;---------------------------------------------------------------------------
;Configuration File / RtBO 
[Statedef 19999]
physics = N
anim =4420


;-----------------
;TABLE OF CONTENTS
;-----------------
;
;1) KO EFFECT
;2) GUARD BREAK
;3) ATTACK DAMAGE SETTING
;4) NEW MOVES: SPECIALS
;5) NEW MOVES: MYSTIC BREAKS
;6) NEW MOVES: MISCELLANEOUS
;7) SUPER JUMP ANIMATION
;8) COUNTER IMPACT
;9) GORANDA KAIFUU TIMER
;10) AIR COMBO DAMAGE REDUCTION
;11) DURING RUN SKILLS
;12) AIR BATTLE SYSTEM
;13) TENTSUIGA COMMAND SELECTION
;14) DUST SPARK
;15) DEFENSE SET
;16) THROW ESCAPE/RECOVER
;17) DIZZY SYSTEM
;18) DIZZY LIMIT
;19) MYSTIC BREAK BG
;20) BLUFF SYSTEM
;21) BLUFF CANCEL PAUSE
;22) BLUFF DAMAGE REDUCTION
;23) AI LEVEL SETTING


;                                ------
;                               *NOTICE*
;                                ------
;
;Please read the description for each setting and follow the directions
;accordingly when making any changes. Beacause this configuration document
;directly affects the character, It is advised to make a backup of this in
;case of any mistakes made.


;-----------------------------------------------------
;RED EARTH-STYLE KO EFFECT / EH[U[hKOGtFNg; 0 for on (Ijor 1 for off (Itj
;-----------------------------------------------------
;Anytime you (or your partner) wins a match you will get a KO effect similar to that from
;Red Earth (including announcer's vocals). 
;
;Default is 0 (On).
[State 19999, KO Effect]
type = ParentVarSet
trigger1 = 1
v = 2
value = 0


;----------------------------
;GUARD BREAK / K[hNbN; 0 for on (Ijor 1 for off (Itj
;----------------------------
;Opponents will have their guard broken if they continue to block attacks over a period
;of time. 
;
;Default is 0 (On)
[State 19999, Guard Break]
type = ParentVarSet
trigger1 = 1
v = 3
value = 0

;----------------------
; ATTACK DAMAGE SETTING; Choose the amount of damage output
;----------------------
;0 - None (Mugen Settings)
;1 - x1 Damage + Combo Damage Reduction
;2 - x1.5 Damage (No Reduction)
;3 - x1.5 Damage + Combo Damage Reduction
;
;Note that choosing options 0 and 2 does not mean that there won't be any damage scaling,
;but instead it won't take place by damage reduction system coded into the character.
;
;Default is 1 (x1 Damage + Combo Damage Reduction).
[State 19999, Attack Damage]
type = ParentVarSet
trigger1 = 1
v = 4
value = 1

;----------------------------------
;NEW MOVES: SPECIALS / VZFKEZ; 0 for on (Ijor 1 for off (Itj
;----------------------------------
;Mai-Ling's new Special Attacks include the following:
;
;TENJUU                / VP
;KONONYUU              / V
;ROLLING AND BRAKE     / LzƎ~
;
;Default is 0 (On).
[State 19999, New Specials]
type = ParentVarSet
trigger1 = 1
v = 5
value = 0


;---------------------------------------------------
;NEW MOVES: MYSTIC BREAKS / VZ: ~X`bNuCN; 0 for on (Ijor 1 for off (Itj
;---------------------------------------------------
;Mai-Ling's new Mystic Breaks include the following:
;
;CHOU KUGEKISHO / 󌂏
;HOKOTAISHO     / P~
;GORANDA KAIFUU / S_
;
;Default is 0 (On).
[State 19999, New MBs]
type = ParentVarSet
trigger1 = 1
v = 6
value = 0


;---------------------------------------
;NEW MOVES: MISCELLANEOUS / VZF̑; 0 for on (Ijor 1 for off (Itj
;---------------------------------------
;Other new moves include the following:
;
;STAND HK DELAY                             / Kz[h
;IDATEN INTO KOKAKUSHU                      / ʓVgߏR 
;BRAKE OR ROLLING DURING KOEN AND KUGEKISHO / ʉE󌂏̎~orLz
;REVERSE IDATEN                             / ʓVij
;
;Default is 0 (on).
[State 19999, Misc]
type = ParentVarSet
trigger1 = 1
v = 7
value = 0


;-----------------------------------------------
;SUPER JUMP ANIMATION / X[p[WṽAj; 0 for Arranged (AW) or 1 for Original (j
;-----------------------------------------------
;Animation during Super Jump can be set to show actual horizontal movements
;similar to when jumping forward and jumping back (arranged), or to use only one
;set of animation despite horizontal movements. This only comes into play when
;forward or back is held during a Super Jump. 
;
;Default is 0 (Arranged).
[State 19999, SJ Anim]
type = ParentVarSet
trigger1 = 1
v = 11
value = 0

;--------------------------------------
;COUNTER IMPACT / JE^[CpNg; 0 for on (Ijor 1 for off (Itj
;--------------------------------------
;Hitting opponents during mid attack will give an extra 10 pts damage and some
;moves special traits and attributes.
;
;Default is 0 (On).
[State 19999, Counter Impact]
type = ParentVarSet
trigger1 = 1
v = 13
value = 0

;---------------------------------------------
;GORANDA KAIFUU TIMER / S_𕕃^C}[: 0 for Limited (jor 1 for Unlimitedij
;---------------------------------------------
;Goranda Kaifuu's timer can be set either Limited or Unlimited. Note that setting
;it as Limited means Goranda Kaifuu will require one super bar to activate, and
;the timer will count down and turn off after a certain time (leaves Mai-Ling
;vulnerable for a moment. Setting it to Unlimited will require 3 super bars to
;activate Goranda Kaifuu, while the effects will last until the round ends.
;
;Default is 0 (Limited).
[State 19999, Goranda Timer]
type = ParentVarSet
trigger1 = 1
v = 14
value = 0

;--------------------------------------------------
;AIR COMBO DAMAGE REDUCTION; 0 for on or 1 for off
;󒆃R{_[WC;  (Ij  (Itj
;--------------------------------------------------
;When the opponent has been launched by Crouch HP, Idaten, or H Kononyuu, all
;Jump Attacks' damage will be reduced gradually with each hit.
;
;Default is 0 (On).
[State 19999, Air Battle Damage]
type = ParentVarSet
trigger1 = 1
v = 15
value = 0

;--------------------------------------
;DURING RUN SKILLS / _bV̓Z; 0 for on (Ijor 1 for off (Itj
;--------------------------------------
;New moves that are available during a forward run are the following:
;
;SUDDEN STOP    / TbfEXgbv 
;SUDDEN LOW     / TbfEE
;SUDDEN AIR     / TbfEGA[
;ULTIMATE GUARD / AeBbgK[h
;
;Default is 0 (on).
[State 19999, During Run]
type = ParentVarSet
trigger1 = 1
v = 16
value = 0

;------------------------------------
;AIR BATTLE SYSTEM / 󒆐퓬VXe; 0 for on (Ijor 1 for off (Itj
;------------------------------------
;This includes the following abilities:
;
;LAUNCHER            / ΂
;AIR COMBO           / GA[ER{
;IDATEN -> AIR COMBO / ʓVGA[R{
;
;Default is 0 (On).
[State 19999, Air Battle]
type = ParentVarSet
trigger1 = 1
v = 17
value = 0

;---------------------------
;TENTSUIGA COMMAND SELECTION; 0 for Simple or 1 for Original
;---------------------------
;Here is the following command setup:
;
;SIMPLE   (0): F,D,B,F or B,D,F,B + Any P / 6Q46+P@or@4264+P
;ORIGINAL (1): 360 + Any P@@@@@@@@@@@@@@/@1]+P
;
;Default is 1 (Original)
[State 19999, Tentsuiga Command]
type = ParentVarSet
trigger1 = 1
v = 18
value = 1

;-----------------------------
;DUST SPARKS / _XgXp[N; 0 for on (Ijor 1 for off (Itj
;-----------------------------
;Dust appears during specific movements, and attacks. 
;
;Default is 0 (on).
[State 19999, Dust]
type = ParentVarSet
trigger1 = 1
v = 19
value = 0

;----------------------
;DEFENSE SET / hݒ; Customize defense settings
;----------------------
;Mai-Ling's defense can be set up from the following:
;
;MUGEN SETTING - No special settings 
;BASIC SETTING - Defense set to 1  
;RED EARTH SETTING - Defense set to 1.02 for more damage, but resistance and
;                    willpower increase when health gets closer to zero
;
;Defense setting can be selected from the following numerical values:
;
;MUGEN SETTING     (0) / mugenݒ
;BASIC SETTING     (1) / {ݒ
;RED EARTH SETTING (2) / EH[U[hݒ
;
;Default is 2 (Red Earth Setting).
[State 19999, Defense]
type = ParentVarSet
trigger1 = 1
v = 21
value = 2

;-----------------------------------------
;THROW ESCAPE/RECOVER / Eg; 0 for on (Ijor 1 for off (Itj
;-----------------------------------------
;This will allow opponents the ability to Throw Escape or Throw Recover from
;Mai-Ling's normal throws.  
;
;Default is 0 (On).
[State 19999, Defense]
type = ParentVarSet
trigger1 = 1
v = 22
value = 0

;------------
;DIZZY SYSTEM ; 0 for on (Ijor 1 for off (Itj
;------------
;Mai-Ling will become dizzy and unable to defend herself after taking a number of
;consecutive hits.
;
;Default is 0 (On).
[State 19999, Dizzy]
type = ParentVarSet
trigger1 = 1
v = 23
value = 0

;------------
;DIZZY LIMIT ; Set value to number of points to become dizzy
;------------
;Value below determines how many points of received damage will cause a dizzy state.
;The higer the value, the more points of damaged needed to become dizzied.
;
;Default is 125.
[State 19999, Dizzy]
type = ParentVarSet
trigger1 = 1
v = 24
value = 125

;------------
;BLUFF SYSTEM;
;------------
;Your options for utilizing the Bluff system is as follows:
;
;0 - On (Full)
;1 - On (Half)
;2 - Off
;
;Full setting gives you both Manual Bluff and Bluff Canceling, while Half setting 
;makes only Bluff Canceling available. Note that under Half setting, pressing LP+LK
;will activate Ultimate Guard as normal, but during a combo a Bluff Cancel will be
;performed (as long as it's done after a move that is Bluff Cancelable)
;
;Default is 0 (Full).
[State 19999, Bluff]
type = ParentVarSet
trigger1 = 1
v = 26
value = 0

;------------------
;BLUFF CANCEL PAUSE ; Choose what type of pause effect is used
;------------------
;You can set a pause effect upon Bluff Cancel activation from the following:
;
;0 - No pause
;1 - 3-tick pause
;2 - 5-tick pause
;
;Default is 0 (No pause).
[State 19999, Bluff]
type = ParentVarSet
trigger1 = 1
v = 27
value = 0

;----------------------
;BLUFF DAMAGE REDUCTION ; Adjust percentage of damage reduced through Bluff Canceling
;----------------------
;While damage reduction during Bluff Canceling works properly against Final Mix characters
;and some other characters (i.e. Kung Fu Man), on other characters the reduction may be
;too low due, possibly due to how their defensive ratings were coded. From the following,
;you can adjust how much damage will be reduced so to get the best results:
;
;0 - no damage reduction 
;1 - 15% damage reduction + additional MB damage reduction 
;2 - 10% damage reduction + additional MB damage reduction 
;3 - 5% damage reduction + additional MB damage reduction
;
;Default is 2 (10% damage reduction + additional MB damage reduction).
[State 19999, Bluff Damage]
type = ParentVarSet
trigger1 = 1
v = 28
value = 2

;-----------------------
;CHOU KUGEKISHO VERSION; Use the version that fits your style
;----------------------
;Your choice of which version is the following:
;
;ATTACK STYLE (0) - Blast automatically activates, blockable
;THROW STYLE  (1) - Grabs upclose to activate blast, unblockable
;
;Note that throw style has around 12 active attack frames to connect grab. If missed, 
;Mai-Ling still has a chance to shoot a forced finish blast if high enough in the air
;(single-hit, causes knockdown), or fall flat on the ground. Either outcome will put
;her in a liedown state, with a chance to be attacked while down. If throw style 
;connects as a grab, however, then the outcome will be the same as the attack style.
;Also note that throw style will not grab an opponent in a gethit state except if
;Goranda Kaifuu has been activate, which will allow you to combo it into air combos
;similar to attack style.
;
;Default is 0 (Attack Style).
[State 19999, C.K. Version]
type = ParentVarSet
trigger1 = 1
v = 29
value = 0

