; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 200
poweradd = 10 * !var(20)
sprpriority = 2
facep2 = 1

[State 200, Voice]
type = PlaySnd
trigger1 = AnimElem = 1 && Random < 300
value = 0, 0
channel = 0

[State 200, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,0
channel = 1

[State 200, Width]
type = Width
trigger1 = AnimElemTime(4) < 0
value = 6,0

[State 200, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S, NA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
guardflag = M
hitflag = MAF
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 8, 8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 58), var(36):=-73
hitsound = S2, 0
guardsound = s130, 0
animType = Light
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 12 + 2 * var(9)
ground.hittime  = 12 + 2 * var(9)
guard.hittime = 12
ground.velocity = -5.5
guard.velocity = -5.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -2.6,-7
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 200, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 200, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

; One Inch Punch(unique attack)
; CNS difficulty: easy
[Statedef 201]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 201
poweradd = 30 * !var(20)
sprpriority = 2
facep2 = 1

[State 201, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
channel = 0

[State 201, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 201, Width]
type = Width
trigger1 = AnimElemTime(6) < 0
value = 15,0

[State 201, Hit]
type = HitDef
triggerall = !var(9)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, NA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
guardflag = M
hitflag = MAF
ID = 1490
getpower = ifElse(!var(13), 150, 75) * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 66), var(36):=-55
hitsound = S2, 2
guardsound = s130, 0
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 18 + 4 * var(9)
ground.hittime  = 18 + 4 * var(9)
guard.hittime = 18
ground.velocity = -4.5, -6.5
guard.velocity = -14.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -4.5, -6.5
air.hittime = 120
yaccel = .58
fall = 1
fall.recover = 0
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
p2facing = 1
p2stateno = 1490

[State 201, Hit Counter]
type = HitDef
triggerall = var(9)
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, NA
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
guardflag = M
hitflag = MAF
ID = 205
getpower = ifElse(!var(13), 150, 75) * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 12, 12
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 66), var(36):=-55
hitsound = S2, 2
guardsound = s130, 0
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 18 + 4 * var(9)
ground.hittime  = 18 + 4 * var(9)
guard.hittime = 18
ground.velocity = -14, -7
guard.velocity = -14.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -14, -6.5
air.hittime = 120
yaccel = .58
fall = 1
fall.recover = 0
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
p2facing = 1

[State 201, Juggle Reset]
type = VarSet
trigger1 = MoveHit=1 && NumTarget(205)
var(15) = 0
ignorehitpause = 1

[State 201, TargetState];hits foe into wall
type = TargetState
trigger1 = MoveHit=1 && NumTarget(205)
trigger1 = (Target(205), StateNo = 5000) || (Target(205), StateNo = 5010) || (Target(205), StateNo = 5020)
value = 1090
ID = 205
ignoreHitPause = 1

[State 201, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 12
ampl = -5
freq = 180

[State 201, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 201, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

; One Inch Punch(comboed)
; CNS difficulty: easy
[Statedef 202]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 202
poweradd = 30 * !var(20)
sprpriority = 2
facep2 = 1

[State 202, Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 0, 3
channel = 0

[State 202, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,2
channel = 1

[State 202, Width]
type = Width
trigger1 = AnimElemTime(6) < 0
value = 12,0

[State 202, Hit]
type = HitDef
triggerall = P2MoveType!=H
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, NA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
guardflag = M
hitflag = MAF
ID = 1490
getpower = ifElse(!var(13), 100, 75) * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 66), var(36):=-55
hitsound = S2, 2
guardsound = s130, 0
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 18 + 4 * var(9)
ground.hittime  = 18 + 4 * var(9)
guard.hittime = 18
ground.velocity = -4.5, -6.5
guard.velocity = -14.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -4.5, -6.5
air.hittime = 120
yaccel = .58
fall = 1
fall.recover = 0
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48
p2facing = 1
p2stateno = 1490

[State 202, Hit]
type = HitDef
triggerall = P2MoveType=H
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S, NA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
guardflag = M
hitflag = MAF
ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 12, 13
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 66), var(36):=-55
hitsound = S2, 2
guardsound = s130, 0
animType = Hard
air.animType = Back
fall.animType = Back
ground.type = Low
air.type = Low
ground.slidetime = 18 + 4 * var(9)
ground.hittime  = 18 + 4 * var(9)
guard.hittime = 18
ground.velocity = -6.5
guard.velocity = -12
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.velocity = -4.5, -6.5
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 202, EnvShake]
type = EnvShake
trigger1 = AnimElem = 5
time = 12
ampl = -5
freq = 180

[State 202, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 202, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
;CNS Difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
poweradd= 20 * !var(20)
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2
facep2 = 1

[State 210, Voice]
type = Playsnd
trigger1 = Animelem = 1 && Random < 400
value = 0, 1
channel = 0

[State 210, Swing Snd]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 210, Width]
type = Width
trigger1 = AnimElemTime(4) < 0
value = 10,0

[State 210, Ice FX]
type = Explod
trigger1 = !NumExplod(215)
trigger1 = AnimElem = 3
anim = 215
ID = 215
pos = 2, 2
postype = P1
sprpriority = 4
scale = 0.5,0.5
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 210, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
priority = 4 ,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
hitsound = s2, 1
guardsound = s130, 0
pausetime = 10,10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 75), var(36) := -74
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -7.5
guard.velocity = -7.5
air.velocity = -2, -7.6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

;[State 210, ChangeAnim]
;type = ChangeAnim
;trigger1 = AnimElemTime(5) > 0 && AnimElemTime(6) <= 0
;trigger1 = movecontact=1 && hitpausetime
;ignorehitpause = 1
;persistent = 0
;value = anim
;elem = 6

[State 210, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 210, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Close MP
;CNS Difficulty: easy
[Statedef 211]
type    = S
movetype= A
physics = S
poweradd= 20 * !var(20)
ctrl = 0
velset = 0,0
anim = 211
sprpriority = 2
facep2 = 1

[State 211, Voice]
type = Playsnd
trigger1 = Animelem = 3 && Random < 400
value = 0, 0
channel = 0

[State 211, Swing Snd]
type = Playsnd
trigger1 = AnimElem = 2
value = 1,1
channel = 1

[State 211, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
priority = 4 ,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
hitsound = s2, 1
guardsound = s130, 0
pausetime = 10,10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 53), var(36) := -68
animType = Medium
air.animType = Back
fall.animType = Back
ground.type = High
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -7.5
guard.velocity = -7.5
air.velocity = -3, -6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recoverTime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 211, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 211, End]
type = ChangeState
trigger1 = !AnimTime 
value = 0
ctrl = 1

;------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
poweradd= 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
facep2 = 1

[State 220, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 0, ifelse(random<500, 1, 3)
channel = 0

[State 220, Swing Snd]
type = playsnd
trigger1 = animelem = 4
value = 1,2
channel = 1

[State 220, PosAdd]
type = Posadd
trigger1 = AnimElem = 1
trigger2 = Animelem = 2
trigger3 = AnimElem = 3
trigger4 = Animelem = 4
x = 8

[State 220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 9
trigger2 = AnimElem = 10
trigger3 = AnimElem = 11
trigger4 = !AnimTime
x = -8

[State 222, Ice FX]
type = Helper
trigger1 = AnimElem = 6
helpertype = Normal
id = 222
stateno = 222
name = "Ice Spike"
postype = p1
size.xScale = 0.485
size.yScale = 0.485
ownpal = 1
keyctrl = 0

[State 220, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4, Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 0
ID = 200
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 78), var(36) := -71
hitsound = s2,2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -11
guard.velocity = -11
air.velocity = -5.25,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 220, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 220, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;------------------------------------------
; Close HP
; CNS difficulty: easy
[Statedef 221]
type    = S
movetype= A
physics = S
poweradd= 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 221
sprpriority = 2
facep2 = 1

[State 221, Voice]
type = PlaySnd
trigger1 = AnimElem = 2 && Random < 500
value = 0, ifelse(random<500, 1, 3)
channel = 0

[State 221, Swing Snd]
type = playsnd
trigger1 = animelem = 2 || animelem = 7
value = 1,2
channel = 1

[State 221, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4, Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
ID = 200
getpower = ifElse(!var(13), 75, 50)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,13
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 38), var(36) := -85
hitsound = s2,2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -0.5
guard.velocity = -0.5
air.velocity = -5.25,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 221, Hit 2]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 8
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4, Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
ID = 200
getpower = ifElse(!var(13), 75, 50)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12, 12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 53), var(36) := -68
hitsound = s2,2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -10.5
guard.velocity = -10.5
air.velocity = -5.25,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 221, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

[State 221, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

; Critical Ice(unique attack)
; CNS difficulty: easy
[Statedef 225]
type    = S
movetype= A
physics = S
poweradd= 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 225
sprpriority = 2
facep2 = 1

[State 225, Voice]
type = PlaySnd
trigger1 = AnimElem = 4 
value = 225, 0
channel = 0

[State 225, Swing Snd]
type = playsnd
trigger1 = animelem = 4
value = 225,1
channel = 1

[State 225, Ice FX]
type = Helper
trigger1 = AnimElem = 4
helpertype = Normal
id = 226
stateno = 226
name = "Critical Ice"
postype = p1
size.xScale = 0.5
size.yScale = 0.5
ownpal = 1
keyctrl = 0

[State 225, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 225, Width]
type = Width
trigger1 = AnimElemTime(17)<0
value = 15,0

[State 225, Hit 1-2]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6 || AnimElem = 8
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4, Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
ID = 200
getpower = ifElse(!var(13), 50, 25)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 3,13
guard.pausetime = 3,12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -72
hitsound = s2,2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = High
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 28
air.hittime = 120
ground.velocity = -5.75
guard.velocity = -5.75
air.velocity = -5,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 225, Hit 3]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 11
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4, Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
ID = 200
getpower = ifElse(!var(13), 50, 25)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 150), var(36) := -72
hitsound = s2,2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High      ;Low,Trip,None
air.type = High
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -5,-6.5
guard.velocity = -14.9
air.velocity = -5,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .5
fall = 1
fall.recover = 0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 225, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(17) >= 0
moveType = I

[State 225, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Light Kick
; CNS difficulty: easy
[Statedef 230]
type    = S
movetype= A
physics = S
poweradd= 10 * !var(20)
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2
facep2 = 1

[State 230, Voice]
type = playsnd
trigger1 = animelem = 2 && random < 300
value = 0, 0
channel = 0

[State 230, Swing Snd]
type = playsnd
trigger1 = animelem = 3
value = 1,3
channel = 1

[State 230, Width: Edge]
type = Width
trigger1 = 1
edge = 8,0

[State 230, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Light          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 8,8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 83), var(36):=-73
hitsound = s2,3
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High      ;Low,Trip,None
air.type = Low
ground.slidetime = 12 + 2*var(9)
ground.hittime = 12 + 2*var(9)
guard.hittime = 12
air.hittime = 120
ground.velocity = -5.68
guard.velocity = -5.68
air.velocity = -5,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 230, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 230, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

; Close LK
; CNS difficulty: easy
[Statedef 231]
type    = S
movetype= A
physics = S
poweradd= 10 * !var(20)
ctrl = 0
velset = 0,0
anim = 231
sprpriority = 2
facep2 = 1

[State 231, Voice]
type = playsnd
trigger1 = animelem = 2 && random < 300
value = 0, 0
channel = 0

[State 231, Swing Snd]
type = playsnd
trigger1 = animelem = 3
value = 1,3
channel = 1

[State 231, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Light          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 0
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 8,8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 72), var(36):=-50
hitsound = s2,3
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 12 + 2*var(9)
ground.hittime = 12 + 2*var(9)
guard.hittime = 12
air.hittime = 120
ground.velocity = -5.68
guard.velocity = -5.68
air.velocity = -5,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 231, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 231, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;------------------------------------------------------
; Standing Medium Kick
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
poweradd= 20 * !var(20)
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2
facep2=1

[State 240, Voice]
type = playsnd
trigger1 = animelem=2 && random < 400
value = 0, ifelse(random<500, 0, 1)
channel = 0

[State 240, Swing Snd]
type = playsnd
trigger1 = animelem = 3
value = 1,4
channel = 1

[State 240, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Medium          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 15, 15
pausetime = 10,11
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 57), var(36) := -78
hitsound = s2,9
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -1
guard.velocity = -1
air.velocity = -4, -6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 240, Hit 2]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Medium          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 15, 15
pausetime = 10,10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 45), var(36) := -92
hitsound = s2,9
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High      ;Low,Trip,None
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -8.5
guard.velocity = -8.5
air.velocity = -4, -6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 240, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 240, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

; Slider Shoot(unique attack)
; CNS difficulty: easy
[Statedef 245]
type    = C
movetype= A
physics = N
poweradd= 20 * !var(20)
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2
facep2 = 1

[State 245, Voice]
type=playsnd
trigger1= animelem=5
value= 245, 0
channel=0

[State 245, Ice Snd]
type=playsnd
trigger1= animelem=4
value=245,1
volume = 255
channel = 1

[State 245, Width]
type = Width
trigger1 = 1
edge = 8,0

[State 245, Velocity]
type = VelSet
trigger1 = AnimElem = 5
x = 9.2

[State 245, Friction]
type = VelMul
trigger1 = AnimElemTime(5) > 0
x = 0.92

[State 245, VelStop]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 245, PosAdd]
type = PosAdd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 13
x = 8

[State 245, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 5
attr = C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = L         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 42 < 7, 7, fvar(11) * 42)), 0
;ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,13
guard.pausetime = 12,11
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 62), var(36):=-5
hitsound = s2,5
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Trip      ;Low,Trip,None
air.type = Trip
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -1.75, -9.35
guard.velocity = -11.5
air.velocity = -5.5,-8.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .82
fall = 1
fall.recover = 0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 245, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(11) >= 0
moveType = I

[State 245, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Kick
; CNS difficulty: easy
[Statedef 250]
type    = S
movetype= A
physics = S
poweradd= 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2
facep2=1

[State 250, Voice]
type=playsnd
trigger1= animelem=2 && random<500
value= 0, ifelse(random<500, 1, 2)
channel=0

[State 250, Swing Snd]
type=playsnd
trigger1= animelem=3 || animelem=7
value=1,5
channel=1

[State 250, Width: Edge]
type = Width
trigger1 = 1
edge = 10,0

[State 250, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 35 < 7, 7, fvar(11) * 35)), 0
ID = 200
getpower = ifElse(!var(13), 75, 50)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,13
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 48), var(36) := -69
hitsound = s2,9
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -1
guard.velocity = -1
air.velocity = -5.5,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 250, Hit 2]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 8
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
ID = 200
getpower = ifElse(!var(13), 75, 50)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8015)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 60), var(36) := -54
hitsound = s2,9
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -11
guard.velocity = -11
air.velocity = -5.5,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 250, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(9) >= 0
moveType = I

[State 250, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

; Close HK
; CNS difficulty: easy
[Statedef 251]
type    = S
movetype= A
physics = S
poweradd= 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 251
sprpriority = 2
facep2=1

[State 251, Voice]
type=playsnd
trigger1= animelem=2
value= 0, ifelse(random<500, 2, 3)
channel=0

[State 251, Swing Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 251, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
ID = 200
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 38), var(36) := -90
hitsound = s2,5
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -10.5
guard.velocity = -10.5
air.velocity = -5.5,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 251, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 251, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

; Dodge Kick
; CNS difficulty: easy
[Statedef 252]
type    = S
movetype= A
physics = S
poweradd= 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 251
sprpriority = 2
facep2=1

[State 252, Voice]
type=playsnd
trigger1= animelem=2
value= 0, ifelse(random<500, 2, 3)
channel=0

[State 252, Swing Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 252, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
;ID = 200
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 38), var(36) := -90
hitsound = s2,5
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -8, -5.5 
guard.velocity = -10.5
air.velocity = -8,-5.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 252, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 252, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

; Alpha Counter Kick
; CNS difficulty: easy
[Statedef 255]
type    = S
movetype= A
physics = S
poweradd= 0
ctrl = 0
velset = 0,0
anim = 255
sprpriority = 2
facep2=1

[State 255, Voice]
type=playsnd
trigger1= animelem=2
value= 0, 2
channel=0

[State 255, Swing Snd]
type=playsnd
trigger1= animelem=3
value=1,5
channel=1

[State 255, Muteki]
type = Nothitby
trigger1 = AnimElemTime(6)<0
time = 1
value = SCA

[State 255, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = S,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 6,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
;ID = 200
getpower = 0, 0
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 38), var(36) := -90
hitsound = s2,5
guardsound = s130, 0
air.animType = Diagup
fall.animType = Diagup
ground.type = High      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -8, -5.5 
guard.velocity = -10.5
air.velocity = -8,-5.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 1
fall.recover = 0
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 255, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

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

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
[Statedef 400]
type    = C
movetype= A
physics = C
poweradd= 10 * !var(20)
ctrl = 0
velset = 0,0
anim = 400
sprpriority = 2
facep2=1

[State 400, Voice]
type=playsnd
trigger1= animelem=1 && random<350
value= 0, 0
channel=0

[State 400, Swing Snd]
type=playsnd
trigger1= animelem=1
value=1,0
channel=1

[State 400, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 2
attr = C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30,30
animtype = Light          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
pausetime = 8,8
guard.pausetime = 8,8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 61), var(36):=-43
hitsound = s2,0
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 12 + 2*var(9)
ground.hittime = 12 + 2*var(9)
guard.hittime = 12
air.hittime = 120
ground.velocity = -5.7
guard.velocity = -5.7
air.velocity = -5, -6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 400, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
moveType = I

[State 400, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
; CNS difficulty: easy
[Statedef 410]
type    = C
movetype= A
physics = C
poweradd= 20 * !var(20)
ctrl = 0
velset = 0,0
anim = 410
sprpriority = 2
facep2 = 1

[State 410, Voice]
type=playsnd
trigger1= animelem=1 && random<400
value= 0, 1
channel=0

[State 410, Swing Snd]
type=playsnd
trigger1= animelem=1
value=1,1
channel=1

[State 410, Hit 1]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 2
attr = C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Medium          ;light,medium,hard,back,up,diagup
priority = 4 ,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
hitsound = s2, 1
guardsound = s130, 0
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 61), var(36) := -43
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -7.5
guard.velocity = -7.5
air.velocity = -4.5, -6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 410, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
moveType = I

[State 410, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;--------------------------------------------------------------------------
; Crouching Strong Punch
;CNS difficulty: easy
[Statedef 420]
type    = C
movetype= A
physics = C
poweradd= 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 420
sprpriority = 2
facep2 = 1

[State 420, Voice]
type=playsnd
trigger1= animelem=2 && random<500
value= 0, ifelse(random<500, 1, 3)
channel=0

[State 420, Swing Snd]
type=playsnd
trigger1= animelem=3
value=1,2
channel=1

[State 420, Ice Hair FX]
type = Explod
trigger1 = !NumExplod(421)
trigger1 = AnimElem = 4
anim = 421
ID = 421
pos = 2, 3
postype = P1
sprpriority = 4
scale = 0.5,0.5
ignorehitpause = 0
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 420, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = M         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4, Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 0
ID = 200
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 38), var(36) := -88
hitsound = s2,2
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High      ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
ground.velocity = -11
guard.velocity = -11
air.velocity = -4.5,-6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 420, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 420, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Light Kick
; CNS difficulty: easy
[Statedef 430]
type    = C
movetype= A
physics = C
poweradd= 10 * !var(20)
ctrl = 0
velset = 0,0
anim = 430
sprpriority = 2
facep2 = 1

[State 430, Voice]
type=playsnd
trigger1= animelem=1 && random<350
value= 0, 0
channel=0

[State 430, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,3
channel=1

[State 430, Width: Edge]
type = Width
trigger1 = 1
edge = 8,0

[State 430, Width: Player]
type = Width
trigger1 = AnimElemTime(4)<0
player = 5,0

[State 430, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = L         ;HLA
animtype = Light          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 14 < 7, 7, fvar(11) * 14)), 0
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 8,8
guard.pausetime = 8,8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36):=-8
hitsound = s2,3
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 12 + 2*var(9)
ground.hittime = 12 + 2*var(9)
guard.hittime = 12
air.hittime = 120
ground.velocity = -5.68
guard.velocity = -5.68
air.velocity = -5,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 430, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 430, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;Crouch Medium Kick
; CNS difficulty: easy
[Statedef 440]
type    = C
movetype= A
physics = C
poweradd= 20 * !var(20)
ctrl = 0
velset = 0,0
anim = 440
sprpriority = 2
facep2 = 1

[State 440, Voice]
type=playsnd
trigger1= animelem=2 && random<350
value= 0, ifelse(random<500, 0, 1)
channel=0

[State 440, Swing Snd]
type=playsnd
trigger1= animelem=3
value=1,4
channel=1

[State 440, Width]
type = Width
trigger1 = 1
edge = 10,0

[State 440, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = L         ;HLA
animtype = Medium          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 10,10
guard.pausetime = 10,10
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 80), var(36):=-8
hitsound = s2,4
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Low      ;Low,Trip,None
air.type = Low
ground.slidetime = 15 + 3*var(9)
ground.hittime = 15 + 3*var(9)
guard.hittime = 15
air.hittime = 120
ground.velocity = -8
guard.velocity = -8
air.velocity = -5,-6.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 440, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 440, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;--------------------------------------------------------------------------
; Crouch Strong Kick
; CNS difficulty: easy
[Statedef 450]
type    = C
movetype= A
physics = C
poweradd = 30 * !var(20)
ctrl = 0
velset = 0,0
anim = 450
sprpriority = 2
facep2 = 1

[State 450, Voice]
type=playsnd
trigger1= animelem=1 && random<500
value= 0, ifelse(random<500, 1, 2)
channel=0

[State 450, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,5
channel=1

[State 450, Width]
type = Width
trigger1 = 1
edge = 8,0

[State 450, HitDef]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3 
attr = C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = L         ;HLA
animtype = Hard          ;light,medium,hard,back,up,diagup
priority = 4,Hit   ;Hit,Miss,Dodge
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 88), var(36) := -10
hitsound = s2,5
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = Trip     ;Low,Trip,None
air.type = Trip
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
fall = 1
fall.recover = 1
fall.recovertime = 120
yaccel = .58
ground.velocity = -2, -6
guard.velocity = -8
air.velocity = -2, -6
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 450, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 450, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

; Alpha Counter Version
; CNS difficulty: easy
[Statedef 451]
type    = C
movetype= A
physics = C
poweradd = 0
ctrl = 0
velset = 0,0
anim = 451
sprpriority = 2
facep2 = 1

[State 451, Voice]
type=playsnd
trigger1= animelem=1 && random<500
value= 0, ifelse(random<500, 1, 2)
channel=0

[State 451, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,5
channel=1

[State 451, Width]
type = Width
trigger1 = 1
edge = 8,0

[State 451, Muteki]
type = Nothitby
trigger1 = AnimElemTime(5)<0
time = 1
value = SCA

[State 451, HitDef: Z-Counter]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3 
attr = C,NA        ;SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
hitflag = MAF        ;HLAFD+-
guardflag = L         ;HLA
animtype = Diagup          ;light,medium,hard,back,up,diagup
priority = 6,Hit   ;Higher value due to it being a counter
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
getpower = 0, 0
givepower = 30, 30
pausetime = 12,12
guard.pausetime = 12,12
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 88), var(36) := -10
hitsound = s2,5
guardsound = s130, 0
air.animType = Diagup
fall.animType = Diagup
ground.type = Low     ;Low,Trip,None
air.type = Low
ground.slidetime = 18 + 4*var(9)
ground.hittime = 18 + 4*var(9)
guard.hittime = 18
air.hittime = 120
fall = 1
fall.recover = 0
yaccel = .58
ground.velocity = -6, -5.5
guard.velocity = -8
air.velocity = -6, -5.5
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 451, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(5) >= 0
moveType = I

[State 451, End]
type = ChangeState
trigger1 = !AnimTime
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = N
poweradd= 10 * !var(20)
ctrl = 0
anim = 600 
sprpriority = 2

[State 600, Voice]
type=playsnd
trigger1= animelem=1
value= 0, 0
channel=0

[State 600, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,0
channel=1

[State 600, Ice FX]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
id = 605
stateno = 605
name = "Ice Spike"
postype = p1
size.xScale = 0.485
size.yScale = 0.485
ownpal = 1
keyctrl = 0

[State 600, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = A, NA
damage = ceil(ifElse(fvar(11) * 21 < 7, 7, fvar(11) * 21)), 0
animtype = Light
guardflag = HA
hitflag = MAF
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 8, 8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 38), var(36):=-5
hitsound = S2, 0
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 2*var(9)
ground.hittime  = 12 + 2*var(9)
guard.hittime  = 12
ground.velocity = -4
guard.velocity = -4
airguard.ctrlTime = 16
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = -3,-7
airguard.velocity = -4.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 600, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 600, Gravity]
type = Gravity
trigger1 = 1

[State 600, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = N
poweradd= 20 * !var(20)
ctrl = 0
anim = 610
sprpriority = 2

[State 610, Voice]
type=playsnd
trigger1= animelem=1 && random<500
value= 0, 1
channel=0

[State 610, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,1
channel=1

[State 610, Ice FX]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
id = 615
stateno = 615
name = "Ice Spike"
postype = p1
size.xScale = 0.6
size.yScale = 0.6
ownpal = 1
keyctrl = 0

[State 610, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = A, NA
damage = ceil(ifElse(fvar(11) * 49 < 7, 7, fvar(11) * 49)), 0
animtype = Medium
guardflag = HA
hitflag = MAF
ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 40), var(36) := 0
hitsound = S2, 1
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 3*var(9)
ground.hittime  = 12 + 3*var(9)
guard.hittime  = 15
ground.velocity = -4
guard.velocity = -4
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = -5,-6
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 610, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(8) >= 0
moveType = I

[State 610, Gravity]
type = Gravity
trigger1 = 1

[State 610, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = N
poweradd= 30 * !var(20)
ctrl = 0
anim = 620
sprpriority = 2

[State 620, Voice]
type=playsnd
trigger1= animelem=1 && random<500
value= 0, 3
channel=0

[State 620, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,2
channel=1

[State 620, Ice FX]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
id = 625
stateno = 625
name = "Ice Spike"
postype = p1
size.xScale = 0.485
size.yScale = 0.485
ownpal = 1
keyctrl = 0

[State 620, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = A, NA
damage = ceil(ifElse(fvar(11) * 77 < 7, 7, fvar(11) * 77)), 0
animtype = Hard
guardflag = HA
hitflag = MAF
ID = 200
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 48), var(36) := 5
hitsound = S2, 2
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 4*var(9)
ground.hittime  = 12 + 4*var(9)
guard.hittime  = 18
ground.velocity = -5
guard.velocity = -5
air.animType = Back
fall.animType = Back
air.type = High
air.velocity = -5,-6
airguard.velocity = -5.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
airguard.ctrlTime = 16
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 620, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 620, Gravity]
type = Gravity
trigger1 = 1

[State 620, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;---------------------------------------------------------------------------
; Jump Light Kick
; CNS difficulty: easy
[Statedef 630]
type    = A
movetype= A
physics = N
poweradd= 10 * !var(20)
ctrl = 0
anim = 630
sprpriority = 2

[State 630, Voice]
type=playsnd
trigger1= animelem=2 && random<500
value= 0, 0
channel=0

[State 630, Swing Snd]
type=playsnd
trigger1= animelem=3
value=1,3
channel=1

[State 630, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 4
attr = A, NA
damage = ceil(ifElse(fvar(11) * 28 < 7, 7, fvar(11) * 28)), 0
animtype = Light
guardflag = HA
hitflag = MAF
ID = 200
getpower = 50 * !var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 8, 8
guard.pausetime = 8, 8
sparkNo = -1 + 0 * (var(33) := 8010)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 71), var(36):=-76
hitsound = S2, 3
guardsound = s130, 0
air.animType = Back
fall.animType = Back
ground.type = High
ground.slidetime = 12 + 2*var(9)
ground.hittime  = 12 + 2*var(9)
guard.hittime = 12
ground.velocity = -4
guard.velocity = -4
air.type = High
airguard.ctrlTime = 16
air.velocity = -2.5,-7.5
airguard.velocity = -5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 630, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(6) >= 0
moveType = I

[State 630, Gravity]
type = Gravity
trigger1 = 1

[State 630, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;---------------------------------------------------------------------------
; Jump Medium Kick
; CNS difficulty: easy
[Statedef 640]
type    = A
movetype= A
physics = N
poweradd= 20 * !var(20)
ctrl = 0
anim = 640
sprpriority = 2

[State 640, Voice]
type=playsnd
trigger1= animelem=1
value= 0, ifelse(random<500, 0, 1)
channel=0

[State 640, Swing Snd]
type=playsnd
trigger1= animelem=2
value=1,4
channel=1

[State 640, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 3
attr = A, NA
damage = ceil(ifElse(fvar(11) * 56 < 7, 7, fvar(11) * 56)), 0
animtype = Medium
guardflag = HA
hitflag = MAF
ID = 200
getpower = ifElse(!var(13), 100, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8011)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 66), var(36) := -29
hitsound = S2, 4
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 3*var(9)
ground.hittime  = 12 + 3*var(9)
guard.hittime = 15
ground.velocity = -5
guard.velocity = -5
air.animType = Back
fall.animType = Back
air.type = High
airguard.ctrlTime = 16
air.velocity = -5,-6
airguard.velocity = -6,-1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 640, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(3) > 0 && AnimElemTime(4) <= 0
trigger1 = movecontact=1 && hitpausetime
ignorehitpause = 1
persistent = 0
value = anim
elem = 4

[State 640, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(4) >= 0
moveType = I

[State 640, Gravity]
type = Gravity
trigger1 = 1

[State 640, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;---------------------------------------------------------------------------
; Jump Strong Kick
; CNS difficulty: easy
[Statedef 650]
type    = A
movetype= A
physics = N
poweradd= 30 * !var(20)
ctrl = 0
anim = 650
sprpriority = 2

[State 650, Voice]
type = playsnd
trigger1 = animelem = 3
value = 0, ifelse(random<500, 1, 2)
channel = 0

[State 650, Swing Snd]
type = playsnd
trigger1 = animelem = 5
value = 1,5
channel = 1

[State 650, Hit]
type = HitDef
trigger1 = !var(16) && var(15) < 1
trigger1 = AnimElem = 6
attr = A, NA
damage = ceil(ifElse(fvar(11) * 84 < 7, 7, fvar(11) * 84)), 0
animtype = Hard
guardflag = HA
hitflag = MAF
ID = 200
getpower = ifElse(!var(13), 150, 75)*!var(20), 30 * !var(20)
givepower = 30, 30
priority = 4, Hit
pausetime = 10, 10
guard.pausetime = 10, 10
sparkNo = -1 + 0 * (var(33) := 8012)
guard.sparkNo = -1 + 0 * (var(34) := 8000)
sparkXY = -10 + 0 * (var(35) := 72), var(36) := -50
hitsound = S2, 5
guardsound = s130, 0
ground.type = High
ground.slidetime = 12 + 4*var(9)
ground.hittime  = 12 + 4*var(9)
guard.hittime = 18
ground.velocity = -5
guard.velocity = -5
air.type = High
airguard.ctrlTime = 16
air.velocity = -5,-6
airguard.velocity = -6.5, -1
ground.cornerPush.velOff = 0
guard.cornerPush.velOff = 0
air.cornerPush.velOff = 0
air.hittime = 120
yaccel = .58
fall = 0
fall.recover = 1
fall.recovertime = 120
palFX.time = 12 * var(9)
palFX.add = 255,255,255
palFX.sinAdd= -255,-255,-255,48

[State 650, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(7) >= 0
moveType = I

[State 650, Gravity]
type = Gravity
trigger1 = 1

[State 650, End]
type = ChangeState
trigger1 = pos y > -vel y
value = 52

;==================<THROW ATTEMPT>==================
[Statedef 800]
type    = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 800
facep2 = 1

[State 800, Button Detect]
type = VarSet
trigger1 = !Time
var(10) = (helper(10371), var(3)) && (helper(10371), var(4)) || (helper(10371), var(4)) && (helper(10371), var(5)) || (helper(10371), var(3)) && (helper(10371), var(5))

[State 800, Throw Escape Reset]
type = VarSet
trigger1 = 1
var(19) = 0

[State 800, Escape]
type = VarSet
trigger1 = NumEnemy
trigger1 = (EnemyNear, StateNo = [0,899]) && (EnemyNear, StateNo != [100,104]) && (EnemyNear, StateNo != [600,799])
var(19) = 7

[State 800, AttackDist]
type = AttackDist
trigger1 = 1
value = 0

[State 800, Throw 1]
type = Hitdef
trigger1 = AnimElem = 2
trigger1 = !var(38)
attr = S, NT
priority = 3,Miss
getpower = 35 * !var(20)
givepower = 0
hitflag = M-
numhits = 0
sparkno = -1
p1stateno = ifelse (command = "holdback", 805,810)
hitsound = s800, 0
fall = 1
fall.recover = 0

[State 800, Throw 2]
type = Hitdef
trigger1 = AnimElem = 2 && var(10)
trigger1 = !var(38)
attr = S, NT
priority = 3,Miss
getpower = 35 * !var(20)
givepower = 0
hitflag = M-
numhits = 0
sparkno = -1
p1stateno = ifelse (command = "holdback", 830,805)
hitsound = s800, 0
fall = 1
fall.recover = 0

[State 800, Miss Voice]
type = PlaySnd
trigger1 = AnimElem = 4
value = 5000,0
channel = 0

[State 800, Swing Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,0
channel = 1

[State 800, StateTypeSet: Idle]
type = StateTypeSet
trigger1 = AnimElemTime(3) >= 0
moveType = I

[State 800, End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<THROW SWITCHING SIDES>==========
[StateDef 805]
type = S
moveType = A
physics = S
anim = 805
ctrl = 0
sprPriority = -1

[State 805, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 806

[State 805, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 805, Width]
type = Width
trigger1 = 1
edge = 24,24

[State 805, Turn]
type = Turn
trigger1 = AnimElem = 3

[State 805, Facing]
type = TargetFacing
trigger1 = 1
value = -1

[State 805, Throw Escape]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 805, Throw Escape Countdown]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 805, TargetBind 1]
type = TargetBind
trigger1 = AnimElemTime(2) < 0 
pos = ceil(30 * const(size.xScale)), 0

[State 805, TargetBind 2]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0 
pos = ceil(25 * const(size.xScale)), 0

[State 805, End]
type = ChangeState
trigger1 = !NumTarget
value = 0
ctrl = 1

[State 805, End]
type = ChangeState
trigger1 = AnimElemTime(3) > 0
value = ifElse(var(10), 830, 810)

;===========<THROW SWITCHING SIDES (TARGET)>==========
[StateDef 806]
type = A
moveType = H
physics = N
velSet = 0,0
sprPriority = 0

[State 806, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 806, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
value = 806

[State 806, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 0
moveCamera = 1,1

[State 806, SelfState]
type = SelfState
trigger1 = Time >= 60
value = ifElse(pos y < 0, 5040, 0)
ctrl = 1

;===========<ICE COFFIN>================
[Statedef 810]
type = S
movetype = A
physics = S
anim = 810
velset = 0, 0
poweradd = 0
sprpriority = 2

[State 810, Safety]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 810, More Safety]
type = NotHitBy
trigger1 = 1
value = SCA

[State 810, Throw Escape]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 810, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 810, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 815

[State 810, ChangeAnim]
type = ChangeAnim
trigger1 = PrevStateNo = 805 && !Time
value = 810
elem = 1

[State 810, Target Facing]
type = TargetFacing
trigger1 = Time <= 1
value = -1

[State 810, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 810, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 810
channel = 0

[State 810, Freeze Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3500,0
channel = 4

[State 810, Ice Break Snd]
type = PlaySnd
trigger1 = AnimElem = 16
value = 3500,1

[State 810, Width]
type = Width
trigger1 = AnimElemTime(9) < 0
edge = 70,15

[State 810, Ice Coffin FX 1]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
id = 825
stateno = 825
name = "Ice Coffin"
postype = p1
size.xScale = 0.5
size.yScale = 0.5
ownpal = 1
keyctrl = 0

[State 810, Ice Coffin FX 2]
type = Helper
trigger1 = AnimElem = 3
helpertype = Normal
id = 826
stateno = 826
name = "Ice Coffin"
postype = p1
;size.xScale = 0.5
;size.yScale = 0.5
ownpal = 1
keyctrl = 0

[State 810, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(3) < 0
trigger1 = NumTarget
pos = ceil(50 * const(size.xScale)), ceil(0 * const(size.yScale))

[State 810, Bind 2]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(16) < 0
trigger1 = NumTarget
pos = ceil(50 * const(size.xScale)), ceil(-5 * const(size.yScale))

[State 810, Damage]
type = TargetLifeAdd
triggerall = NumTarget
trigger1 = AnimElem = 5
trigger2 = AnimElem = 8
trigger3 = AnimElem = 11
trigger4 = AnimElem = 14
value = floor(ifElse(28 * fvar(11) < 7, -7, -28 * fvar(11)))
kill = (AnimElem=14)

[State 810, Throw 16]
type = TargetState
trigger1 = NumTarget && AnimElem = 16
value = 816

[State 810, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 16
value = 35

[State 810, PowerAdd]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 16 && !var(20)
value = 70

[State 810, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 16
value = 1

[State 810, VarAdd]
type = VarAdd
trigger1 = NumTarget && AnimElem = 16
var(13) = 1

[State 810, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 16
var(15) = 1
ignoreHitPause = 1

[State 810, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 16
var(16) = 1
ignoreHitPause = 1

[State 810, State End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<ICE COFFIN(TARGET)>================
[Statedef 815]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 1

[State 815, On Ground]
type = PosSet
trigger1 = !Time
y = 0

;[State 820, Turn]
;type = Turn
;trigger1 = !Time

[State 815, Screenbound]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 815, ChangeAnim2]
type = ChangeAnim2
Trigger1 = !Time && PrevStateNo != 806
value = 815

[State 815, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
trigger1 = PrevStateNo = 806
value = 815
elem = 1

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 815, Safety]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;===========<ICE COFFIN(HIT AWAY)>================
[Statedef 816]
Type = A
MoveType =  H
VelSet = -4, -6.5
sprpriority = 1 
Ctrl = 0

[State 816, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 816, Gravity]
type = VelAdd
trigger1 = Time > 0
y = 0.5

[State 816, ChangeAnim]
Type = ChangeAnim
Trigger1 = !Time
Value = 5050

[State 816, End]
type = SelfState
Trigger1 = vel y > 0 && pos y >= 0
value = 5100

;===========<BEHIND SLASH>================
[Statedef 830]
type = S
movetype = A
physics = S
anim = 830
velset = 0, 0
poweradd = 0
sprpriority = 0

[State 830, Safety]
type = ChangeState
trigger1 = !Time && !NumTarget
value = 0
ctrl = 1

[State 830, More Safety]
type = NotHitBy
trigger1 = 1
value = SCA

[State 830, Throw Escape]
type = ChangeState
trigger1 = NumTarget && var(19)
trigger1 = (Target, command = "holdfwd" || Target, command = "holdback")
trigger1 = (Target, command = "b" || Target, command = "c" || Target, command = "y" || Target, command = "z")
value = 890

[State 830, Throw Escape]
type = VarAdd
trigger1 = var(19) > 0
var(19) = -1

[State 830, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 840

[State 830, ChangeAnim]
type = ChangeAnim
trigger1 = PrevStateNo = 805 && !Time
value = 830
elem = 1

[State 830, Target Facing]
type = TargetFacing
trigger1 = Time <= 1
value = -1

[State 830, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = NoAutoTurn

[State 830, Voice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 830
channel = 0

[State 830, Slash Snd]
type = PlaySnd
trigger1 = AnimElem = 3
value = 2,9
channel = 3

[State 830, Diana Teleport Snd]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,831

[State 830, Width]
type = Width
trigger1 = AnimElemTime(8) < 0
edge = 65,25

[State 830, Hit Spark]
type = Helper
trigger1 = NumTarget && AnimElem = 3
helperType = Normal
stateNo = 8015
ID = 8001
name = "Spark"
posType = P1
pos = 35, -75
ownPal = 1
pauseMoveTime = 65535
superMoveTime = 65535
ignoreHitPause = 1

[State 830, Diana]
type = Explod
trigger1 = !NumExplod(835)
trigger1 = AnimElemTime(2) = 16
anim = 835
ID = 835
pos = 0, 0
postype = P1
sprpriority = -1
scale = 1,.98
ignorehitpause = 1
bindtime = -1
;pausemovetime = 65535
;supermovetime = 65535
ownpal = 1
removeongethit = 1

[State 830, Bind 1]
type = TargetBind
trigger1 = AnimElemTime(4) < 0
trigger1 = NumTarget
pos = ceil(25 * const(size.xScale)), ceil(0 * const(size.yScale))

[State 830, Damage]
type = TargetLifeAdd
trigger1 = NumTarget
trigger1 = AnimElem = 4
value = floor(ifElse(105 * fvar(11) < 7, -7, -105 * fvar(11)))

[State 830, Throw]
type = TargetState
trigger1 = NumTarget && AnimElem = 4
value = 841

[State 830, TargetPowerAdd]
type = TargetPowerAdd
trigger1 = NumTarget && AnimElem = 4
value = 35

[State 830, PowerAdd]
type = PowerAdd
trigger1 = NumTarget && AnimElem = 4 && !var(20)
value = 70

[State 830, HitAdd]
type = HitAdd
trigger1 = NumTarget && AnimElem = 4
value = 1

[State 830, VarAdd]
type = VarAdd
trigger1 = NumTarget && AnimElem = 4
var(13) = 1

[State 830, Juggle]
type = VarAdd
trigger1 = NumTarget && AnimElem = 4
var(15) = 1
ignoreHitPause = 1

[State 830, Juggle]
type = VarSet
trigger1 = NumTarget && AnimElem = 4
var(16) = 1
ignoreHitPause = 1

[State 830, State End]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;===========<BEHIND SLASH(TARGET)>================
[Statedef 840]
type = A
movetype = H
physics = N
ctrl = 0
sprpriority = 1

[State 840, On Ground]
type = PosSet
trigger1 = !Time
y = 0

;[State 820, Turn]
;type = Turn
;trigger1 = !Time

[State 840, Screenbound]
type = ScreenBound
Trigger1 = 1
value = 1
movecamera = 0,0

[State 840, ChangeAnim2]
type = ChangeAnim2
Trigger1 = !Time && PrevStateNo != 806
value = 840

[State 840, ChangeAnim2]
type = ChangeAnim2
trigger1 = !Time
trigger1 = PrevStateNo = 806
value = 840
elem = 1

;In case attacker loses binding on player for any reason, this controller
;guarantees that the player will never get stuck in this thrown state.
[State 840, Safety]
type = SelfState
trigger1 = !gethitvar(isbound)
value = 5050

;===========<BEHIND SLASH(HIT AWAY)>================
[Statedef 841]
Type = A
MoveType =  H
VelSet = 0, 0
sprpriority = 4 
Ctrl = 0

[State 841, Muteki]
type = NotHitBy
trigger1 = 1
value = SCA

[State 841, Velocity]
type = VelSet
trigger1 = Animelem = 5
x = 4
y = -6.5

[State 841, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
y = -10
x = 10

[State 841, PosAdd]
type = PosAdd
trigger1 = AnimElem = 4
y = -60
x = 60

[State 841, Gravity]
type = VelAdd
trigger1 = animelemtime(5) > 0
y = 0.5

[State 841, ChangeAnim2]
Type = ChangeAnim2
Trigger1 = !Time
Value = 841

[State 841, End]
type = SelfState
Triggerall = AnimElemTime(5) > 0
Trigger1 = vel y > 0 && pos y >= 0
value = 5100

;===========<THROW ESC'D>==========
[StateDef 890]
type = S
physics = N
movetype = I
anim = 5945
ctrl = 0
velset = 0,0
sprPriority = 1

[State 890, TargetBind]
type = TargetBind
trigger1 = !Time && NumTarget
pos = 0,0

[State 890, TargetState]
type = TargetState
trigger1 = !Time && NumTarget
value = 895

[State 890, TargetFacing]
type = TargetFacing
trigger1 = !Time && NumTarget
value = -1

[State 890, PosAdd]
type = PosAdd
trigger1 = !Time
x = 24

[State 890, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 890, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 890, SprPriority 1]
type = SprPriority
trigger1 = AnimElemTime(6) >= 0
value = 1

[State 890, SprPriority -1]
type = SprPriority
trigger1 = AnimElemTime(2) <= 0
value = -1

[State 890, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 890, VelSet]
type = VelSet
trigger1 = 1
x = -1.425
y = 0

[State 890, Voice]
type = PlaySnd
trigger1 = AnimElem = 2
value = 5000,2
channel = 0

[State 890, Escape Sound]
type = PlaySnd
trigger1= !Time
value = 130,0

[State 890, Throw Escape FX]
type = Helper
trigger1 = !Time
helperType = Normal
stateNo = 8000
ID = 8000
name = "Spark"
PosType = P1
pos = 0, -54
facing = -1
ownPal = 1
size.xScale = 0.5
size.yScale = 0.5
pauseMoveTime = 65535
superMoveTime = 65535

[State 890, End]
type = ChangeState
trigger1 = Time >= 27
value = 0
ctrl = 1

;Target Escape
[StateDef 895]
type = S
physics = N
moveType = I
ctrl = 0
velSet = 0,0
sprPriority = 1

[State 895, ChangeAnim]
type = ChangeAnim
trigger1= !Time
value = ifElse(SelfAnimExist(5940), 5940, 130)

[State 895, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && !SelfAnimExist(5945) && SelfAnimExist(5940)
value = 5940

[State 895, ChangeAnim]
type = ChangeAnim
trigger1= !Time && !SelfAnimExist(5945) && !SelfAnimExist(5940) && SelfAnimExist(5910)
value = 5910

[State 895, ChangeAnim]
type = ChangeAnim
trigger1 = Time >= 20 && Anim = 130
value = 140

[State 895, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1

[State 895, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 895, PosSet]
type = PosSet
trigger1 = !Time
y = 0

[State 895, VelSet]
type = VelSet
trigger1 = 1
x = -1.425
y = 0

[State 895, End]
type = SelfState
trigger1 = Time >= 27
value = 0
ctrl = 1

;======================<WALL BOUNCE STATE>===========================
;Being Launched
[StateDef 1090]
type = A
moveType = H
physics = N
velSet = 0,0

[State 1090, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5002

[State 1090, End]
type = ChangeState
trigger1 = HitShakeOver
value = 1091


;Heading Towards Wall
[StateDef 1091]
type = A
moveType = H
physics = N

[State 1091, HitVelSet]
type = HitVelSet
trigger1 = !Time
x = 1
y = 1

[State 1091, Gravity]
type = VelAdd
trigger1 = 1
y = GetHitVar(yAccel)

[State 1091, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,1

[State 1091, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1091, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5052), 5052, 5030)

[State 1091, Bounce Off Wall]
type = ChangeState
trigger1 = BackEdgeBodyDist <= 10 || FrontEdgeBodyDist <= 10
value = 1092

[State 1091, End]
type = SelfState
trigger1 = vel y > 0 && pos y >= 0
value = 5100


;Impacting Wall
[StateDef 1092]
type = A
moveType = H
physics = N

[State 1092, Turn]
type = Turn
trigger1 = !Time
trigger1 = FrontEdgeDist < BackEdgeDist

[State 1092, PosSet]
type = PosSet
trigger1 = 1
x = -160 * Facing

[State 1092, PosFreeze]
type = PosFreeze
trigger1 = 1
x = 1
y = 1

[State 1092, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,1

[State 1092, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1

[State 1092, ChangeAnim]
type = ChangeAnim
trigger1 = 1
value = 5010

[State 1092, Impact Sound]
type = PlaySnd
trigger1 = !Time
value = F7,0

[State 1092, End]
type = ChangeState
trigger1 = Time >= 4
value = 1093


;Bouncing Off Wall
[Statedef 1093]
type = A
moveType = H
physics = N

[State 1093, Turn]
type = Turn
trigger1 = !Time

[State 1093, Gravity]
type = VelAdd
trigger1 = 1
y = 0.45;0.5

[State 1093, VelSet]
type = VelSet
trigger1 = !Time
x = -2.5 ;-2.85
y = -8.5

[State 1093, ChangeAnim]
type = ChangeAnim
trigger1 = !Time
value = ifElse(SelfAnimExist(5051), 5051, 5030)

[State 1093, ChangeAnim]
type = ChangeAnim
trigger1 = Anim = 5030 && !AnimTime
value = 5050

[State 1093, ChangeAnim]
type = ChangeAnim
trigger1 = vel y > -3 && Anim = 5051 && SelfAnimExist(5061)
value = 5061

[State 1093, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
moveCamera = 0,0

[State 1093, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 1093, End]
type = SelfState
trigger1 = vel y > 0 && pos y >= 0
value = 5100


;--------------------------------------------------------------------------
;Hit By One Inch Punch (For Pausetime)
;**Special Thanks to KoopaKoot**
[Statedef 1490]
type    = S
movetype= H
physics = N
velset = 0,0

[State 803, ChangeAnim2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 5000, 1] ;Anim for HIT_LIGHT to HIT_HARD
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) != [3,5]
value = ifelse((GetHitVar(groundtype) = 1),5000+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000),5010+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)) + GetHitVar(animtype)

[State 5000, 2] ;Anim for HIT_BACK
type = ChangeAnim
trigger1 = Time = 0
trigger1 = GetHitVar(animtype) = [3,5]
value = 5030+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)

[State 5000, 3] ;Anim for HIT_UP/HIT_DIAGUP (only if it exists)
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (GetHitVar(animtype) = [4,5]) && (SelfAnimExist(5047+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + GetHitVar(animtype)))
value = 5047+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000) + GetHitVar(animtype) ;5051 - 4 + type

[State 5000, 4] ;Freeze anim
type = ChangeAnim
trigger1 = Time > 0
value = anim

[State 5000, 5] ;State type gets set to aerial if getting hit up
type = StateTypeSet
trigger1 = Time = 0
trigger1 = GetHitVar(yvel) != 0 || GetHitVar(fall)
trigger2 = Pos Y != 0
statetype = a

[State 5000, FFB Light]
type = ForceFeedback
trigger1 = anim = 5000
trigger2 = anim = 5010
persistent = 0
time = 6
waveform = square

[State 5000, FFB Medium]
type = ForceFeedback
trigger1 = anim = 5001
trigger2 = anim = 5011
persistent = 0
time = 8
waveform = sinesquare
ampl = 110,-1,-.3

[State 5000, FFB Hard]
type = ForceFeedback
trigger1 = anim = 5012
trigger2 = anim = 5002
trigger3 = anim = 5030
persistent = 0
time = 15
waveform = sinesquare
ampl = 140

[State 5000, 7]
type = ChangeState
trigger1 = HitShakeOver
value = 1491

;Hit By One Inch Punch (Air Fall)
[Statedef 1491]
type    = A
movetype= H
physics = N
velset = 0,0

[State 803, ChangeAnim2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 3340, Vel]
type = VelSet
trigger1 = time = 0
x = ifelse((facing=enemynear,facing),7,-7)
y = -4

[State 3340, Gravity]
type = VelAdd
trigger1 = Time > 0
y = .5

[State 3340, Anim 5050]
type = ChangeAnim
trigger1 = !time
persistent = 0
value = 5050+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*100000)

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [5051,5059]) || (anim = [5061,5069]), 0, 25)
value = 1492 ;HIT_BOUNCE

[State 5050, 6]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= ifelse((anim = [105051,105059]) || (anim = [105061,105069]), 0, 25)
value = 1492 ;HIT_BOUNCE

;Hit By One Inch Punch (Slide)
[Statedef 1492]
type    = S
movetype= H
physics = N
velset = 0,0

[State 803, ChangeAnim2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 803, ChangeAnim2]
type = ChangeAnim2
trigger1 = !time
value = 1492+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*30000)

[State 0, PosSet]
type = PosSet
trigger1 = !time
y = 0

[State InitVel]
type = VelSet
trigger1 = !time
X = ifelse((facing=enemynear,facing),3.56535983085632,-3.56535983085632)

[State Accel]
type = VelAdd
trigger1 = Vel X != 0
X = ifelse((facing=enemynear,facing),-0.176470592617989,0.176470592617989)

[State 802, VelSet]
type = VelSet
trigger1 = Time = 20
x = 0

[State 802, SelfState]
type = ChangeState
trigger1 = Vel X = 0
value = 1493

;Hit By One Inch Punch (Liedown)
[Statedef 1493]
type    = S
movetype= H
physics = N

[State 803, ChangeAnim2]
type = NotHitBy
trigger1 = 1
value = SCA

[State 803, ChangeAnim2]
type = ChangeAnim2
trigger1 = !time
value = 1493+((Name = "Gill" && AuthorName = "GM" && Facing = -1)*30000)

[State 803, SelfState]
type = SelfState
trigger1 = animtime = 0
value = Ifelse(alive,5120,5150)

