;---------------------------------------------------------------------------
; st.A
[Statedef 200]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 200				
poweradd = 0		
sprpriority = 2			
facep2 = 1

[State 200, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA			
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 7,7		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 0			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 14
ground.hittime = 14
guard.hittime = 12
ground.velocity = -5.796875
air.velocity = -4.5,-6.5	
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0), IfElse(!var(31), 20, 0)
givepower = 50
forcenofall = 1

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;---------------------------------------------------------------------------
; cl.st.A
[Statedef 201]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0				
anim = 201				
poweradd = 0		
sprpriority = 2			
facep2 = 1

[State 201, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 2
attr = S, NA			
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 7,7
ground.velocity = -5.796875
air.velocity = -4.5,-6.5		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 0			
guardsound = S6, 0			
ground.type = High
ground.slidetime = 14
ground.hittime = 14
guard.hittime = 12
ground.velocity = -5.796875
air.velocity = -4.5,-6.5		
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1

[State 201, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

;---------------------------------------------------------------------------
; Uranagi
[Statedef 202]
type = S
movetype = A
physics = S				
velset = 0,0			
ctrl = 0			
anim = 202				
poweradd = 0		
sprpriority = 2			
facep2 = 1

[State 202, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 7
attr = S, NA			
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 7,7
ground.velocity = -5.796875
air.velocity = -4.5,-6.5		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 0			
guardsound = S6, 0			
ground.type = High
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -5.796875
air.velocity = -4.5,-6.5		
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1

[State 202, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

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

;---------------------------------------------------------------------------
; st.C
[Statedef 210]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2			
facep2 = 1

[State 210, Whiffs]
type = PlaySnd 
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
value = S5,7
channel = 1

[State 210, PosAdd]
type = PosAdd
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 = 8

[State 210, PosAdd]
type = PosAdd
trigger1 = AnimElem = 12
x = 7

[State 210, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 5
attr = S, NA			
damage = floor(40*fvar(20)), 0
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 7,7	
sparkno = S10010
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 12			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = 0;-5.796875
air.velocity = -4.5,-6.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 30, 0), IfElse(!var(31), 30, 0)
givepower = 30
forcenofall = 1

[State 210, 2]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElemTime(10)>= 0
attr = S, NA			
damage = floor(50*fvar(20)), 0
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11
sparkno = S10010
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 13			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -11.1796875
air.velocity = -4.5,-6.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 30, 0),  IfElse(!var(31), 30, 0)
givepower = 60
forcenofall = 1
id = 210
persistent = 0

[State 210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
movetype = I

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

;---------------------------------------------------------------------------
; cl.st.C
[Statedef 211]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 211
sprpriority = 2			
facep2 = 1

[State 211, Whiffs]
type = PlaySnd 
trigger1 = AnimElem = 2
value = S5,7
channel = 1

[State 211, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA			
damage = floor(50*fvar(20)), 0
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11
sparkno = S10010
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 12			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -10.1796875;-11.1796875
air.velocity = -4.5,-6.5
air.hittime = 13
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 75, 0), IfElse(!var(31), 75, 0)
givepower = 75
forcenofall = 1
id = 211

[State 211, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 10
movetype = I

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

;---------------------------------------------------------------------------
; st.B
[Statedef 230]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2			
facep2 = 1

[State 230, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA			
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 7,7		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 3			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 14
ground.hittime = 14
guard.hittime = 12
ground.velocity = -5.796875
air.velocity = -4.5,-6.5	
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1

[State 230, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;---------------------------------------------------------------------------
; cl.st.B
[Statedef 231]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 231
sprpriority = 2			
facep2 = 1

[State 231, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA			
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 7,7		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 3			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 14
ground.hittime = 14
guard.hittime = 12
ground.velocity = -5.796875
air.velocity = -4.5,-6.5	
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1

[State 231, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;---------------------------------------------------------------------------
; st.D
[Statedef 240]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2			
facep2 = 1

[State 240, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
x = 8

[State 240, Whiffs]
type = PlaySnd 
trigger1 = AnimElem = 2
value = S5,9
channel = 1

[State 240, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA			
damage = floor(50*fvar(20)), 0
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 7,7	
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -5.796875
air.velocity = -4.5,-6.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1

[State 240, 2]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 7
attr = S, NA			
damage = floor(50*fvar(20)), 0
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -11.5;1796875
air.velocity = -4.5,-6.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1
id = 240

[State 240, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

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

;---------------------------------------------------------------------------
; cl.st.D
[Statedef 241]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 241
sprpriority = 2			
facep2 = 1

[State 241, Whiffs]
type = PlaySnd 
trigger1 = AnimElem = 5
value = S5,10
channel = 1

[State 241, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 6
attr = S, NA			
damage = floor(50*fvar(20)), 0
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -11.1796875
air.velocity = -4.5,-6.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 60, 0),  IfElse(!var(31), 60, 0)
givepower = 60
forcenofall = 1
id = 241

[State 241, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 241, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; st.CD
[Statedef 250]
type    = S
movetype = A
physics = S
sprpriority = 2
poweradd = 0
ctrl = 0
velset = 0,0
anim = 250
facep2 = 1

[State 250, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 6
attr = S, NA
damage = floor(75*fvar(20))
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
ground.slidetime = 0
guard.slidetime = 23
ground.hittime = 0
guard.hittime = 23
ground.velocity = -4.5,-7.5
guard.velocity = -14.90625
air.type = High
ground.type = High
air.velocity = -4.5,-7.5
air.hittime = 13
sparkno = S10000
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5, 5
guardsound = S6, 0
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 90, 0),  IfElse(!var(31), 90, 0)
givepower = 90
forcenofall = 1
fall = 1
fall.recovertime = 45

[State 250, VarSet]
type = VarSet
triggerall = NumTarget
triggerall = Target, HitFall = 1
trigger1 = MoveHit
var(15) = 4
ignorehitpause = 1
persistent = 0

[State 250, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

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

;---------------------------------------------------------------------------
; Guard Cancel CD
[Statedef 251]
type = S
movetype = A
physics = S
sprpriority = 2
poweradd = -1000
ctrl = 0
velset = 0,0
anim = 251
facep2 = 1

[State 251, AllPalFX]
type = AllPalFX
trigger1 = !Time && (PrevStateNo=[150,151])
time = 2
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256 
ignorehitpause = 1

[State 251, Pause]
type = Pause
trigger1 = !Time 
time = 5
movetime = 0

[State 251, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 7
attr = S, NA
damage = floor(10*fvar(20))
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
ground.slidetime = 0
guard.slidetime = 23
ground.hittime = 0
guard.hittime = 23
ground.velocity = -4.5,-7.5
guard.velocity = -14.90625
air.type = High
ground.type = High
air.velocity = -4.5,-7.5
air.hittime = 13
sparkno = S10000
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5, 5
guardsound = S6, 0
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = 0
givepower = 90
forcenofall = 1
fall = 1
fall.recovertime = 45

[State 251, VarSet]
type = VarSet
triggerall = NumTarget
triggerall = Target, HitFall = 1
trigger1 = MoveHit
var(15) = 4
ignorehitpause = 1
persistent = 0

[State 251, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

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

;---------------------------------------------------------------------------
; cr.A
[Statedef 400]
type = C
movetype = A
physics = C
poweradd = 0
ctrl = 0
anim = 400
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 400, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = C, NA					
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 7,7		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -45		
hitsound = S5, 0			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 14
ground.hittime = 14
guard.hittime = 12
ground.velocity = -5.796875
air.velocity = -4.5,-6.5	
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1

[State 400, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 400, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; cr.C
[Statedef 410]
type = C
movetype = A
physics = C
poweradd = 0
ctrl = 0
anim = 410
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 210, 2]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = C, NA			
damage = floor(50*fvar(20)), 0
animtype = Medium			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -75		
hitsound = S5, 1			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -11.1796875
air.velocity = -4.5,-6.5
air.hittime = 20
air.animtype = Back		
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 60, 0),  IfElse(!var(31), 60, 0)
givepower = 60
forcenofall = 1
persistent = 0

[State 410, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 410, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; cr.B
[Statedef 430]
type = C
movetype = A
physics = C
poweradd = 0
ctrl = 0
anim = 430
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 430, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = C, NA					
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = LA			
hitflag = MAF
priority = 4, Hit			
pausetime = 7,7		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, 0		
hitsound = S5, 3			
guardsound = S6, 0			
ground.type = High	
ground.slidetime = 14
ground.hittime = 14
guard.hittime = 12
ground.velocity = -5.796875
air.velocity = -4.5,-6.5	
air.animtype = Back				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1

[State 400, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 430, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; cr.D
[Statedef 440]
type = C
movetype = A
physics = C
poweradd = 0
ctrl = 0
anim = 440
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 440, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 4
attr = C, NA			
damage = floor(50*fvar(20)), 0
animtype = Medium			
guardflag = LA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -25		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = Trip
ground.slidetime = 20
ground.hittime = 20
guard.hittime = 18
ground.velocity = -2.5, -10.8 
air.velocity = -2.5, -10.8 
air.hittime = 20
air.animtype = Back		
yaccel = 0.9879
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 60, 0),  IfElse(!var(31), 60, 0)
givepower = 60
forcenofall = 1
fall = 1
fall.recovertime = 30
persistent = 0

[State 440, VarSet]
type = VarSet
trigger1 = MoveHit
var(15) = 4

[State 440, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

[State 440, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; j.A
[Statedef 600]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 600 + IfElse(var(6) = 2, 1, 0)
sprpriority = 2			

[State 600, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = AnimElem = 2
attr = A, NA			
damage = floor(IfElse(Anim = 600, 45, 40)*fvar(20)), 0
animtype = Light			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -50	
hitsound = S5, 0		
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 12	
ground.hittime = 12
guard.hittime = 12		
ground.velocity = -5.8765
air.velocity = -4.5,-6.5	
airguard.velocity = -4.5, -6.5		
air.hittime = 12				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1
forcenofall = 1

[State 600, end]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

;---------------------------------------------------------------------------
; j.C
[Statedef 610]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 610 + IfElse(var(6) = 2, 1, 0)
sprpriority = 2			

[State 610, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = AnimElem = 5
attr = A, NA			
damage = floor(IfElse(Anim = 610, 75, 70)*fvar(20)), 0
animtype = Light			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11		
sparkno = S10010
guard.sparkno = S10130				
sparkxy = -10, -50	
hitsound = S5, 12		
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 12	
ground.hittime = 12
guard.hittime = 15	
ground.velocity = -5.8765
air.velocity = -4.5,-6.5	
airguard.velocity = -4.5, -6.5		
air.hittime = 15				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 60, 0),  IfElse(!var(31), 60, 0)
givepower = 60
forcenofall = 1
forcenofall = 1

[State 610, end]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I
;---------------------------------------------------------------------------
; j.B
[Statedef 630]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 630 + IfElse(var(6) = 2, 1, 0)
sprpriority = 2			

[State 630, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = AnimElem = 2
attr = A, NA			
damage = floor(IfElse(Anim = 630, 45, 40)*fvar(20)), 0
animtype = Light			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -50	
hitsound = S5, 0		
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 12	
ground.hittime = 12
guard.hittime = 12		
ground.velocity = -5.8765
air.velocity = -4.5,-6.5	
airguard.velocity = -4.5, -6.5		
air.hittime = 12				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 20, 0),  IfElse(!var(31), 20, 0)
givepower = 20
forcenofall = 1
forcenofall = 1

[State 630, end]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

;---------------------------------------------------------------------------
; j.D
[Statedef 640]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 640 + IfElse(var(6) = 2, 1, 0)
sprpriority = 2			

[State 640, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = Anim = 640 && AnimElem = 4
trigger2 = Anim = 641 && AnimElemTime(3) >= 0
attr = A, NA			
damage = floor(IfElse(Anim = 640, 75, 70)), 0
animtype = Light			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 11,11		
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -10, -50	
hitsound = S5, 4		
guardsound = S6, 0			
ground.type = High	
air.animtype = Back
ground.slidetime = 12	
ground.hittime = 12
guard.hittime = 15	
ground.velocity = -5.8765
air.velocity = -4.5,-6.5	
airguard.velocity = -4.5, -6.5		
air.hittime = 15				
yaccel = 0.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 60, 0),  IfElse(!var(31), 60, 0)
givepower = 60
forcenofall = 1
persistent = 0
	
[State 640, end]
type = StateTypeSet
trigger1 = Anim = 640 && AnimElem = 5
trigger2 = Anim = 641 && AnimElem = 7
movetype = I

;---------------------------------------------------------------------------
; j.CD
[Statedef 650]
type = A
movetype = A
physics = A
sprpriority = 2
poweradd = 0
ctrl = 0
anim = 650

[State 650, HitDef]
type = HitDef
triggerall = var(15) <= 2
trigger1 = AnimElemTime(4) >= 0
attr = S, NA
damage = floor(IfElse(var(6) = 2, 90, 80)*fvar(20)),0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
sparkno = S10000
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5, 5
guardsound = S6, 0
ground.type = High
ground.slidetime = 0
guard.slidetime = 23
guard.hittime = IfElse(Var(6) = 1, 22, 18)
ground.velocity = -4.5,-7.5
guard.velocity = -14.90625
air.type = High
air.velocity = -4.5,-7.5
ground.cornerpush.veloff = 0
getpower = IfElse(!var(31), 90, 0),  IfElse(!var(31), 90, 0)
givepower = 90
forcenofall = 1
air.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
yaccel = 0.5
fall = 1
fall.recovertime = 45
persistent = 0

[State 650, VarSet]
type = VarSet
triggerall = NumTarget
triggerall = Target, StateType = A
trigger1 = MoveHit
var(15) = 4
ignorehitpause = 1
persistent = 0

[State 650, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I
;---------------------------------------------------------------------------
[Statedef 700]
type = S
movetype = I
physics = N
poweradd = IfElse((PrevStateNo !=[150,151]), 0, -1000)
velset = 0,0
ctrl = 0
anim = 700

[State 700, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S700,0
volumescale = 100
channel = 0

[State 700, AllPalFX]
type = AllPalFX
trigger1 = !Time && (PrevStateNo=[150,151])
time = 2
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256 
ignorehitpause = 1

[State 700, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && (PrevStateNo=[150,151])
value = IfElse((StateType = S),150,151)
elem = 1
persistent = 0

[State 700, Pause]
type = Pause
trigger1 = !Time && (PrevStateNo=[150,151])
time = 5
movetime = 0

[State 700, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1
value = StateNo
elem = 1
persistent = 0

[State 700, Explod]
type = Explod
trigger1 = !Time && (PrevStateNo=[150,151])
anim = 10700
ID = 10700
pos = 10,-75
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5

[State 700, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = 4+((prevstateno = 100)*2)

[State 700, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0 && AnimElemTime(7) < 0
value = 0

[State 700, HitBy]
type = HitBy
trigger1 = AnimElemTime(7) < 0
value = SCA,NT,ST,HT

[State 700, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 701]
type = S
movetype = I
physics = N
poweradd = IfElse((PrevStateNo !=[150,151]), 0, -1000)
velset = 0,0
ctrl = 0
anim = 701

[State 701, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 2
value = S700,0
volumescale = 100
channel = 0

[State 701, AllPalFX]
type = AllPalFX
trigger1 = !Time && (PrevStateNo=[150,151])
time = 2
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256 
ignorehitpause = 1

[State 701, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && (PrevStateNo=[150,151])
value = IfElse((StateType = S),150,151)
elem = 1
persistent = 0

[State 701, Pause]
type = Pause
trigger1 = !Time && (PrevStateNo=[150,151])
time = 5
movetime = 0

[State 701, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1 && (PrevStateNo=[150,151])
value = 701
elem = 1
persistent = 0

[State 701, VelSet]
type = VelSet
trigger1 = AnimElem = 3
x = -4

[State 701, PlayerPush]
type = PlayerPush
trigger1 = AnimElemTime(1) > 0 && AnimElemTime(7) < 0
value = 0

[State 701, Explod]
type = Explod
trigger1 = !Time && (PrevStateNo=[150,151])
anim = 10700
ID = 10700
pos = 10,-75
postype = p1  ;p2,front,back,left,right
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 5

[State 701, 1]
type = HitBy
trigger1 = AnimElemTime(7) < 0
value = SCA,NT,ST,HT

[State 701, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Punch Throw Attempt
[Statedef 800]
type    = S
movetype = A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 800, 1]
type = HitDef
triggerall = var(0) = 0
Trigger1 = AnimElem = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = S10800
sparkxy = -10, -75
p1facing = 1
p2facing = 1
p1stateno = 801
p2stateno = 50801
fall = 1
fall.recover = 0
id = 800
fall.envshake.time = 10
fall.envshake.freq = 180
fall.envshake.ampl = 4

[State 800, end]
type = ChangeState
trigger1 = !MoveContact && Time
value = IfElse(abs(P2BodyDist X >= 20), 210, 211)
ctrl = 0

;---------------------------------------------------------------------------
; Punch Throw
[Statedef 801]
type    = S
movetype = A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 801
hitcountpersist = 0

[State 801, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1
movecamera = 0,0

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(1) >= 0 && AnimElemtime(3) < 0
ID = 800
pos = 30, 0

[State 801, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 3
value = S800,0
volumescale = 100
channel = 1

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(3) >= 0 && AnimElemtime(20) < 0
ID = 800
pos = 16, -125

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(20) >= 0 && AnimElemTime(21) < 0
ID = 800
pos = -27, -110

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(21) >= 0 && AnimElemTime(22) < 0
ID = 800
pos = 16, -113

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(22) >= 0 && AnimElemTime(23) < 0
ID = 800
pos = 54, -36

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(23) >= 0 && AnimElemTime(24) < 0
ID = 800
pos = 64, -15

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemtime(24) = 0
ID = 800
pos = 64, -5

[State 801, Explod]
type = Explod
trigger1 = AnimElemtime(4) >= 0 && AnimElemtime(20) < 0
trigger1 = Time % 20 = 0
anim = 10000
ID = 10000
pos = 16, -125
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
shadow = 0,0,0
ownpal = 1

[State 801, Turn]
type = Turn
trigger1 = PrevStateNo = 805 && AnimElem = 20

[State 801, TargetFacing]
type = TargetFacing
trigger1 = AnimElem = 20 && PrevStateNo = 805
value = -1
id = 800

[State 801, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
value = -10
kill = 0
ID = 800
absolute = 0

[State 801, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 7
trigger3 = AnimElem = 9
trigger4 = AnimElem = 11
trigger5 = AnimElem = 13
trigger6 = AnimElem = 15
trigger7 = AnimElem = 17
trigger8 = AnimElem = 19
value = S801,1
volumescale = 100
channel = 2

[State 801, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 24, =1
value = -40
ID = 800
absolute = 0

[State 801, TargetVelSet]
type = TargetVelSet
triggerall = NumTarget
trigger1 = AnimElemTime(24) = 1
x = -4.5
y = 7.5
ID = 800

[State 801, TargetState]
type = TargetState
triggerall = NumTarget;()
trigger1 = AnimElem = 24, =1
value = 50802
ID = 800

[State 801, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 24, =1
value = S801, 2
volumescale = 100
channel = 1

[State 801, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Kick Throw Attempt
[Statedef 805]
type    = S
movetype = A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 805, 1]
type = HitDef
triggerall = var(0) = 0
Trigger1 = AnimElem = 1
attr = S, NT
hitflag = M-
priority = 1, Miss
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 801
p2stateno = 50801
fall = 1
fall.recover = 0
id = 800
fall.envshake.time = 10
fall.envshake.freq = 180
fall.envshake.ampl = 4

[State 805, end]
type = ChangeState
trigger1 = !MoveContact && Time
value = IfElse(abs(P2BodyDist X >= 20), 240, 241)
ctrl = 0

;---------------------------------------------------------------------------
; HD Mode On
[Statedef 900]
type = S
ctrl = 0
anim = ifelse((prevstateno=[200,450]),901,900)
velset = 0,0
movetype = I
physics = N
sprpriority = 1
poweradd = 0
sprpriority=0

[State 900, HD Mode Explod]
type = explod
trigger1 = time = 0
anim = 10900
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = .5,.5

[State 900, HD Mode Explod]
type = explod
trigger1 = time = 0
anim = 10902
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 900, HD Mode Explod]
type = explod
trigger1 = time = 0
anim = 10901
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5

[State 900, HD Mode Explod]
type = explod
trigger1 = time = 0
anim = 10903
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

[State 900, CtrlSet]
type = CtrlSet
trigger1 =time>2 && anim=901 &&AILEvel=0
value = 1

[State 900, varset]
type = varset
trigger1 = time = 0
var(31) = 1

[State 900, PlaySnd];
type = PlaySnd
trigger1 = AnimElem = 1
value = S900,0

[State 900, VelSet]
type = VelSet
trigger1 = time=0 && anim=901
x = 7

[State 900, VelMul]
type = VelMul
trigger1 = time>10 
x = .75

[State 900, EnvShake]
type = EnvShake
trigger1 = AnimElem = 3 && anim=900
time = 10
ampl = -5
freq = 95
phase = 95

[State 900, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; HD Mode On (Air)
[Statedef 901]
type = U
ctrl = 0
movetype = I
physics = N
sprpriority = 1
poweradd = 0

[State 901, PlaySnd];
type = PlaySnd
trigger1 = !Time
value = S900,0

[State 901, HD Mode Explod]
type = explod
trigger1 = time = 0
anim = 10900
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 5
ownpal = 1
scale = .5,.5

[State 901, HD Mode Explod]
type = explod
trigger1 = time = 0
anim = 10902
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -1
ownpal = 1
scale = .5,.5

[State 901, HD Mode Explod]
type = explod
trigger1 = time = 0
anim = 10901
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = 4
ownpal = 1
scale = .5,.5

[State 901, HD Mode Explod]
type = explod
trigger1 = time = 0
anim = 10903
pos = 0, 0
postype = p1
bindtime = 1
sprpriority = -2
ownpal = 1
scale = .5,.5

[State 901, varset]
type = varset
trigger1 = time = 0
var(31) = 1

[State 901, end]
type = ChangeState
trigger1 = time=1
value = prevstateno
ctrl = 1
