 5
ignorehitpause = 1
[State 1070, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 1070, HitBy]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NP, SP, HP
ignorehitpause = 1
[State 1070, HitOverride]
type = HitOverride
trigger1 = 1
time = 99
slot = 1
stateno = 1052
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1070, HitDef longe]
type = HitDef
trigger1 = P2BodyDist X > 90
trigger1 = Time = 0
attr = S, SP
damage = 66,5
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,5
guard.sparkno = S8015
sparkno = S8003
sparkxy = 122, -59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.juggle = 6
[State 1070, HitDef perto]
type = HitDef
trigger1 = P2BodyDist X <= 90
trigger1 = Time = 0
attr = S, SP
damage = 66,5
animtype = Hard
hitflag = MAF
guardflag = MA
pausetime = 0,5
guard.sparkno = S8015
sparkno = S8003
sparkxy = -2, -59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9,-5
air.velocity = -9,-5
air.animtype = Back
air.juggle = 4
fall = 1
air.fall = 1
[State 1070, Trilha de poeira] 
type = Explod
trigger1 = Time = 0
anim = 8050
ID = 8050
pos = -4,-13
postype = p1
sprpriority = 5
bindtime = -1
removetime = -1
shadow = -1
ownpal = 1
[State 1070, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -40
trigger2 = Movecontact
trigger3 = MoveHit
value = 1051
[State 1070, Fim]
type = ChangeState
trigger1 = Time = 28
value = 1052




;---------------------------------------------------------------
;# Shoryuken
;---------------------------------------------------------------


[Statedef 1131]
type    = S
movetype = A
physics = S
juggle = 8
anim = 1100
sprpriority = 2
velset = 0,0
ctrl = 0
poweradd= ifelse (Var(30) = 1,0,84)
[State 1131, Shou!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,3
[State 1131, Kara]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,1
[State 1131, Poeira]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1
[State 1131, Fogo]
type = Explod
trigger1 = Time = 2 && NumExplod(8200) = 0
anim = 8200
ID = 8200
pos = 5,7
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1131, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 3
ID = 8200
[State 1131, Fogo]
type = Explod
trigger1 = Anim = 1100 && AnimElem = 3  && NumExplod(8205) = 0
anim = 8205
ID = 8205
pos = 5,7
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1131, Remover o fogo]
type = RemoveExplod
triggerall = Anim = 1100
trigger1 = AnimElem = 4
ID = 8205
[State 1131, Fogo]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8201) = 0
anim = 8201
ID = 8201
pos = 8,2
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1131, Remover o fogo]
type = RemoveExplod
trigger1 = Anim = 1101
ID = 8201
[State 1131, Fogo]
type = Explod
trigger1 = Anim = 1101 && NumExplod(8202) < 1
anim = 8202
ID = 8202
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removeongethit = 1
bind = p1
[State 1131, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
[State 1131, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N
[State 1131, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 5.5
y = -7.5
[State 1131, VelMul]
type = VelMul
trigger1 = Time > 17
x = 0.8
y = 1
[State 1131, VelAdd]
type = VelAdd
trigger1 = Time > 17
y = .5
[State 1131, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 1101
trigger1 = Time > 21 && Vel Y > 0
value = 1101
[State 1131, HitDef]
type = HitDef
triggerall = Anim != 1101 
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 33,3
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,10
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -6,-8
air.velocity = -6,-6
yaccel = .5
air.type = Low
air.juggle = 3
fall = 1
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 1131, HitDef]
type = HitDef
trigger1 = Anim != 1101 
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 66,3
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 12
ground.velocity = -8,-12
air.velocity = -8,-12
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5
palfx.time = 130
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 1131, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8503,8504)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 1131, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1110

[Statedef 1132]
type    = S
movetype = A
physics = S
juggle = 8
anim = 1100
sprpriority = 2
velset = 0,0
ctrl = 0
poweradd= ifelse (Var(30) = 1,0,84)
[State 1132, Shou!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,3
[State 1132, Kara]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,1
[State 1132, Poeira]
type = Explod
trigger1 = AnimElem = 1
anim = 8020
ID = 8020
postype = P1
pos = 4,-4
sprpriority = 3
ownpal = 1
[State 1132, Fogo]
type = Explod
trigger1 = Time = 2 && NumExplod(8200) = 0
anim = 8200
ID = 8200
pos = 5,7
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1132, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 3
ID = 8200
[State 1132, Fogo]
type = Explod
trigger1 = Anim = 1100 && AnimElem = 3  && NumExplod(8205) = 0
anim = 8205
ID = 8205
pos = 5,7
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1132, Remover o fogo]
type = RemoveExplod
triggerall = Anim = 1100
trigger1 = AnimElem = 4
ID = 8205
[State 1132, Fogo]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8201) = 0
anim = 8201
ID = 8201
pos = 8,2
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1132, Remover o fogo]
type = RemoveExplod
trigger1 = Anim = 1101
ID = 8201
[State 1132, Fogo]
type = Explod
trigger1 = Anim = 1101 && NumExplod(8202) < 1
anim = 8202
id = 8202
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removeongethit = 1
bind = p1
[State 1132, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
[State 1132, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
StateType = A
physics = N
[State 1132, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 7.5
y = -9.5
[State 1132, VelMul]
type = VelMul
trigger1 = Time > 17
x = 0.8
y = 1
[State 1132, VelAdd]
type = VelAdd
trigger1 = Time > 17
y = .5
[State 1132, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 1101
trigger1 = Time > 25 && Vel Y > 0
value = 1101
[State 1132, HitDef]
type = HitDef
triggerall = Anim != 1101 
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 33,3
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,10
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -6,-8
air.velocity = -6,-6
yaccel = .5
air.type = Low
air.juggle = 3
fall = 1
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 1132, HitDef]
type = HitDef
trigger1 = Anim != 1101 
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 66,3
priority  = 7, Hit
hitflag = MAF
guardflag = MA
pausetime = 8
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 12
ground.velocity = -10,-12
air.velocity = -10,-12
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5
palfx.time = 130
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 1132, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8503,8504)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 1132, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1110

[Statedef 1140]
type    = A
movetype = A
physics = N
juggle = 8
anim = 1140
sprpriority = 2
velset = 0,0
ctrl = 0
poweradd= ifelse (Var(30) = 1,0,84)
[State 1140, Shouryuu-Ken!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2
[State 1140, Kara]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,1
[State 1140, Fogo]
type = Explod
trigger1 = Time = 0 && NumExplod(8350) = 0
anim = 8350
ID = 8350
pos = 8,19
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1140, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 2
ID = 8350
[State 1140, Fogo]
type = Explod
trigger1 = Anim = 1140 && AnimElem = 2  && NumExplod(8355) = 0
anim = 8355
ID = 8355
pos = -16,19
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1140, Remover o fogo]
type = RemoveExplod
triggerall = Anim = 1140
trigger1 = AnimElem = 3
ID = 8355
[State 1140, Fogo]
type = Explod
trigger1 = Anim = 1140 && AnimElem = 3  && NumExplod(8356) = 0
anim = 8356
ID = 8356
pos = 2,4
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1140, Remover o fogo]
type = RemoveExplod
triggerall = Anim = 1140
trigger1 = AnimElem = 4
ID = 8356
[State 1140, Fogo]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8301) = 0
anim = 8351
ID = 8351
pos = 8,2
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1140, Remover o fogo]
type = RemoveExplod
trigger1 = Anim = 1101
ID = 8351
[State 1140, Fogo]
type = Explod
trigger1 = Anim = 1101 && NumExplod(8352) < 1
anim = 8352
id = 8352
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removeongethit = 1
bind = p1
[State 1140, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
[State 1140, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 2.5
y = -4.5
[State 1140, VelMul]
type = VelMul
trigger1 = Time > 18
x = 0.8
y = 1
[State 1140, VelAdd]
type = VelAdd
trigger1 = Time > 18
y = .5
[State 1140, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 1101
trigger1 = Time > 18 && Vel Y > 0
value = 1101
[State 1140, HitDef]
type = HitDef
triggerall = Anim != 1101 
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 33,3
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -6,-8
air.velocity = -6,-6
yaccel = .5
air.type = Low
air.juggle = 3
fall = 1
palfx.time = 30
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 1140, HitDef]
type = HitDef
trigger1 = Anim != 1101 
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 66,3
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 8
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 12
ground.velocity = -6,-12
air.velocity = -6,-12
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5
palfx.time = 130
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 1140, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8510,8511)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 1140, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1110

[Statedef 1141]
type    = A
movetype = A
physics = N
juggle = 8
anim = 1140
sprpriority = 2
velset = 0,0
ctrl = 0
poweradd= ifelse (Var(30) = 1,0,84)
[State 1141, Shouryuu-Ken!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2
[State 1141, Kara]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,1
[State 1141, Fogo]
type = Explod
trigger1 = Time = 0 && NumExplod(8350) = 0
anim = 8350
ID = 8350
pos = 8,19
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1141, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 2
ID = 8350
[State 1141, Fogo]
type = Explod
trigger1 = Anim = 1140 && AnimElem = 2  && NumExplod(8355) = 0
anim = 8355
ID = 8355
pos = -16,19
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1141, Remover o fogo]
type = RemoveExplod
triggerall = Anim = 1140
trigger1 = AnimElem = 3
ID = 8355
[State 1141, Fogo]
type = Explod
trigger1 = Anim = 1140 && AnimElem = 3  && NumExplod(8356) = 0
anim = 8356
ID = 8356
pos = 2,4
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1141, Remover o fogo]
type = RemoveExplod
triggerall = Anim = 1140
trigger1 = AnimElem = 4
ID = 8356
[State 1141, Fogo]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8301) = 0
anim = 8351
ID = 8351
pos = 8,2
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1141, Remover o fogo]
type = RemoveExplod
trigger1 = Anim = 1101
ID = 8351
[State 1141, Fogo]
type = Explod
trigger1 = Anim = 1101 && NumExplod(8352) < 1
anim = 8352
id = 8352
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removeongethit = 1
bind = p1
[State 1141, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
[State 1141, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 5.5
y = -7.5
[State 1141, VelMul]
type = VelMul
trigger1 = Time > 18
x = 0.8
y = 1
[State 1141, VelAdd]
type = VelAdd
trigger1 = Time > 18
y = .5
[State 1141, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 1101
trigger1 = Time > 22 && Vel Y > 0
value = 1101
[State 1141, HitDef]
type = HitDef
triggerall = Anim != 1101 
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 33,3
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -6,-8
air.velocity = -6,-6
yaccel = .5
air.type = Low
air.juggle = 3
fall = 1
palfx.time = 30
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 1141, HitDef]
type = HitDef
trigger1 = Anim != 1101 
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 66,3
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 8
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 12
ground.velocity = -8,-12
air.velocity = -8,-12
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5
palfx.time = 130
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 1141, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8510,8511)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 1141, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1110

[Statedef 1142]
type    = A
movetype = A
physics = N
juggle = 8
anim = 1140
sprpriority = 2
velset = 0,0
ctrl = 0
poweradd= ifelse (Var(30) = 1,0,84)
[State 1142, Shouryuu-Ken!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,2
[State 1142, Kara]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,1
[State 1142, Fogo]
type = Explod
trigger1 = Time = 0 && NumExplod(8350) = 0
anim = 8350
ID = 8350
pos = 8,19
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1142, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 2
ID = 8350
[State 1142, Fogo]
type = Explod
trigger1 = Anim = 1140 && AnimElem = 2  && NumExplod(8355) = 0
anim = 8355
ID = 8355
pos = -16,19
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1142, Remover o fogo]
type = RemoveExplod
triggerall = Anim = 1140
trigger1 = AnimElem = 3
ID = 8355
[State 1142, Fogo]
type = Explod
trigger1 = Anim = 1140 && AnimElem = 3  && NumExplod(8356) = 0
anim = 8356
ID = 8356
pos = 2,4
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1142, Remover o fogo]
type = RemoveExplod
triggerall = Anim = 1140
trigger1 = AnimElem = 4
ID = 8356
[State 1142, Fogo]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8301) = 0
anim = 8351
ID = 8351
pos = 8,2
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1142, Remover o fogo]
type = RemoveExplod
trigger1 = Anim = 1101
ID = 8351
[State 1142, Fogo]
type = Explod
trigger1 = Anim = 1101 && NumExplod(8352) < 1
anim = 8352
id = 8352
pos = 0,0
postype = p1
bindtime = -1
sprpriority = 5
removeongethit = 1
bind = p1
[State 1142, NotHitBy]
type = NotHitBy
trigger1 = AnimElemTime(4) < 0
value = SCA
[State 1142, VelSet]
type = VelSet
trigger1 = AnimElem = 4
x = 7.5
y = -9.5
[State 1142, VelMul]
type = VelMul
trigger1 = Time > 18
x = 0.8
y = 1
[State 1142, VelAdd]
type = VelAdd
trigger1 = Time > 18
y = .5
[State 1142, ChangeAnim]
type = ChangeAnim
triggerall = Anim != 1101
trigger1 = Time > 26 && Vel Y > 0
value = 1101
[State 1142, HitDef]
type = HitDef
triggerall = Anim != 1101 
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 33,3
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 10,10
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -6,-8
air.velocity = -6,-6
yaccel = .5
air.type = Low
air.juggle = 3
fall = 1
palfx.time = 30
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 1142, HitDef]
type = HitDef
trigger1 = Anim != 1101 
trigger1 = AnimElem = 4
attr = A, SA
animtype  = Heavy
air.animtype  = Back
damage  = 66,3
priority  = 7, Hit
hitflag = MAF
guardflag = M
pausetime = 8
guard.sparkno = S8015
sparkno = S8003
sparkxy = -45,-64
hitsound   = S10,1
guardsound = S13,0
ground.type = Low
ground.slidetime = 14
ground.hittime = 12
ground.velocity = -10,-12
air.velocity = -10,-12
fall = 1
air.fall = 1
fall.recover = 0
air.recover = 0
yaccel = .5
palfx.time = 130
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 1142, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8510,8511)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 1142, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1110

;---------------------------------------------------------------
;# Some useless special involving that weird shake thing
;---------------------------------------------------------------
[Statedef 1300]
type = A
movetype = A
physics = N
anim = 1300
ctrl = 0
poweradd= 84
juggle = 1
[State 1300, Tatsumakisenpuukyaku!]
type = PlaySnd
triggerall = (Var(5) = 0) || (Var(5) = 1)
trigger1 = AnimElem = 1
value = S1,6
[State 1300, Yoshi!]
type = PlaySnd
triggerall = Var(5) = 2
trigger1 = AnimElem = 1
value = S50,12
[State 1300, Kara]
type = PlaySnd
triggerall = Var(5) != 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 6
value = S12,2
[State 1300, Choque]
type = PlaySnd
triggerall = Var(5) = 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 6
value = S14,0
[State 1300, Eletricidade]
type = Explod
triggerall = Var(5) = 2
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(10) = 2
anim = 8110
ID = 8110
postype = p1
pos = 24,5
ownpal = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
removeongethit = 1
[State 1300, Eletricidade]
type = Explod
triggerall = Var(5) = 2
trigger1 = AnimElemTime(6) = 0
anim = 8111
ID = 8110
postype = p1
pos = 24,5
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1
[State 1300, VelAdd]
type = VelAdd
trigger1 = Time = 0 && Vel X >= 0
X = 1
[State 1300, Vamo caí...]
type = Gravity
trigger1 = Time >= 0
[State 1300, HitDef]
type = HitDef
triggerall = Var(5) != 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SA
damage = 50,5
animtype = Heavy
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 10
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
air.hittime = 35
ground.velocity = -3,-6.2
air.velocity = -12,-6.2
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
juggle = 2
[State 1300, HitDef]
type = HitDef
triggerall = Var(5) = 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SA
damage = 50,5
animtype = Heavy
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 10
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
air.hittime = 35
ground.velocity = -3,-6.2
air.velocity = -12,-6.2
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
juggle = 2
palfx.time = 50
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 1300, Choque]
type = Explod
triggerall = Var(5) = 2
trigger1 = (MoveHit) && (NumExplod(8100) < 1)
ID = 8100
anim = 8100
postype = p2
pos = floor(EnemyNear, const(size.mid.pos.x)),floor(EnemyNear, const(size.mid.pos.y))
bindtime = -1
removetime = -2
ontop = 1
ownpal = 1
[State 1300, Fim]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

[Statedef 1310]
type = A
movetype = A
physics = N
anim = 1300
ctrl = 0
poweradd= 84
juggle = 1
[State 1310, Tatsumakisenpuukyaku!]
type = PlaySnd
triggerall = (Var(5) = 0) || (Var(5) = 1)
trigger1 = AnimElem = 1
value = S1,6
[State 1310, Yoshi!]
type = PlaySnd
triggerall = Var(5) = 2
trigger1 = AnimElem = 1
value = S50,12
[State 1310, Kara]
type = PlaySnd
triggerall = Var(5) != 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 6
value = S12,2
[State 1310, Choque]
type = PlaySnd
triggerall = Var(5) = 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 6
value = S14,0
[State 1310, VelAdd]
type = VelAdd
trigger1 = Time = 0 && Vel X >= 0 
X = 1.5
[State 1310, VelAdd]
type = VelAdd
trigger1 = Time = 0 
Y = -1
[State 1310, Vamo caí...]
type = Gravity
trigger1 = Time >= 0
[State 1310, Eletricidade]
type = Explod
triggerall = Var(5) = 2
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(10) = 2
anim = 8110
ID = 8110
postype = p1
pos = 24,5
ownpal = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
removeongethit = 1
[State 1310, Eletricidade]
type = Explod
triggerall = Var(5) = 2
trigger1 = AnimElemTime(6) = 0
anim = 8111
ID = 8110
postype = p1
pos = 24,5
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1
[State 1310, HitDef]
type = HitDef
triggerall = Var(5) != 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SA
damage = 50,5
animtype = Heavy
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 10
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
air.hittime = 35
ground.velocity = -3,-6.2
air.velocity = -12,-6.2
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
juggle = 2
[State 1310, HitDef]
type = HitDef
triggerall = Var(5) = 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SA
damage = 50,5
animtype = Heavy
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 10
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
air.hittime = 35
ground.velocity = -3,-6.2
air.velocity = -12,-6.2
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
juggle = 2
palfx.time = 112
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 1310, Choque]
type = Explod
triggerall = Var(5) = 2
trigger1 = (MoveHit) && (NumExplod(8100) < 1)
ID = 8100
anim = 8100
postype = p2
pos = floor(EnemyNear, const(size.mid.pos.x)),floor(EnemyNear, const(size.mid.pos.y))
bindtime = -1
removetime = -2
ontop = 1
ownpal = 1
[State 1310, Fim]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

[Statedef 1320]
type = A
movetype = A
physics = N
anim = 1300
ctrl = 0
poweradd= 84
juggle = 1
[State 1320, Tatsumakisenpuukyaku!]
type = PlaySnd
triggerall = (Var(5) = 0) || (Var(5) = 1)
trigger1 = AnimElem = 1
value = S1,6
[State 1320, Yoshi!]
type = PlaySnd
triggerall = Var(5) = 2
trigger1 = AnimElem = 1
value = S50,12
[State 1320, Kara]
type = PlaySnd
triggerall = Var(5) != 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 6
value = S12,2
[State 1320, Choque]
type = PlaySnd
triggerall = Var(5) = 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 6
value = S14,0
[State 1320, Eletricidade]
type = Explod
triggerall = Var(5) = 2
trigger1 = AnimElemTime(2) = 0
trigger2 = AnimElemTime(10) = 2
anim = 8110
ID = 8110
postype = p1
pos = 24,5
ownpal = 1
sprpriority = 3
bindtime = -1
ignorehitpause = 1
removeongethit = 1
[State 1320, Eletricidade]
type = Explod
triggerall = Var(5) = 2
trigger1 = AnimElemTime(6) = 0
anim = 8111
ID = 8110
postype = p1
pos = 24,5
ownpal = 1
sprpriority = -1
bindtime = -1
ignorehitpause = 1
removeongethit = 1
[State 1320, VelAdd]
type = VelAdd
trigger1 = Time = 0 && Vel X >= 0 
X = 2
[State 1320, VelAdd]
type = VelAdd
trigger1 = Time = 0 
Y = -2
[State 1320, Vamo caí...]
type = Gravity
trigger1 = Time >= 0
[State 1320, HitDef]
type = HitDef
triggerall = Var(5) != 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SA
damage = 50,5
animtype = Heavy
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 10
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
air.hittime = 35
ground.velocity = -3,-6.2
air.velocity = -12,-6.2
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
juggle = 2
[State 1320, HitDef]
type = HitDef
triggerall = Var(5) = 2
trigger1 = AnimElem = 2
trigger2 = AnimElem = 6
attr = A, SA
damage = 50,5
animtype = Heavy
guardflag = MA
hitflag = MAF
sparkno = S8003
guard.sparkno = S8015
sparkxy = -10,-45
hitsound = S10,4
guardsound = S13,0
pausetime = 10
ground.type = High
ground.slidetime = 7
ground.hittime  = 15
air.hittime = 35
ground.velocity = -3,-6.2
air.velocity = -12,-6.2
fall = 1
fall.recover = 0
air.recover = 0
recover = 0
juggle = 2
palfx.time = 112
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 1320, Choque]
type = Explod
triggerall = Var(5) = 2
trigger1 = (MoveHit) && (NumExplod(8100) < 1)
ID = 8100
anim = 8100
postype = p2
pos = floor(EnemyNear, const(size.mid.pos.x)),floor(EnemyNear, const(size.mid.pos.y))
bindtime = -1
removetime = -2
ontop = 1
ownpal = 1
[State 1320, Fim]
type = ChangeState
trigger1 = Pos Y >= 0
value = 52

;---------------------------------------------------------------
;# Wario disappears and shoots a fireball
;---------------------------------------------------------------


[Statedef 1400]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 84)
ctrl = 0
anim = 1400
sprpriority = 2
[State 1400, Hadou-Ken!]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,0
[State 1400, Onda]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,10
[State 1400, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12
[State 1400, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .2, -.2)
[State 1400, VelAdd]
type = VelAdd
trigger1 = Time >= 38
y = .39
[State 1400, Projectile]
type = Projectile
triggerall = Var(5) = 0
trigger1 = AnimElem = 4
ProjID = 1010
projanim = 1010
projhitanim = 1011
projpriority = 1
projmisstime = 0
offset = 24,-11
velocity = 4,0
attr = A, SP
animtype = Hard
damage  = 66,3
guardflag = MA
pausetime = 5,0
guard.sparkno = S8015
sparkno = S8003
sparkxy = 122, -59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.fall = 1
air.juggle = 6
[State 1400, Ctrl]
type = CtrlSet
triggerall = Var(11) = 1 || Var(11) = -1
trigger1 = AnimElem = 19
value = 1
[State 1400, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0
[State 1400, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 38
value = 7999
ctrl = 0

[Statedef 1401]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 84)
ctrl = 0
anim = 1400
sprpriority = 2
[State 1401, Hadou-Ken!]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,0
[State 1401,Onda]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,10
[State 1401, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12
[State 1401, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .2, -.2)
[State 1401, VelAdd]
type = VelAdd
trigger1 = Time >= 38
y = .39
[State 1401, Projectile]
type = Projectile
triggerall = Var(5) = 0
trigger1 = AnimElem = 4
ProjID = 1010
projanim = 1010
projhitanim = 1011
projpriority = 1
projmisstime = 0
offset = 24,-11
velocity = 5,0
attr = A, SP
animtype = Hard
damage  = 66,3
guardflag = MA
pausetime = 5,0
guard.sparkno = S8015
sparkno = S8003
sparkxy = 122, -59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.juggle = 6
air.fall = 1
[State 1401, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0
[State 1401, Ctrl]
type = CtrlSet
triggerall = Var(11) = 1 || Var(11) = -1
trigger1 = AnimElem = 19
value = 1
[State 1401, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 38
value = 7999
ctrl = 0

[Statedef 1402]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 84)
ctrl = 0
anim = 1400
sprpriority = 2
[State 1402, Hadou-Ken!]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,0
[State 1402, Onda]
type = PlaySnd
trigger1 = AnimElem = 4
value = S4,10
[State 1402, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12
[State 1402, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .2, -.2)
[State 1402, VelAdd]
type = VelAdd
trigger1 = Time >= 38
y = .39
[State 1402, Projectile]
type = Projectile
triggerall = Var(5) = 0
trigger1 = AnimElem = 4
ProjID = 1010
projanim = 1010
projhitanim = 1011
projpriority = 1
projmisstime = 0
offset = 24,-11
velocity = 6,0
attr = A, SP
animtype = Hard
damage  = 66,3
guardflag = MA
pausetime = 5,0
guard.sparkno = S8015
sparkno = S8003
sparkxy = 122, -59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.juggle = 6
air.fall = 1
[State 1402, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0
[State 1402, Ctrl]
type = CtrlSet
triggerall = Var(11) = 1 || Var(11) = -1
trigger1 = AnimElem = 19
value = 1
[State 1402, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 38
value = 7999
ctrl = 0

;---------------------------------------------------------------
;# fetus of shoulder charge
;---------------------------------------------------------------



[Statedef 1410]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 84)
ctrl = 0
anim = 1401
sprpriority = 2
[State 1410, Hadou-Ken!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,0
[State 1410, Onda]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,10
[State 1410, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0
[State 1410, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12
[State 1410, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .2, -.2)
[State 1410, VelAdd]
type = VelAdd
trigger1 = Time >= 48
y = .39
[State 1410, Hadou-Ken]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Zankuu Hadou-Ken"
postype = p1
pos = -6,-82
stateno = 1415
ID = 1415
ownpal = 1
persistent = 0
[State 1410, Ctrl]
type = CtrlSet
triggerall = Var(11) = 1 || Var(11) = -1
trigger1 = AnimElem = 17
value = 1
[State 1410, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 48
value = 7999
ctrl = 0

[Statedef 1411]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 84)
ctrl = 0
anim = 1401
sprpriority = 2
[State 1411, Hadou-Ken!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,0
[State 1411,Onda]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,10
[State 1411, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0
[State 1411, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12
[State 1411, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .2, -.2)
[State 1411, VelAdd]
type = VelAdd
trigger1 = Time >= 48
y = .39
[State 1411, Hadou-Ken]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Zankuu Hadou-Ken"
postype = p1
pos = -6,-82
stateno = 1416
ID = 1415
ownpal = 1
persistent = 0
[State 1411, Ctrl]
type = CtrlSet
triggerall = Var(11) = 1 || Var(11) = -1
trigger1 = AnimElem = 17
value = 1
[State 1411, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 48
value = 7999
ctrl = 0

[Statedef 1412]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 84)
ctrl = 0
anim = 1401
sprpriority = 2
[State 1412, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0
[State 1412, Hadou-Ken!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1,0
[State 1412, Onda]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,10
[State 1412, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12
[State 1412, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .2, -.2)
[State 1412, VelAdd]
type = VelAdd
trigger1 = Time >= 38
y = .39
[State 1412, Hadou-Ken]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
name = "Zankuu Hadou-Ken"
postype = p1
pos = -6,-82
stateno = 1417
ID = 1415
ownpal = 1
persistent = 0
[State 1412, Ctrl]
type = CtrlSet
triggerall = Var(11) = 1 || Var(11) = -1
trigger1 = AnimElem = 17
value = 1
[State 1412, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 48
value = 7999
ctrl = 0


;---------------------------------------------------------------
;# weird repetitive state
;---------------------------------------------------------------


[Statedef 1415]
type = S
physics = N
movetype = A
anim = 1410
poweradd = 0
velset = 3,2
ctrl = 0
[State 1415, AssertSpecial]
type = Assertspecial
trigger1 = 1
flag = NoShadow
[State 1415, SprPriority]
type = Sprpriority
trigger1 = 1
value = 5
ignorehitpause = 1
[State 1415, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 1415, HitBy]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NP, SP, HP
ignorehitpause = 1
[State 1415, HitOverride]
type = HitOverride
trigger1 = 1
time = 99
slot = 1
stateno = 1419
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1415, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
animtype = Hard
damage  = 66,3
guardflag = MA
pausetime = 5,0
guard.sparkno = S8015
sparkno = S8003
sparkxy = -88,59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.fall = 1
air.juggle = 6
[State 1415, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -40
trigger2 = Movecontact
value = 1418
[State 1415, ChangeState]
type = ChangeState
trigger1 = Time = 31 || Pos Y >= 30
value = 1419

[Statedef 1416]
type = S
physics = N
movetype = A
anim = 1410
poweradd = 0
velset = 4,2.5
ctrl = 0
[State 1416, AssertSpecial]
type = Assertspecial
trigger1 = 1
flag = NoShadow
[State 1416, SprPriority]
type = Sprpriority
trigger1 = 1
value = 5
ignorehitpause = 1
[State 1416, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 1416, HitBy]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NP, SP, HP
ignorehitpause = 1
[State 1416, HitOverride]
type = HitOverride
trigger1 = 1
time = 99
slot = 1
stateno = 1419
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1416, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
animtype = Hard
damage  = 66,3
guardflag = MA
pausetime = 5,0
guard.sparkno = S8015
sparkno = S8003
sparkxy = -88,59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.fall = 1
air.juggle = 6
[State 1416, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -40
trigger2 = Movecontact
value = 1418
[State 1416, ChangeState]
type = ChangeState
trigger1 = Time = 31 || Pos Y >= 30
value = 1419

[Statedef 1417]
type = S
physics = N
movetype = A
anim = 1410
poweradd = 0
velset = 5,3
ctrl = 0
[State 1417, No Shadows!]
type = Assertspecial
trigger1 = 1
flag = NoShadow
[State 1417, SprPriority]
type = Sprpriority
trigger1 = 1
value = 5
ignorehitpause = 1
[State 1417, NotHitBy]
type = NotHitBy
trigger1 = 1
time = 99
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 1417, HitBy]
type = HitBy
trigger1 = 1
time = 99
value = SCA, NP, SP, HP
ignorehitpause = 1
[State 1417, HitOverride]
type = HitOverride
trigger1 = 1
time = 99
slot = 1
stateno = 1419
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 1417, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, SP
animtype = Hard
damage  = 66,3
guardflag = MA
pausetime = 5,0
guard.sparkno = S8015
sparkno = S8003
sparkxy = -88,59
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.fall = 1
air.juggle = 6
[State 1417, ChangeState]
type = ChangeState
trigger1 = FrontEdgeBodyDist < -40
trigger2 = Movecontact
value = 1418
[State 1417, ChangeState]
type = ChangeState
trigger1 = Time = 31 || Pos Y >= 30
value = 1419

[Statedef 1418]
type = S
physics = N
movetype = A
poweradd = 0
velset = 0,0
ctrl = 0
[State 1418, Explod] 
type = Explod
trigger1 = Time = 0
anim = 1411
ID = 1411
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
removetime = -2
shadow = -1,0,0
ownpal = 1
[State 1418, DestroySelf]
type = Destroyself
trigger1 = Time = 1

[Statedef 1419]
type = S
physics = N
movetype = A
poweradd = 0
ctrl = 0
[State 1419, Explod] 
type = Explod
trigger1 = Time = 0
anim = 1411
ID = 1411
pos = 0,0
postype = p1
sprpriority = 2
bindtime = 1
vel = 2,1
removetime = -2
shadow = -1,0,0
ownpal = 1
[State 1419, DestroySelf]
type = Destroyself
trigger1 = Time = 1


;---------------------------------------------------------------
;# Dawn of air fireball
;---------------------------------------------------------------

[Statedef 1420]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 84)
ctrl = 0
anim = 1401
sprpriority = 2
[State 1420, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0
[State 1420, Puu]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,3
[State 1420, Onda]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,10
[State 1420, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12
[State 1420, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .2, -.2)
[State 1420, VelAdd]
type = VelAdd
trigger1 = Time >= 48
y = .39
[State 1420, Projectile]
type = Projectile
trigger1 = AnimElem = 3
ProjID = 1420
projanim = 1420
projhitanim = 1421
projpriority = 1
projmisstime = 0
offset = -6,-88
velocity = 4,2
projheightbound = -240,-10
attr = A, SP
animtype = Hard
damage  = 66,3
guardflag = MA
pausetime = 5,0
guard.sparkno = S8015
sparkno = S8003
sparkxy = 88,39
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.fall = 1
air.juggle = 6
[State 1420, Ctrl]
type = CtrlSet
triggerall = Var(11) = 1 || Var(11) = -1
trigger1 = AnimElem = 17
value = 1
[State 1420, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 48
value = 7999
ctrl = 0

[Statedef 1421]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 84)
ctrl = 0
anim = 1401
sprpriority = 2
[State 1421, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0
[State 1421, Puu!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,3
[State 1421,Onda]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,10
[State 1421, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12
[State 1421, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .2, -.2)
[State 1421, VelAdd]
type = VelAdd
trigger1 = Time >= 48
y = .39
[State 1421, Projectile]
type = Projectile
trigger1 = AnimElem = 3
ProjID = 1420
projanim = 1420
projhitanim = 1421
projpriority = 1
projmisstime = 0
offset = -6,-94
velocity = 5,3
projheightbound = -240,-10
attr = A, SP
animtype = Hard
damage  = 66,3
guardflag = MA
pausetime = 5,0
guard.sparkno = S8015
sparkno = S8003
sparkxy = 88,39
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.fall = 1
air.juggle = 6
[State 1421, Ctrl]
type = CtrlSet
triggerall = Var(11) = 1 || Var(11) = -1
trigger1 = AnimElem = 17
value = 1
[State 1421, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 48
value = 7999
ctrl = 0

[Statedef 1422]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 84)
ctrl = 0
anim = 1401
sprpriority = 2
[State 1422, VelSet]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
y = 0
[State 1422, Puu!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S2,3
[State 1422, Onda]
type = PlaySnd
trigger1 = AnimElem = 3
value = S4,10
[State 1422, VelMul]
type = VelMul
trigger1 = Time = 0
x = .12
y = .12
[State 1422, VelAdd]
type = VelAdd
trigger1 = Time = 0
trigger1 = Vel Y = [-.1,.1]
y = ifelse(Vel Y <= 0, .2, -.2)
[State 1422, VelAdd]
type = VelAdd
trigger1 = Time >= 48
y = .39
[State 1422, Projectile]
type = Projectile
trigger1 = AnimElem = 3
ProjID = 1420
projanim = 1420
projhitanim = 1421
projpriority = 1
projmisstime = 0
projheightbound = -240,-10
offset = -6,-94
velocity = 6,4
projheightbound = -240,-10
attr = A, SP
animtype = Hard
damage  = 66,3
guardflag = MA
pausetime = 5,0
guard.sparkno = S8015
sparkno = S8003
sparkxy = 88,39
hitsound   = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 20
ground.velocity = -5
air.velocity = -4,-3
air.fall = 1
air.juggle = 6
[State 1422, Ctrl]
type = CtrlSet
triggerall = Var(11) = 1 || Var(11) = -1
trigger1 = AnimElem = 17
value = 1
[State 1422, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 48
value = 7999
ctrl = 0

;---------------------------------------------------------------
;# presumably useless shiieeeett
;---------------------------------------------------------------

[Statedef 1500]
type    = A
movetype= A
physics = N
juggle = 2
ctrl = 0
anim = ifelse(command = "kuujin_a",1500,ifelse(command = "kuujin_b",1501,1502))
velset = 0,0
poweradd = ifelse(Var(30) = 1,0,84)
sprpriority = 2
[State 1500, AfterImageTime]
type = AfterimageTime
trigger1 = 1
[State 1500, VarSet]
type = VarSet
trigger1 = Time = 0
v = 4
value = 0
[State 1500, Huuuum!]
type = PlaySnd
trigger1 = AnimTime = 0
value = S2,4
channel = 0
[State 1500, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 1503

[Statedef 1503]
type    = A
movetype= A
physics = N
juggle = 2
ctrl = 0
anim = 1503
velset = 10,10
sprpriority = 2
[State 1503, HitDef]
type = HitDef
triggerall = P2StateType != L
trigger1 = (Time%2 = 0) && (Pos Y < -5) && (EnemyNear, StateType != A)
trigger2 = (Time%2 = 0) && (Pos Y < -5) && (EnemyNear, StateType = A) && (HitCount < 5)
attr = A, SA
damage = 14,3
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8003
guard.sparkno = S8015
sparkxy = 10,-20
hitsound = S10,4
guardsound = S13,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9.3
guard.velocity = -10
airguard.velocity = -5,0
air.type = Low
air.velocity = 0,-7
down.velocity = -4,-4
ground.cornerpush.veloff = 0
yaccel = 0.5
p2facing = 1
[State 1503, HitDef]
type = HitDef
triggerall = P2StateType = L
trigger1 = (Time%2 = 0) && (Pos Y < -5) && (HitCount < 2)
attr = A, SA
damage = 14,3
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 5, Hit
pausetime = 10,10
sparkno = S8003
guard.sparkno = S8015
sparkxy = 10,-20
hitsound = S10,4
guardsound = S13,0
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -9.3
guard.velocity = -10
airguard.velocity = -5,0
air.type = Low
air.velocity = -4,-4
down.velocity = -4,-4
ground.cornerpush.veloff = 0
yaccel = 0.5
p2facing = 1
[State 1503, Sombra]
type = Explod
trigger1 = Time = 0
anim = 1506
ID = 1506
postype = P1
pos = -10,-10
sprpriority = -10
ownpal = 1
[State 1503, Sombra]
type = Explod
trigger1 = Time%3 = 2
anim = 1506
ID = 1506
postype = P1
pos = 0,0
sprpriority = -10 + Var(4)
ownpal = 1
[State 1503, VarAdd]
type = VarAdd
trigger1 = (Time%3 = 0) && (AnimElemTime(3) >= 0) && (Var(4) < 10)
v = 4
value = 1
[State 1503, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > -5)
value = 1505

[Statedef 1505]
type    = S
movetype= I
physics = S
ctrl = 0
anim = 1505
velset = 0,0
sprpriority = 2
[State 1505, VarAdd Reset]
type = VarSet
trigger1 = Time = 0
v = 4
value = 0
[State 1505, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1501, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------
;# wario disappears then big red hadouken
;---------------------------------------------------------------


[Statedef 3510]
type = A
movetype = A
ctrl = 0
anim = 3510
sprpriority = 4
[State 3510, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 20,2
[State 3510, HitDef]
type = HitDef
trigger1 = (Time%3) = 0
trigger1 = Time <= 78
attr = A, HP
getpower = 0
animtype  = Heavy
damage  = 10,3
guardflag = MA
hitflag = MAFP
priority = 7, Hit
sprpriority = 4
pausetime = 0,1
guard.sparkno = S8015
sparkno = S8650
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)),-50
hitsound  = S50,2
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,0
air.juggle = 3
air.type = Low
air.velocity = -1,0
air.animtype = Back
air.fall = 1
fall.recover = 0
[State 3510, HitDef]
type = HitDef
trigger1 = Time = 79
attr = A, HP
getpower = 0
animtype = Heavy
damage   = 17,3
guardflag = MA
hitflag = MAFP
priority = 7, Hit
sprpriority = 4
pausetime = 0,2
guard.sparkno = S8015
sparkno = -1
hitsound   = S50,2
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -12,-10
air.type = Low
air.velocity = -12,-9
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0
[State 3510, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 3500
[State 3510, ChangeState]
type = ChangeState
trigger1 = Time = 90
value = 3511

[Statedef 3511]
type = A
movetype = A
ctrl = 0
anim = 3511
sprpriority = 4
[State 3511, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 20,-4
[State 3511, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != 3500

[Statedef 3520]
type = A
movetype = A
ctrl = 0
anim = 3520
sprpriority = 4
[State 3520, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 20,2
[State 3520, HitDef]
type = HitDef
trigger1 = (Time%3) = 0
trigger1 = Time <= 78
attr = A, HP
getpower = 0
animtype  = Heavy
damage  = 10,3
guardflag = MA
hitflag = MAFP
priority = 7, Hit
sprpriority = 4
pausetime = 0,1
guard.sparkno = S8015
sparkno = S8650
sparkxy = ifelse((Random < 300),0,ifelse((Random = [330,660]),-15,-45)),-50
hitsound  = S50,2
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,0
air.juggle = 3
air.type = Low
air.velocity = -1,0
air.animtype = Back
air.fall = 1
fall.recover = 0
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3520, HitDef]
type = HitDef
trigger1 = Time = 79
attr = A, HP
getpower = 0
animtype = Heavy
damage   = 17,3
guardflag = MA
hitflag = MAFP
priority = 7, Hit
sprpriority = 4
pausetime = 0,2
guard.sparkno = S8015
sparkno = -1
hitsound   = S50,2
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -12,-10
air.type = Low
air.velocity = -12,-9
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0
palfx.time = 100
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3502, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 3)
anim = ifelse(Random > 600,8503,8504)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 3520, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 3501
[State 3520, ChangeState]
type = ChangeState
trigger1 = Time = 90
value = 3521

[Statedef 3521]
type = A
movetype = A
ctrl = 0
anim = 3521
sprpriority = 4
[State 3521, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = 20,-4
[State 3521, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != 3501

[Statedef 3550]
type = A
movetype = A
ctrl = 0
anim = 3510
sprpriority = 4
[State 3550, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -3,-25
[State 3550, HitDef]
type = HitDef
trigger1 = (Time%3) = 0
trigger1 = Time <= 78
attr = A, HP
getpower = 0
animtype  = Heavy
damage  = 10,3
guardflag = MA
hitflag = MAFP
priority = 7, Hit
sprpriority = 4
pausetime = 0,1
guard.sparkno = S8015
sparkno = S8650
sparkxy = ifelse((Random < 330),0,ifelse((Random = [330,660]),-15,-45)),-50
hitsound  = S50,2
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -1,0
air.juggle = 3
air.type = Low
air.velocity = -1,0
air.animtype = Back
air.fall = 1
fall.recover = 0
[State 3550, HitDef]
type = HitDef
trigger1 = Time = 79
attr = A, HP
getpower = 0
animtype = Heavy
damage   = 17,3
guardflag = MA
hitflag = MAFP
priority = 7, Hit
sprpriority = 4
pausetime = 0,2
guard.sparkno = S8015
sparkno = -1
hitsound   = S50,2
guardsound = S13,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -12,-10
air.type = Low
air.velocity = -12,-9
air.animtype = Back
air.fall = 1
fall = 1
fall.recover = 0
[State 3550, DestroySelf]
type = DestroySelf
trigger1 = parent, stateno != 3503
[State 3550, ChangeState]
type = ChangeState
trigger1 = Time = 90
value = 3551

[Statedef 3551]
type = A
movetype = A
ctrl = 0
anim = 3511
sprpriority = 4
[State 3551, BindToParent]
type = BindToParent
trigger1 = Time = 0
time = -1
pos = -3,-29
[State 3551, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0
trigger2 = parent, stateno != 3503

;---------------------------------------------------------------
;# flaming shoryuken and blue flame shoryuken
;------------------------------------------------------------


[Statedef 3600]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 3600
ctrl = 0
sprpriority = 2
[State 3600, Ikuze!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,6
[State 3600, SHOURYUU-REPPA!!!]
type = PlaySnd
trigger1 = AnimElem = 2
value = S1,4
[State 3600, Super]
type = SuperPause
trigger1 = AnimElem = 1
Time = 38
Sound = S4,7
Anim = S8501
Pos = 21,-26
Poweradd = -1000
[State 3600, Retrato]
type = Explod
trigger1 = AnimElem = 1
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2
[State 3600, Hyper Bg]
type = Explod
trigger1 = AnimElem = 1
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 3600, Hyper Combo BG 2]
type = Explod
trigger1 = AnimElem = 2 && NumExplod(8550) < 1
anim = 8550
ID = 8550
postype = left
pos = -80, -40
bindtime = -1
removetime = -1
sprpriority = -4
removeongethit = 1
ownpal = 1
[State 3100, Fogo]
type = Explod
trigger1 = Animelem = 1 && NumExplod(8300) = 0
anim = 8300
ID = 8300
pos = 6,20
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3100, Remover fogo]
type = RemoveExplod
trigger1 = AnimElem = 2
ID = 8300
[State 3600, Fogo]
type = Explod
trigger1 = AnimElem = 6 && NumExplod(8300) = 0
trigger2 = AnimElem = 11 && NumExplod(8300) = 0
anim = 8300
ID = 8300
pos = 5,7
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3600, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
ID = 8300
[State 3600, Fogo]
type = Explod
trigger1 = AnimElem = 2  && NumExplod(8305) = 0
trigger2 = AnimElem = 7  && NumExplod(8305) = 0
trigger3 = AnimElem = 12  && NumExplod(8305) = 0
anim = 8305
ID = 8305
pos = 5,7
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1120, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
ID = 8305
[State 1120, Fogo]
type = Explod
trigger1 = AnimElem = 3 && NumExplod(8301) = 0
trigger2 = AnimElem = 8 && NumExplod(8301) = 0
anim = 8301
ID = 8301
pos = 6,18
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 1120, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
ID = 8301
[State 1120, Fogo]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8301) = 0
trigger2 = AnimElem = 9 && NumExplod(8301) = 0
anim = 8302
id = 8302
pos = 0,25
postype = p1
bindtime = -1
sprpriority = 5
removeongethit = 1
bind = p1
[State 3600, VelSet 1]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
x = 10
[State 3600, VelSet 2]
type = VelSet
trigger1 = AnimElem = 12
x = 12
[State 3600, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3 
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
x = 2
[State 1120, Kara]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimTime = 0
value = S4,1
[State 3101, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8510,8511)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 3600, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 38
[State 3600, HitDef]
type = HitDef
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(2) = 2
trigger3 = AnimElemTime(7) = 1
trigger4 = AnimElemTime(7) = 2
trigger5 = AnimElemTime(12) = 0
attr = S, HA
damage = 25,6
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = S8003
guard.sparkno = S8015
sparkxy = -15,-59
hitsound  = S10,2
guardsound = S13,0
ground.type = High
air.juggle = 2
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -3,0
air.velocity = -1.22,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 30
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 3600, HitDef]
type = HitDef
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(3) = 2
trigger3 = AnimElemTime(8) = 1
trigger4 = AnimElemTime(8) = 2
attr = S, HA
damage = 23,6
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = S8003
guard.sparkno = S8015
sparkxy = -15,-59
hitsound  = S10,3
guardsound = S13,0
ground.type = High
air.juggle = 2
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -3,0
air.velocity = -1.22,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 30
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 3600, HitDef]
type = HitDef
trigger1= AnimElemTime(12) = 1
attr = S, HA
damage = 24,6
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = S8003
guard.sparkno = S8015
sparkxy = -15,-59
hitsound  = S10,2
guardsound = S13,0
ground.type = High
air.juggle = 4
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = -8,-14
air.velocity = -8,-14
palfx.time = 30
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 3600, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3601
ctrl = 0

[Statedef 3601]
type = A
movetype = A
physics = A
anim = 3601
ctrl = 0
velset = 8.2,-17
juggle = 4
[State 3601, VelAdd]
type = VelAdd
trigger1 = Time > 1 && Vel X > 0
x = -.31
[State 3601, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 8305
[State 3601, Fogo]
type = Explod
trigger1 = AnimElem = 1 && NumExplod(8301) = 0
anim = 8301
ID = 8301
pos = 6,18
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3601, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage = 9,6
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 7,6
sparkno = S8003
guard.sparkno = S8015
hitsound  = S10,3
guardsound = S13,0
sparkxy = -15,-59
ground.type = High
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -8,-12
air.velocity = -8,-12
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 130
palfx.color = 0
palfx.add = 100,0,-180
palfx.sinadd = 40,20,20,10
[State 3101, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8510,8511)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 3601, Câmera]
type = Screenbound
triggerall = movehit
trigger1 = 1
value = 0
[State 3601, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 3602

[Statedef 3602]
type = A
movetype = I
physics = N
anim = 3602
ctrl = 0
velset = 0
[State 1120, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 8301
[State 1120, Fogo]
type = Explod
trigger1 = AnimElem = 1 && NumExplod(8301) = 0
anim = 8302
id = 8302
pos = -7,19
postype = p1
bindtime = -1
sprpriority = 5
removeongethit = 1
bind = p1
[State 3602, VelAdd]
type = VelAdd
trigger1 = Time > 1 && Time < 1000
y = .32
[State 3602, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 3603

[Statedef 3603]
type = S
movetype= A
physics = N
ctrl = 0
anim = 1110
velset = 0,0
[State 3603, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 8302
[State 3603, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0
[State 3603, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3610]
type    = S
movetype= A
physics = S
juggle  = 4
anim = 3600
ctrl = 0
sprpriority = 2
[State 3610, messatsu!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,10
[State 3610, Super]
type = SuperPause
trigger1 = AnimElem = 1
Time = 38
Sound = S4,7
Anim = S8501
Pos = 21,-26
Poweradd = -1000
[State 3610, Retrato]
type = Explod
trigger1 = AnimElem = 1
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2
[State 3610, Hyper Bg]
type = Explod
trigger1 = AnimElem = 1
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 3610, Hyper Combo BG 2]
type = Explod
trigger1 = AnimElem = 2 && NumExplod(8550) < 1
anim = 8550
ID = 8550
postype = left
pos = -80, -40
bindtime = -1
removetime = -1
sprpriority = -4
removeongethit = 1
ownpal = 1
[State 3610, Fogo]
type = Explod
trigger1 = Animelem = 1 && NumExplod(8200) = 0
anim = 8200
ID = 8200
pos = 6,20
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3610, Remover fogo]
type = RemoveExplod
trigger1 = AnimElem = 2
ID = 8200
[State 3610, Fogo]
type = Explod
trigger1 = AnimElem = 6 && NumExplod(8200) = 0
trigger2 = AnimElem = 11 && NumExplod(8200) = 0
anim = 8200
ID = 8200
pos = 5,7
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3610, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 7
trigger2 = AnimElem = 12
ID = 8200
[State 3610, Fogo]
type = Explod
trigger1 = AnimElem = 2  && NumExplod(8205) = 0
trigger2 = AnimElem = 7  && NumExplod(8205) = 0
trigger3 = AnimElem = 12  && NumExplod(8205) = 0
anim = 8205
ID = 8205
pos = 5,7
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3610, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
ID = 8205
[State 3610, Fogo]
type = Explod
trigger1 = AnimElem = 3 && NumExplod(8201) = 0
trigger2 = AnimElem = 8 && NumExplod(8201) = 0
anim = 8201
ID = 8201
pos = 6,18
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3610, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
ID = 8201
[State 3610, Fogo]
type = Explod
trigger1 = AnimElem = 4 && NumExplod(8201) = 0
trigger2 = AnimElem = 9 && NumExplod(8201) = 0
anim = 8202
id = 8202
pos = 0,25
postype = p1
bindtime = -1
sprpriority = 5
removeongethit = 1
bind = p1
[State 3610, VelSet 1]
type = VelSet
trigger1 = AnimElem = 2
trigger2 = AnimElem = 7
x = 10
[State 3610, VelSet 2]
type = VelSet
trigger1 = AnimElem = 12
x = 12
[State 3610, VelAdd]
type = VelAdd
trigger1 = AnimElem = 3 
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
x = 2
[State 3610, Kara]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
trigger3 = AnimTime = 0
value = S4,1
[State 3610, HUUM!]
type = PlaySnd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 8
value = S50,4
[State 3610, Shou!]
type = PlaySnd
trigger1 = AnimTime = 0
value = S1,3
[State 3610, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8503,8504)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 3610, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 38
[State 3610, HitDef]
type = HitDef
trigger1 = AnimElemTime(2) = 1
trigger2 = AnimElemTime(2) = 2
trigger3 = AnimElemTime(7) = 1
trigger4 = AnimElemTime(7) = 2
trigger5 = AnimElemTime(12) = 0
attr = S, HA
damage = 25,3
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = S8003
guard.sparkno = S8015
sparkxy = -15,-59
hitsound  = S10,2
guardsound = S13,0
ground.type = High
air.juggle = 2
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -3,0
air.velocity = -1.22,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3610, HitDef]
type = HitDef
trigger1 = AnimElemTime(3) = 1
trigger2 = AnimElemTime(3) = 2
trigger3 = AnimElemTime(8) = 1
trigger4 = AnimElemTime(8) = 2
attr = S, HA
damage = 23,3
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = S8003
guard.sparkno = S8015
sparkxy = -15,-59
hitsound  = S10,3
guardsound = S13,0
ground.type = High
air.juggle = 2
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -3,0
air.velocity = -1.22,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
down.cornerpush.veloff = 0
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3610, HitDef]
type = HitDef
trigger1= AnimElemTime(12) = 1
attr = S, HA
damage = 24,3
animtype  = Hard
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkno = S8003
guard.sparkno = S8015
sparkxy = -15,-59
hitsound  = S10,2
guardsound = S13,0
ground.type = High
air.juggle = 4
ground.slidetime = 4
ground.hittime  = 25
ground.velocity = -8,-14
air.velocity = -8,-14
palfx.time = 30
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3610, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 3611
ctrl = 0

[Statedef 3611]
type = A
movetype = A
physics = A
anim = 3601
ctrl = 0
velset = 8.2,-17
juggle = 4
[State 3611, VelAdd]
type = VelAdd
trigger1 = Time > 1 && Vel X > 0
x = -.31
[State 3611, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 8205
[State 3611, Fogo]
type = Explod
trigger1 = AnimElem = 1 && NumExplod(8201) = 0
anim = 8201
ID = 8201
pos = 6,18
postype = p1
bindtime = -1
sprpriority = 5
removetime = -1
removeongethit = 1
bind = p1
[State 3611, HitDef]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage = 7,3
animtype  = Light
hitflag = MAF
guardflag = MA
pausetime = 7,6
sparkno = S8003
guard.sparkno = S8015
hitsound  = S10,3
guardsound = S13,0
sparkxy = -15,-59
ground.type = High
ground.slidetime = 5
ground.hittime  = 25
ground.velocity = -8,-12
air.velocity = -8,-12
fall = 1
air.fall = 1
fall.recover = 0
palfx.time = 130
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3611, Fogo]
type = Explod
trigger1 = (movehit) && (P2MoveType = H) && (NumExplod(8510) < 1)
anim = ifelse(Random > 600,8503,8504)
ID = 8510
postype = P2
pos = 0,-40
random = 60,60
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = ifelse(Random > 600,2,-1)
[State 3611, Câmera]
type = Screenbound
triggerall = movehit
trigger1 = 1
value = 0
[State 3611, ChangeState]
type = ChangeState
trigger1 = Vel Y >= 0
value = 3612

[Statedef 3612]
type = A
movetype = I
physics = N
anim = 3602
ctrl = 0
velset = 0
[State 3612, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 8201
[State 3612, Fogo]
type = Explod
trigger1 = AnimElem = 1 && NumExplod(8201) = 0
anim = 8202
id = 8202
pos = -7,19
postype = p1
bindtime = -1
sprpriority = 5
removeongethit = 1
bind = p1
[State 3612, VelAdd]
type = VelAdd
trigger1 = Time > 1 && Time < 1000
y = .32
[State 3612, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
value = 3613

[Statedef 3613]
type = S
movetype= A
physics = N
ctrl = 0
anim = 1110
velset = 0,0
[State 3613, Remover o fogo]
type = RemoveExplod
trigger1 = AnimElem = 1
ID = 8202
[State 3613, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0
[State 3613, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------
;# multiple air fireball hyper
;---------------------------------------------------------------


[Statedef 3700]
type    = A
movetype= A
physics = N
juggle  = 1
poweradd= 0
ctrl = 0
anim = 3700
sprpriority = 2
[State 3700, Tenma!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1,7
channel = 0
[State 3700, Haa!]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
value = S2,0
channel = 0
[State 3700, Hadou-Ken]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
value = S4,10
channel = 1
[State 3700, Super]
type = SuperPause
trigger1 = AnimElem = 1
Time = 38
Sound = S4,7
Anim = S8501
Pos = 71,-54
Poweradd = -1000
[State 3700, Retrato]
type = Explod
trigger1 = AnimElem = 1
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2
[State 3700, Hyper Bg]
type = Explod
trigger1 = AnimElem = 1
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 3700, Hyper Combo BG 2]
type = Explod
trigger1 = AnimElem = 2 && NumExplod(8550) < 1
anim = 8550
ID = 8550
postype = left
pos = -80, -40
bindtime = -1
removetime = -1
sprpriority = -4
removeongethit = 1
ownpal = 1
[State 3700, VelMul]
type = VelMul
trigger1 = Time = 0
x = 0.06
y = 0.06
[State 3700, VelSet]
type = VelSet
trigger1 = AnimElem = 3
trigger1 = Vel X = 0
x = 0
y = 0.25
[State 3700, VelSet]
type = VelSet
trigger1 = AnimElem = 3
trigger1 = Vel X > 0
x = 0.25
y = 0.25
[State 3700, VelSet]
type = VelSet
trigger1 = AnimElem = 3
trigger1 = Vel X < 0
x = -0.25
y = 0.25
[State 3700, Perto do chão]
type = VelSet
trigger1 = Pos Y >= 10
trigger1 = Vel Y > 0
trigger1 = Time < 110
y = 0
[State 3700, Gravidade]
type = VelAdd
trigger1 = Time >= 110
y = .3
[State 3700, NotHitBy]
type = NotHitBy
trigger1 = AnimElem = 1
value = SCA
time = 18
[State 3700, Hit]
type = PlaySnd
trigger1 = ProjHit(3710) = 1
value = S10,1
channel = 5
[State 3700, Choque]
type = Explod
trigger1 = (ProjHit(3710) = 1) && (NumExplod(8100) < 4)
ID = 8100
anim = 8100
postype = p2
pos = floor(EnemyNear, const(size.mid.pos.x)),floor(EnemyNear, const(size.mid.pos.y))
bindtime = -1
removetime = -2
ontop = 1
ownpal = 1
[State -3, Super bg]
type = explod
trigger1 = (Roundstate = 3) && (NumExplod(9999) < 1) && (P2Life <= 0) && (Life > 0) && (ProjHitTime(3710) = 1)
ID = 9999
anim = 9999
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 3700, Projectile]
type = Projectile
trigger1 = AnimElem = 4
trigger2 = AnimElem = 8
trigger3 = AnimElem = 12
trigger4 = AnimElem = 16
trigger5 = AnimElem = 20
ProjID = 3710
projanim = 3710
projhitanim = 3711
projpriority = 1
projmisstime = 0
offset = -4,-105
velocity = 5.5,4
projheightbound = -240,-10
attr = A, HP
animtype = Heavy
damage  = 15,3
guardflag = MA
pausetime = 3,9
guard.sparkno = S8015
sparkno = S8003
sparkxy = 88,39
hitsound   = S14,0
guardsound = S13,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -7,-6
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 50
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3700, Projectile]
type = Projectile
trigger1 = AnimElemTime(4) = 4
trigger2 = AnimElemTime(8) = 4
trigger3 = AnimElemTime(12) = 4
trigger4 = AnimElemTime(16) = 4
trigger5 = AnimElemTime(20) = 4
ProjID = 3710
projanim = 3710
projhitanim = 3711
projpriority = 1
projmisstime = 0
projshadow = -1
offset = -14,-65
velocity = 5.5,4
projheightbound = -240,-10
attr = A, HP
animtype = Heavy
damage  = 13,3
guardflag = MA
pausetime = 3,9
guard.sparkno = S8015
sparkno = S8003
sparkxy = 88,39
hitsound   = S14,0
guardsound = S13,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -7,-6
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 50
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3700, Projectile]
type = Projectile
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
trigger3 = AnimElem = 14
trigger4 = AnimElem = 18
trigger5 = AnimElem = 22
ProjID = 3710
projanim = 3710
projhitanim = 3711
projpriority = 1
projmisstime = 0
offset = -34,-65
velocity = 5.5,4
projheightbound = -240,-10
attr = A, HP
animtype = Heavy
damage  = 14,3
guardflag = MA
pausetime = 3,9
guard.sparkno = S8015
sparkno = S8003
sparkxy = 88,39
hitsound   = S14,0
guardsound = S13,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -7,-6
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 50
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3700, Projectile]
type = Projectile
trigger1 = AnimElemTime(6) = 4
trigger2 = AnimElemTime(10) = 4
trigger3 = AnimElemTime(14) = 4
trigger4 = AnimElemTime(18) = 4
ProjID = 3710
projanim = 3710
projhitanim = 3711
projpriority = 1
projmisstime = 0
projshadow = -1
offset = 4,-85
velocity = 5.2,4
projheightbound = -240,-10
attr = A, HP
animtype = Heavy
damage  = 13,3
guardflag = MA
pausetime = 3,9
guard.sparkno = S8015
sparkno = S8003
sparkxy = 88,39
hitsound   = S14,0
guardsound = S13,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5
air.velocity = -7,-6
fall = 1
fall.recover = 0
air.fall = 1
palfx.time = 50
palfx.color = 0
palfx.add = -180,0,100
palfx.sinadd = 20,20,40,10
[State 3700, Fim]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Time >= 110
value = 7100
ctrl = 0
;---------------------------------------------------------------
;# invisible beating hyper
;---------------------------------------------------------------

[Statedef 3800]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
poweradd = 0
anim = 3800
ctrl = 0
sprpriority = 2
[State 3800, huuuuuum!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S50,5
[State 3800, Super]
type = SuperPause
trigger1 = AnimElem = 1
Time = 38
Sound = S4,7
Anim = S8501
Pos = 13,-86
Poweradd = -3000
[State 3800, Retrato]
type = Explod
trigger1 = AnimElem = 1
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2
[State 3800, Hyper Bg]
type = Explod
trigger1 = AnimElem = 1
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 3800, Hyper Combo BG 2]
type = Explod
trigger1 = AnimElemTime(2) = 0 && NumExplod(8550) < 1
anim = 8550
ID = 8550
postype = left
pos = -80, -40
bindtime = -1
removetime = -1
sprpriority = -4
removeongethit = 1
ownpal = 1
[State 3800, HitDef]
type = HitDef
trigger1 = (AnimElemTime(2) >= 0) && (P2BodyDist X <= 1) && (P2StateNo != 40)
getpower = 0
attr = S, HT
animtype = Medium
hitflag = M-
ground.type = High
priority = 2, Miss
sparkno = -1
sprpriority = 2
p1facing = 1
p2facing = 1
p1stateno = 3801
p2stateno = 3805
fall = 1
fall.recover = 0
numhits = 0
[State 3800, VelSet 1]
type = VelSet
trigger1 = AnimElemTime(2) = 0
x = 8
[State 3800, VelSet 2]
type = VelSet
trigger1 = (AnimTime = 0) || (FrontEdgeBodyDist <= 0)
x = 0
[State 3800, Width]
type = Width
trigger1 = FrontEdgeBodyDist <= 8
edge = 8,0
[State 3800, Teleport]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S100,0
[State 3800, Sombra]
type = AfterImage
trigger1 = Time = 0
time = 999999
length = 12
framegap = 5
palcolor = 0
palbright = -250,-20,50
trans = add1
[State 3800, ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0) || (FrontEdgeBodyDist <= 0)
value = 0
ctrl = 1

[Statedef 3801]
type    = S
movetype= A
physics = N
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3801
poweradd = 0
sprpriority = 2
[State 3801, TargetBind]
type = TargetBind
trigger1 = Time = 0
pos = 42,0
[State 3801, branco]
type = EnvColor
trigger1 = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
value = 255,255,255
time = 1
[State 3801, porrada]
type = HitAdd
triggerall = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
trigger1 = (Time%4) = 0
value = 1
[State 3801, Hit spark]
type = Explod
anim = 8004
triggerall = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
trigger1 = (Time%4) = 0
ID = 8004
postype = P1
pos = 0,-100
ownpal = 1
random = 180,120
ontop = 1
[State 3801, Agarrão]
type = PlaySnd
trigger1 = Time = 0
value = S4,2
[State 3801, porrada]
type = PlaySnd
triggerall = (AnimElemTime(2) >= 0) && (AnimElemTime(3) < 0)
trigger1 = (Time%4) = 0
value = S10,ifelse(Random > 500,2,1)
channel = 5
[State 3801, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(3) = 0
value = -500
[State 3801, Sous!]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,3
[State 3910,Explod]
type = Null
trigger1 = AnimElem = 3
anim = IfElse(Facing = 1,4500,4501)
pos = -2,0
postype = P1
sprpriority = 4
bindtime = -1
ownpal = 1
[State 3910,Explod]
type = Explod
triggerall = Facing = 1
trigger1 = AnimElem = 3
anim = 4500
pos = -1,0
postype = P1
sprpriority = 4
bindtime = -1
ownpal = 1
[State 3910,Explod]
type = Explod
trigger1 = AnimElem = 3
triggerall = Facing = -1
anim = 4501
pos = 2,1
postype = P1
sprpriority = 4
bindtime = -1
ownpal = 1
[State 3801, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------
;# useless failed state.  wario seizes in get hit, falls.
;---------------------------------------------------------------
[Statedef 3805]
type    = S
movetype= H
physics = N
velset = 0,0
ctrl = 0
[State 3805, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 3805
persistent = 1
[State 3805, SelfState]
type = SelfState
trigger1 = AnimTime = 0
value = ifelse(Alive = 1,5120,5150)
ctrl = 0

;---------------------------------------------------------------
;# guard push
;---------------------------------------------------------------

[Statedef 4000]
type = S
movetype = I
physics =  N
poweradd = 0
velset = 10,0
ctrl = 0
anim = 4000
sprpriority = 2
[State 4000, Ya!]
type = PlaySnd
trigger1 = Time = 3
value = S2,5
[State 4000, Barulho]
type = PlaySnd
trigger1 = Time = 0
value = S8989,9
[State 4000, VelMul]
type =  VelMul
trigger1 = 1
x = 0.75
[State 4000, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0
[State 4000, Width]
type = Width
trigger1 = 1
value = 10,0
[State 4000, NotHitBy]
type = NotHitBY
trigger1 = 1
value = SCA
[State 4000, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Guard Push"
postype = P1
pos = -50,0
stateno = 4005
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
[State 4000, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 4001]
type = C
movetype = I
physics =  N
poweradd = 0
velset = 10,0
ctrl = 0
anim = 4001
sprpriority = 2
[State 4001, Ya!]
type = PlaySnd
trigger1 = Time = 3
value = S2,5
[State 4001, Barulho]
type = PlaySnd
trigger1 = Time = 0
value = S8989,9
[State 4001, VelMul]
type =  VelMul
trigger1 = 1
x = 0.75
[State 4001, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0
[State 4001, Width]
type = Width
trigger1 = 1
value = 10,0
[State 4001, NotHitBy]
type = NotHitBY
trigger1 = 1
value = SCA
[State 4001, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Guard Push"
postype = P1
pos = -50,0
stateno = 4005
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
[State 4001, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 4002]
type = A
movetype = I
physics =  N
poweradd = 0
velset = 10,0
ctrl = 0
anim = 4002
sprpriority = 2
[State 4002, Ya!]
type = PlaySnd
trigger1 = Time = 3
value = S2,5
[State 4002, Barulho]
type = PlaySnd
trigger1 = Time = 0
value = S8989,9
[State 4002, VelMul]
type =  VelMul
trigger1 = 1
x = 0.75
[State 4002, VelSet]
type = VelSet
trigger1 = Time = 10
x = 0
[State 4002, Width]
type = Width
trigger1 = 1
value = 10,0
[State 4002, NotHitBy]
type = NotHitBY
trigger1 = 1
value = SCA
[State 4002, Helper]
type = Helper
trigger1 = Time = 0
helpertype = Normal
name = "Guard Push"
postype = P1
pos = -50,0
stateno = 4005
ownpal = 1
size.height = 200
size.ground.back = 30
size.ground.front = 30
[State 4002, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 7999
ctrl = 1

[Statedef 4005]
type = S
movetype = I
physics =  N
poweradd = 0
ctrl = 0
anim = 4005
sprpriority = -4
[State 4005, PlayerPush]
type = PlayerPush
trigger1 = Time >= 0
value = 1
[State 4005, VelSet]
type = VelSet
trigger1 = Time = [0,10]
x = 30
[State 4005, VelSet]
type = VelSet
trigger1 = Time = [11,13]
x = 20
[State 4005, VelSet]
type = VelSet
trigger1 = Time >= 14
x = 10
[State 4005, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 4005, DestroySelf]
type = DestroySelf
trigger1 = Time >= 18




;---------------------------------------------------------------
;# seems like some kind of tag code
;---------------------------------------------------------------

[Statedef 7000]
type = S
movetype = I
physics = S
anim = 0
ctrl = 0
velset = 0,0
[State 7000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
[State 7000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 7000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
[State 7000, baseado em Soldats]
type = PosAdd
trigger1 = Time = 40
x = (-1 * BackEdgeBodyDist) + (-50)
[State 7000, Corrida]
type = ChangeState
trigger1 = Time = 40
value = 100
ctrl = 0

[Statedef 7001]
type = S
movetype = I
physics = S
anim = 0
ctrl = 0
velset = 0,0
[State 7000, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
movecamera = 0,0
[State 7000, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 7000, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
[State 7000, baseado em Soldats]
type = PosAdd
trigger1 = Time = 40
x = (-1 * BackEdgeBodyDist) + (-50)
[State 7000, Corrida]
type = ChangeState
trigger1 = Time = 40
value = 7002

;---------------------------------------------------------------
;# flip kick and slide forward
;---------------------------------------------------------------


[Statedef 7002]
type = S
movetype = I
physics = S
ctrl = 0
anim = 7889
[State 100, ChangeState]
type = ChangeState
trigger1 = AnimElem = 1
value = 7003

[Statedef 7003]
type = S
movetype = I
physics = N
[State 101, Hai!]
type = PlaySnd
trigger1 = Time = 0
value = S2,1
[State 101, VelSet]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.fwd.x)
y = const(velocity.run.fwd.y)
[State 101, VelAdd]
type = Null
trigger1 = 1
y = .3
[State 101, ChangeState]
type = ChangeState
trigger1 = time = 16
value = 7004

[Statedef 7004]
type = S
movetype = I
physics = S
[State 102, VelSet]
type = VelSet
trigger1 = time = 0
x = 4.35
y = 0
[State 102, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
[State 102, AnimTime]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------
;# little snippit above super jump
;---------------------------------------------------------------

[Statedef 7100]
type = S
ctrl = 0
[State 7100, PosSet]
type = PosSet
trigger1 = Time = 0
y = 0
[State 7100, VelSet]
type = VelSet
trigger1 = Time = 0
X = 0
Y = 0
[State 7100, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------
;# Primitive dash back
;---------------------------------------------------------------
[Statedef 7888]
type = S
movetype = I
physics = S
anim = 7888
ctrl = 0
[State 7888, Hai!]
type = PlaySnd
trigger1 = Time = 0
value = S2,2
[State 7888, VelSet]
type = VelSet
trigger1 = Time = 0
x = const(velocity.run.back.x)
[State 7888, VelSet]
type = VelSet
trigger1 = Time = 7
x = -9
[State 7888, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------
;# Flip kick forward
;---------------------------------------------------------------


[Statedef 7889]
type    = S
physics = N
anim = 7889
ctrl = 0
[State 7889, Hai!]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,1
[State 7889, Barulhinho]
type = PlaySnd
trigger1 = AnimElem = 3
value = S7889,0
[State 7889, VelSet]
type = VelSet
trigger1 = Time >= 0
trigger1 = AnimElemTime(2) < 0
x = 7
[State 7889, VelMul]
type = VelMul
trigger1 = AnimElemTime(2) >= 0
x = 1
[State 7889, VelMul]
type = VelMul
trigger1 = AnimElemTime(3) >= 0
x = .92
[State 7889, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------
;# Not sure.  Something under super jump
;---------------------------------------------------------------
[Statedef 7999]
type    = A
movetype= I
physics = A
anim = ifelse(Var(11) = -1,7999,7998)
ctrl = 1
sprpriority = 1
[State 7999, VarSet]
type = VarSet
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
v = 11
value = 0
[State 7999, Turn]
type = Turn
trigger1 = (Var(11) = 1) && (P2Dist X < -5)
[State 7999, VelSet]
type = VelSet
trigger1 = FrontEdgeBodyDist <= 0
x = 0
[State 7999, ChangeState]
type = ChangeState
trigger1 = (Pos Y >= 0) && (Vel Y > 0)
value = 52




;---------------------------------------------------------------
;# Dust from fireball?
;---------------------------------------------------------------
;-----------------------------------
[Statedef 8050]
type = C
movetype = I
ctrl = 0
anim = 8050
sprpriority = 5

[State 8050, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = parent, Stateno = 1000
x = 4

[State 8050, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = parent, Stateno = 1001
x = 5

[State 8050, VelSet]
type = VelSet
trigger1 = Time = 0
trigger1 = parent, Stateno = 1002
x = 6

[State 8050, ChangeState]
type = ChangeState
trigger1 = parent, Var(50) = 1
trigger2 = FrontEdgeBodyDist <= -100
trigger3 = NumProjid(1010) < 1
value = 8051

[Statedef 8051]
type = C
movetype = I
ctrl = 0
anim = 8051
velset = 1,0
sprpriority = 5
[State 8051, DestroySelf]
type = DestroySelf
trigger1 = AnimTime = 0


;---------------------------------------------------------------
;# Hyper intros
;---------------------------------------------------------------


[Statedef 9000]
type = S
movetype = A
physics = S
anim = 9000
ctrl = 0
[State 9000, VarSet]
type = VarSet
trigger1 = Time = 1
var(5) = 1 
[State 9000, Ikuze!]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,6
[State 9000, Super]
type = SuperPause
trigger1 = AnimElem = 6
Time = 13
Sound = S4,7
Anim = S8501
Pos = -69,-47
Poweradd = -1000
[State 9000, Fogo]
type = Explod
trigger1 = AnimElem = 6
anim = 8513
ID = 8513
postype = P1
Pos = -61,-63
bindtime = -1
supermovetime = -1
ownpal = 1
sprpriority = -1
[State 9000, Hyper Bg]
type = Explod
trigger1 = AnimElem = 6
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 9000, Retrato]
type = Explod
trigger1 = AnimElem = 6
ID = 9001
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
removetime = -2
[State 9000, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 9001]
type = S
movetype = A
physics = S
anim = 9000
ctrl = 0
[State 9001, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(5) = 2
[State 9001, Messatsu!]
type = PlaySnd
trigger1 = AnimElem = 4
value = S1,10
volume = 255
channel = 1
[State 9001, Super]
type = SuperPause
trigger1 = AnimElem = 6
Time = 13
Sound = S4,7
Anim = S8501
Pos = -69,-47
Poweradd = -1000
[State 9001, Fogo]
type = Explod
trigger1 = AnimElem = 6
anim = 8502
ID = 8502
postype = P1
Pos = -61,-63
bindtime = -1
supermovetime = -1
ownpal = 1
sprpriority = -1
[State 9001, Hyper Bg]
type = Explod
trigger1 = AnimElem = 6
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 9001, Retrato]
type = Explod
trigger1 = AnimElem = 6
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
[State 9001, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 9003]
type = S
movetype = A
physics = S
anim = 9000
ctrl = 0
[State 9003, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(5) = 0
[State 9003, KakateIkuwai!]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,4
[State 9003, Super]
type = SuperPause
trigger1 = AnimElem = 6
Time = 13
Sound = S4,7
Anim = S8501
Pos = -69,-47
Poweradd = -1000
[State 9003, Hyper Bg]
type = Explod
trigger1 = AnimElem = 6
ID = 8500
anim = 8500
postype = left
pos = 0, 0
bindtime = -1
removetime = -2
supermovetime = -1
sprpriority = -4
ownpal = 1
[State 9003, Retrato]
type = Explod
trigger1 = AnimElem = 6
anim = 9001
postype = Back
pos = -169,-12
ownpal = 1
sprpriority = -2
supermovetime = -1
removeongethit = 1
bindtime = -1
[State 9003, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------
;# Some stuff from under dashes
;---------------------------------------------------------------
[Statedef 108]
type    = S
movetype= I
physics = S
juggle  = 1
anim = 108
ctrl = 0
sprpriority = 2

[State 108, VelSet]
type = VelSet
trigger1 = AnimTime != 0
x = 8

[State 108, VelSet]
type = VelSet
trigger1 = (AnimTime = 0) || (FrontEdgeBodyDist <= 0)
x = 0

[State 108, Width]
type = Width
trigger1 = FrontEdgeBodyDist <= 8
edge = 8,0

[State 108, ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0) || (FrontEdgeBodyDist <= 0)
value = 0
ctrl = 1

[Statedef 109]
type    = S
movetype= I
physics = S
juggle  = 1
anim = 108
ctrl = 0
sprpriority = 2
[State 109, VelSet]
type = VelSet
trigger1 = AnimTime != 0
x = -8
[State 109, VelSet]
type = VelSet
trigger1 = (AnimTime = 0) || (FrontEdgeBodyDist <= 0)
x = 0
[State 109, Width]
type = Width
trigger1 = FrontEdgeBodyDist <= 8
edge = 8,0
[State 109, ChangeState]
type = ChangeState
trigger1 = (AnimTime = 0) || (FrontEdgeBodyDist <= 0)
value = 0
ctrl = 1
                            ;Gou Shouryuu-ken

;---------------------------------------------------------------
;# Alternate of medium kick
;---------------------------------------------------------------
[Statedef 245]
type    = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 245
poweradd = 65
sprpriority = 2

[State 245, Custom Combo]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(30) = 1
x = 3

[State 245, Kara]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12,1

[State 245, Ya!]
type = PlaySnd
trigger1 = AnimElemTime(3) = 2
value = S2,5

[State 245, Width]
type = Width
trigger1 = 1
edge = 25
player = 15

[State 245, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 19,2
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S8001
sparkxy = 2, -66
guard.sparkno = S8015
hitsound = S10,4
guardsound = S13,0
ground.type = Low
ground.slidetime = 16
ground.hittime  = 22
guard.slidetime = 11
guard.hittime = 11
airguard.velocity = -6
guard.velocity = -8
ground.velocity = -8
air.velocity = -5
air.fall = 1
fall.recovertime = 25

[State 245, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 19,2
animtype = Light
guardflag = M
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = S8001
sparkxy = -5, -66
guard.sparkno = S8015
hitsound = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 22
guard.slidetime = 11
guard.hittime = 11
airguard.velocity = -6
guard.velocity = -8
ground.velocity = -8
air.velocity = -5
air.fall = 1
fall.recovertime = 26

[State 245, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 249]
type = S
ctrl = 0
velset = 0,0

[State 249, Modo Ken]
type = ChangeState
trigger1 = Var(5) = 1
value = 255

[State 249, Outros modos]
type = ChangeState
trigger1 = Var(5) != 1
value = 250



;---------------------------------------------------------------
;# choose between medium kick and alternate medium kick
;---------------------------------------------------------------
[Statedef 239]
type = S
ctrl = 0
velset = 0,0

[State 239, Modo Ken]
type = ChangeState
trigger1 = Var(5) = 1
value = 245

[State 239, Outros modos]
type = ChangeState
trigger1 = Var(5) != 1
value = 240
;---------------------------------------------------------------
;# Alternate strong punch
;---------------------------------------------------------------

[Statedef 255]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 85
ctrl = 0
velset = 0,0
anim = 255
sprpriority = 2

[State 255, Custom Combo]
type = VelAdd
trigger1 = Time = 0
trigger1 = Var(30) = 1
x = .3

[State 255, Width]
type = Width
trigger1 = 1
edge = 25
player = 15

[State 255, Kara]
type = PlaySnd
trigger1 = AnimElem = 1
value = S12,2

[State 255, Haa!]
type = PlaySnd
trigger1 = AnimElemTime(2) = 2
value = S2,0

[State 255, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 38,2
animtype = Heavy
guardflag = M
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S8002
sparkxy = 10, -71
guard.sparkno = S8015
hitsound = S10,5
guardsound = S13,0
ground.type = Low
air.type = Low
ground.slidetime = 12
ground.hittime  = 13
guard.slidetime = 11
guard.hittime = 11
airguard.velocity = -10
guard.velocity = -10
ground.velocity = -12,-5
air.velocity = -12,-5
sparkno = 2
fall = 1
fall.recover = 1

[State 255, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------
;# Alternate jumping strong punch
;---------------------------------------------------------------

[Statedef 611]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 65)
anim = 620
[State 611, Kara]
type = PlaySnd
trigger1 = AnimElem = 2
value = S12,1
[State 611, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 20,2
animtype = Light
guardflag = HA
priority = 3, Hit
pausetime = 9,9
sparkno = S8001
sparkxy = -6, -70
guard.sparkno = S8015
hitsound = S10,1
guardsound = S13,0


;---------------------------------------------------------------
;# Alternate jumping kicks
;---------------------------------------------------------------


[Statedef 645]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 65)
anim = 645
[State 645, Kara]
type = PlaySnd
trigger1 = AnimElem = 2
value = S12,1
[State 645, HitDef]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20,2
animtype = Light
guardflag = HA
priority = 3, Hit
pausetime = 10,10
sparkno = S8001
sparkxy = -6, -70
guard.sparkno = S8015
hitsound = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
fall = 0
air.fall = 0
air.velocity = -3.2, ((vel y/2) - 1.5)

[Statedef 646]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= ifelse (var(30) = 1, 0, 65)
anim = 646
[State 646, Kara]
type = PlaySnd
trigger1 = AnimElem = 2
value = S12,1
[State 646, HitDef]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 20,2
animtype = Light
guardflag = HA
priority = 3, Hit
pausetime = 10,10
sparkno = S8001
sparkxy = -6, -70
guard.sparkno = S8015
hitsound = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
fall = 0
air.fall = 0
air.velocity = -3.2, ((vel y/2) - 1.5)

;---------------------------------------------------------------
;# Not sure.  Could be a series of throws.  Only 1 relevant animation.
and it was 1 tick.
;---------------------------------------------------------------



[Statedef 700, DEL]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 85
ctrl = 0
anim = 700

[State 700, Width]
type = Width
trigger1 = 1
edge = 24
player = 15
[State 700, Kiai]
type = PlaySnd
trigger1 = AnimElem = 1
value = S2,5
[State 700, Kara]
type = PlaySnd
trigger1 = AnimElem = 5
value = S12,1
[State 700, HitDef]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
animtype = Medium
damage   = 25,3
guardflag = HA
pausetime = 9,7
sparkno = S8001
sparkxy = 2, -86
guard.sparkno = S8015
hitsound = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 700, HitDef]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
animtype  = Medium
damage    = 25,3
guardflag = HA
pausetime = 9,9
sparkno = S8001
sparkxy = 2, -86
guard.sparkno = S8015
hitsound = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 16
ground.hittime  = 17
ground.velocity = -5
air.velocity = -2.2,-3.2

[State 700, VelSet]
type = VelSet
trigger1 = AnimElem = 4 || AnimElem = 5 || AnimElem = 6 || AnimElem = 7 || AnimElem = 8
x = 1.5

[State 700, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 701, DEL]
type = S
movetype = A
physics = S
juggle = 5
poweradd = 85
ctrl = 0
velset = 0,0
anim = ifelse(Var(5) = 0,701,702)
[State 701, Kara]
type = PlaySnd
trigger1 = AnimElem = 4
value = S12,1
[State 701, Kiai]
type = PlaySnd
trigger1 = AnimElem = 4
value = S2,ifelse(Var(5) = 2,4,5)
[State 701, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NA
animtype = Heavy
damage = 50,3
guardflag = H
pausetime = 9, 9               
sparkno = S8001
sparkxy = -13, -50
guard.sparkno = S8015
hitsound = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -4
air.hittime = 10
air.type = High
air.velocity = -2,-3
[State 701, HitDef]
type = HitDef
trigger1 = Var(5) = 0 && AnimElem = 6
trigger2 = Var(5) = 2 && AnimElem = 7
attr = S, NA
animtype  = Heavy
damage =  35,3
guardflag = H
pausetime = 9, 9               
sparkno = S8001
sparkxy = -13, -25
guard.sparkno = S8015
hitsound = S10,1
guardsound = S13,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -4.2
air.hittime = 10
air.type = High
air.velocity = -2,-3
[State 701, Fim]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 702]
type = S
movetype = I
physics = S
poweradd = 85
velset = 0,0
juggle = 1
[State 702, ChangeState]
type = ChangeState
trigger1 = Time = 0
value = 703

[Statedef 703]
type = A
movetype = A
physics = N
anim = 703
poweradd = 85
velset = 3,-4.67
juggle = 1
[State 703, VelAdd]
type = VelAdd
trigger1 = Time >= 0
Y = 0.4
[State 703, Kiai]
type = PlaySnd
trigger1 = AnimElem = 2
value = S2,ifelse(Var(5) = 2,4,5)
[State 703, HitDef]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage  = 80,3
animtype = Medium
guardflag = HA
hitflag = MAF
pausetime = 9, 9               
sparkno = S8001
sparkxy = -13, -25
guard.sparkno = S8015
hitsound = S10,4
guardsound = S13,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 17
ground.velocity = -4.2
air.hittime = 10
air.type = High
air.velocity = -2,-3
[State 703, ChangeState]
type = ChangeState
trigger1 = Time > 0 && Pos Y >= 0
value = 704

[Statedef 704]
type = S
movetype = I
physics = S
anim = 704
velset = 0,0
[State 704, PosSet]
type = PosSet
trigger1 = Time = 0
Y = 0
[State 704, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1






;---------------------------------------------------------------
;# beginning of an alternate throw.
;---------------------------------------------------------------

[Statedef 803]
type = S
movetype = H
physics = S
ctrl = 0
velset = 0,0

[State 803, ChangeAnim2]
type = ChangeAnim2
trigger1 = Time = 0
value = 802

[State 803, VelSet]
type = VelSet
trigger1 = time = 0
x = 0
y = 0



;---------------------------------------------------------------
;# extra shit torn from the commands
;---------------------------------------------------------------

[State -1, em pé]
type = ChangeState
value = 4000
triggerall = command = "push"
triggerall = statetype = S
trigger1 = stateno = [150,153]
[State -1, agachado]
type = ChangeState

value = 4001
triggerall = command = "push"
triggerall = statetype = C
trigger1 = stateno = [150,153]

[State -1, no ar]
type = ChangeState
value = 4002
triggerall = command = "push"
triggerall = statetype = A
trigger1 = stateno = [154,155]

[State -1, Messatsu Gou-Shouryuu]
type = ChangeState
value = 3610
triggerall = command = "Shinkuuha"
triggerall = power >= 1000
triggerall = Var(5) = 2
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact

[State -1, Shouryuu-Reppa]
type = ChangeState
value = 3600
triggerall = command = "Shinkuuha"
triggerall = power >= 1000
triggerall = Var(5) = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact

[State -1, Tenma Gou-Zankuu]
type = ChangeState
value = 3700
triggerall = Var(5) = 2
triggerall = Command = "Shinkuuha"
trigger1 = (statetype = A) && (ctrl)
trigger2 = (stateno = 600) && (movecontact) && (p2statetype = A)
trigger3 = (stateno = 620) && (movecontact) && (p2statetype = A)
trigger4 = (stateno = 630) && (movecontact) && (p2statetype = A)
trigger5 = (stateno = 640) && (movecontact) && (p2statetype = A)
trigger6 = (stateno = 645) && (movecontact) && (p2statetype = A)
trigger7 = (stateno = 650) && (movecontact) && (p2statetype = A)
trigger8 = (stateno = 1420) && (movecontact) && (p2statetype = A)
trigger9  = (stateno = 1421) && (movecontact) && (p2statetype = A)
trigger10 = (stateno = 1422) && (movecontact) && (p2statetype = A)
trigger11 = (stateno = 1300) && (movecontact) && (p2statetype = A)
trigger12 = (stateno = 1310) && (movecontact) && (p2statetype = A)
trigger13 = (stateno = 1320) && (movecontact) && (p2statetype = A)

[State -1, Messatsu Gou-Rassen]
type = Null
value = 3300
triggerall = command = "Rassen"
triggerall = power >= 1000
triggerall = Var(5) = 2
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact

[State -1, Shippuu Jinray-Kyaku]
type = ChangeState
value = 3200
triggerall = command = "Shinkuutatsu"
triggerall = power >= 1000
triggerall = Var(5) = 1
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = statetype != A
trigger2 = hitdefattr = SC, NA
trigger2 = movecontact

[State -1, Ryu]
type = ChangeState
value = 9003
triggerall = (Command = "Ryu") && (Var(5) != 0)
triggerall = Power >= 1000
trigger1 = (StateType = S) && (Ctrl)

[State -1, Tenma Kuujin Kyaku]
type = ChangeState
value = 1500
triggerall = Var(5) = 2 
triggerall = (Command = "kuujin_a") || (Command = "kuujin_b") || (Command = "kuujin_c")
trigger1 = (statetype = A) && (ctrl)
trigger2 = (stateno = 600) && (movecontact) && (p2statetype = A)
trigger3 = (stateno = 620) && (movecontact) && (p2statetype = A)
trigger4 = (stateno = 630) && (movecontact) && (p2statetype = A)
trigger5 = (stateno = 640) && (movecontact) && (p2statetype = A)
trigger6 = (stateno = 645) && (movecontact) && (p2statetype = A)
trigger7 = (stateno = 650) && (movecontact) && (p2statetype = A)


;trigger17 = (stateno = 700) && (movecontact)
[State -1, Shouryuu-Ken fraco - Ryu]
type = ChangeState
value = 1100
triggerall = Var(5) = 0
triggerall = command = "Shouryuu_x"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = (stateno = 701) && (movecontact)
trigger16 = (stateno = 702) && (movecontact)
trigger17 = stateno = [100,102]
trigger18 = stateno = 105
[State -1, Shouryuu-Ken médio - Ryu]
type = ChangeState
value = 1100
triggerall = Var(5) = 0
triggerall = command = "Shouryuu_y"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = (stateno = 701) && (movecontact)
trigger16 = (stateno = 702) && (movecontact)
trigger17 = stateno = [100,102]
trigger18 = stateno = 105
[State -1, Shouryuu-Ken forte - Ryu]
type = ChangeState
value = 1100
triggerall = Var(5) = 0
triggerall = command = "Shouryuu_z"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = (stateno = 701) && (movecontact)
trigger16 = (stateno = 702) && (movecontact)
trigger17 = stateno = [100,102]
trigger18 = stateno = 105
[State -1, Shouryuu-Ken fraco - Ken]
type = ChangeState
value = 1120
triggerall = Var(5) = 1
triggerall = command = "Shouryuu_x"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = Var(5) = 1
trigger8 = (stateno = 255) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = stateno = 7888
trigger16 = stateno = 7889
;trigger17 = (stateno = 700) && (movecontact)
[State -1, Shouryuu-Ken médio - Ken]
type = ChangeState
value = 1121
triggerall = Var(5) = 1
triggerall = command = "Shouryuu_y"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = Var(5) = 1
trigger8 = (stateno = 255) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = stateno = 7888
trigger16 = stateno = 7889
;trigger17 = (stateno = 700) && (movecontact)
[State -1, Shouryuu-Ken forte - Ken]
type = ChangeState
value = 1122
triggerall = Var(5) = 1
triggerall = command = "Shouryuu_z"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = Var(5) = 1
trigger8 = (stateno = 255) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = stateno = 7888
trigger16 = stateno = 7889
;trigger17 = (stateno = 700) && (movecontact)
[State -1, Gou Shouryuu-Ken fraco]
type = ChangeState
value = 1130
triggerall = Var(5) = 2
triggerall = command = "Shouryuu_x"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = stateno = 108
trigger16 = stateno = 109
trigger17 = (stateno = 701) && (movecontact)
trigger18 = (stateno = 702) && (movecontact)
[State -1, Gou Shouryuu-Ken médio]
type = ChangeState
value = 1131
triggerall = Var(5) = 2
triggerall = command = "Shouryuu_y"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = stateno = 108
trigger16 = stateno = 109
trigger17 = (stateno = 701) && (movecontact)
trigger18 = (stateno = 702) && (movecontact)
[State -1, Gou Shouryuu-Ken forte]
type = ChangeState
value = 1132
triggerall = Var(5) = 2
triggerall = command = "Shouryuu_z"
triggerall = statetype != A
trigger1 = statetype = S
trigger1 = ctrl
trigger2 = (stateno = 200) && (movecontact)
trigger3 = (stateno = 210) && (movecontact)
trigger4 = (stateno = 220) && (movecontact)
trigger5 = (stateno = 230) && (movecontact)
trigger6 = Var(5) != 1
trigger6 = (stateno = 240) && (movecontact)
trigger7 = Var(5) = 1
trigger7 = (stateno = 240) && (movecontact)
trigger8 = (stateno = 250) && (movecontact)
trigger9 = (stateno = 400) && (movecontact)
trigger10 = (stateno = 410) && (movecontact)
trigger11 = (stateno = 420) && (movecontact)
trigger12 = (stateno = 430) && (movecontact)
trigger13 = (stateno = 440) && (movecontact)
trigger14 = (stateno = 450) && (movecontact)
trigger15 = stateno = 108
trigger16 = stateno = 109
trigger17 = (stateno = 701) && (movecontact)
trigger18 = (stateno = 702) && (movecontact)
;[State -1, Hadou-Ken fraco]
;type = ChangeState
;value = 1000
;triggerall = command = "hadouken_x"
;triggerall = command != "holddown"
;triggerall = NumProjID(1010) = 0
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2 = (stateno = 200) && (movecontact)
;trigger3 = (stateno = 210) && (movecontact)
;trigger4 = (stateno = 220) && (movecontact)
;trigger5 = (stateno = 230) && (movecontact)
;trigger6 = Var(5) != 1
;trigger6 = (stateno = 240) && (movecontact)
;trigger7 = Var(5) = 1
;trigger7 = (stateno = 240) && (movecontact)
;trigger8 = (stateno = 250) && (movecontact)
;trigger9 = (stateno = 400) && (movecontact)
;trigger10 = (stateno = 410) && (movecontact)
;trigger11 = (stateno = 420) && (movecontact)
;trigger12 = (stateno = 430) && (movecontact)
;trigger13 = (stateno = 440) && (movecontact)
;trigger14 = (stateno = 450) && (movecontact)
;[State -1, Hadou-Ken médio]
;type = ChangeState
;value = 1001
;triggerall = command = "hadouken_y"
;triggerall = command != "holddown"
;triggerall = NumProjID(1010) = 0
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2 = (stateno = 200) && (movecontact)
;trigger3 = (stateno = 210) && (movecontact)
;trigger4 = (stateno = 220) && (movecontact)
;trigger5 = (stateno = 230) && (movecontact)
;trigger6 = Var(5) != 1
;trigger6 = (stateno = 240) && (movecontact)
;trigger7 = Var(5) = 1
;trigger7 = (stateno = 240) && (movecontact)
;trigger8 = (stateno = 250) && (movecontact)
;trigger9 = (stateno = 400) && (movecontact)
;trigger10 = (stateno = 410) && (movecontact)
;trigger11 = (stateno = 420) && (movecontact)
;trigger12 = (stateno = 430) && (movecontact)
;trigger13 = (stateno = 440) && (movecontact)
;trigger14 = (stateno = 450) && (movecontact)
;[State -1, Hadou-Ken forte]
;type = ChangeState
;value = 1002
;triggerall = command = "hadouken_z"
;triggerall = command != "holddown"
;triggerall = NumProjID(1010) = 0
;trigger1 = statetype = S
;trigger1 = ctrl
;trigger2 = (stateno = 200) && (movecontact)
;trigger3 = (stateno = 210) && (movecontact)
;trigger4 = (stateno = 220) && (movecontact)
;trigger5 = (stateno = 230) && (movecontact)
;trigger6 = Var(5) != 1
;trigger6 = (stateno = 240) && (movecontact)
;trigger7 = Var(5) = 1
;trigger7 = (stateno = 240) && (movecontact)
;trigger8 = (stateno = 250) && (movecontact)
;trigger9 = (stateno = 400) && (movecontact)
;trigger10 = (stateno = 410) && (movecontact)
;trigger11 = (stateno = 420) && (movecontact)
;trigger12 = (stateno = 430) && (movecontact)
;trigger13 = (stateno = 440) && (movecontact)
;trigger14 = (stateno = 450) && (movecontact)

;DELETE FROM HERE???? ^^^^^^^^^^^^^^^^^^^^^^^^^^



;---------------------------------------------------------------
;# Pulled this out of state -2  Hard wired activate Ken or Ryu 
; mode depending on which one is null apparently.
;---------------------------------------------------------------

[State -2, Fora da tela? Vai pro 7000! - modo Ryu]
type = Changestate
triggerall = roundstate = [2,3]
trigger1 = Pos Y >= 0 && stateno != 100 && stateno != 7000 && movetype != H && BackEdgeDist < -35
value = 7000

[State -2, Fora da tela? Vai pro 7001! - modo Ken]
type = null
triggerall = Var(5) = 1
triggerall = roundstate = [2,3]
trigger1 = Pos Y >= 0 && stateno != 100 && stateno != 7000 && movetype != H && BackEdgeDist < -35
value = 7001

;---------------------------------------------------------------
;# extra throw originating state (800 states have since been 
changed, number wise.  this one hasn't.
;---------------------------------------------------------------
[Statedef 899]; alternate original state, might be useless, mighe be from another throw all together 
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 899
sprpriority = 2

[State 805, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 2
p2facing = 1
p1facing = ifelse(command = "holdfwd",1,-1)
p1stateno = 810
p2stateno = 801
p2getp1state = 1
guard.dist = 0
fall.xvelocity = 0
fall.yvelocity = 1
fall = 1
fall.recover = 0
fall.damage = 0

[State 805, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 805, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------
# original roll code
;---------------------------------------------------------------
[Statedef 812]
type = S
movetype = A
physics = N

[State 811, Kara]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
value = S12,2

[State 811,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 811,VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 811, Kiai]
type = PlaySnd
trigger1 = AnimElem = 12
value = S2,ifelse(Var(5) = 2,4,5)

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 || AnimElem = 7
pos = 1,-40
time = 1

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 || AnimElem = 8
pos = 20,-25
time = 1

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 || AnimElem = 9
pos = 1,-15
time = 1

[State 811, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 || AnimElem = 10
pos = -29,-34
time = 1

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 11
pos = -1,-50
time = 1

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 12
pos = 68,-50
time = 5

[State 811, ai!]
type = TargetLifeAdd
trigger1 = AnimElemTime(12) = 4
value = -120

[State 811, VelSet]
type = VelSet
trigger1 = AnimElem = 11
trigger2 = (AnimElemNo(0) = [3,10]) && FrontEdgeDist < 25
x = 0

[State 811, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = 50

[State 811, PosAdd]
type = PosAdd
trigger1 = AnimElem = 12
x = 20

[State 811, PosAdd]
type = PosAdd
trigger1 = AnimElem = 13
x = -10

[State 811, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------
;# Unnecessary semi repeat of section in roll throw code
;---------------------------------------------------------------

;------------------------------------------------
[Statedef 812]
type = S
movetype = A
physics = N

[State 811, Kara]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
value = S12,2

[State 811,PosSet]
type = PosSet
trigger1 = Time = 0
y = 0

[State 811,VelSet]
type = VelSet
trigger1 = Time = 0
y = 0

[State 811, Kiai]
type = PlaySnd
trigger1 = AnimElem = 12
value = S2,ifelse(Var(5) = 2,4,5)

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 3 || AnimElem = 7
pos = 1,-40
time = 1

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 4 || AnimElem = 8
pos = 20,-25
time = 1

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 5 || AnimElem = 9
pos = 1,-15
time = 1

[State 811, TargetBind]
type = TargetBind
trigger1 = AnimElem = 6 || AnimElem = 10
pos = -29,-34
time = 1

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 11
pos = -1,-50
time = 1

[State 811,TargetBind]
type = TargetBind
trigger1 = AnimElem = 12
pos = 68,-50
time = 5

[State 811, ai!]
type = TargetLifeAdd
trigger1 = AnimElemTime(12) = 4
value = -120

[State 811, VelSet]
type = VelSet
trigger1 = AnimElem = 11
trigger2 = (AnimElemNo(0) = [3,10]) && FrontEdgeDist < 25
x = 0

[State 811, PosAdd]
type = PosAdd
trigger1 = AnimElem = 11
x = 50

[State 811, PosAdd]
type = PosAdd
trigger1 = AnimElem = 12
x = 20

[State 811, PosAdd]
type = PosAdd
trigger1 = AnimElem = 13
x = -10

[State 811, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------
;# old grab code for toss throw
;---------------------------------------------------------------

[Statedef 825]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 899
sprpriority = 2

[State 825, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = MAF
priority = 1, Miss
sparkno = -1
p1stateno = 820
p2stateno = 821
p2getp1state = 1
guard.dist = 0
fall.xvelocity = 0
fall.yvelocity = 1
fall = 1
fall.recover = 0
fall.damage = 0

[State 825, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 825, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1


;---------------------------------------------------------------
;# Original grab code for slam throw
;---------------------------------------------------------------

type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 899
sprpriority = 2

[State 835, HitDef]
type = HitDef
trigger1 = Time = 0
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
sprpriority = 2
p2facing = 1
p1facing = ifelse(command = "holdfwd",1,-1)
p1stateno = 830
p2stateno = 831
p2getp1state = 1
guard.dist = 0
fall.xvelocity = 0
fall.yvelocity = 1
fall = 1
fall.recover = 0
fall.damage = 0
[State 835, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
[State 835, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1



;---------------------------------------------------------------
;# Air throw original grab
;---------------------------------------------------------------
[Statedef 9865]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 898
sprpriority = 2

[State 865, HitDef]
type = HitDef
trigger1 = Time = 0
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = -1
p2facing = 1
p1facing = ifelse(command = "holdfwd",1,-1)
p1stateno = 860
p2stateno = 863
p2getp1state = 1
yaccel = 0.55
guard.dist = 0
fall.xvelocity = 0
fall.yvelocity = 1
fall = 1
fall.recover = 0
fall.damage = 0

[State 865, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA

[State 865, ChangeState]
type = ChangeState
Trigger1 = AnimTime = 0
value = 7999
ctrl = 1


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