; Var(0) = Throw Check (0 = Allowed, 1 = Disallowed)
; Var(5) = Superjump variable (0 = Not active, 1 = active)


; Var(10) - Statedef -2, Superpause Check Variable
; Var(11) - Statedef -2, Cornerpush Variable

; Var(15) - Juggle System Sub-system: determines what kind of fall state the opponent is in.
	; 0: None.
	; 1: Air reset (Aerial basic moves and juggling special moves will hit.)
	; 2: Air juggle (juggling special moves and super moves may juggle).
	; 3: Super air juggle (only super moves may juggle).
	; 4: Universal reset (no juggles allowed.)
; Var(16) - MoveHit/Contact Detection (1 = Hit, 2 = Guarded, 3 = Whiffed, 4 = Reversed)
; Var(17) - Cancel Detection (1 = Special Cancel, 2 = Super Cancel, 3 = Command Cancel)
; Var(18) - Attack Type (1 = Light Attacks, 2 = Medium Attacks, 3 = Heavy Attacks)

; Var(20) - Hit counter: keeps track of the number of hits that have landed for the damage dampener.

;Floats
;--------
; FVar(10) - Statedef -2, Cornerpush Variable
; FVar(20) - Damage Dampening System (keeps count of the % to decay the damage by)

;---------------------------------------------------------------------------
; s.LP
[Statedef 200]
type    = S
movetype = A
physics = S
juggle = 0				
velset = 0,0			
ctrl = 0				
anim = 200				
poweradd = 20			
sprpriority = 2
facep2 = 1

[State 200, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 2
attr = S, NA
damage = floor(25*fvar(20))
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = -10, -75
sparkno = S10015
guard.sparkno = S10130
hitsound = S5,12
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12
ground.velocity = -6
air.velocity = -4.5,-6.5
air.hittime = 12
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 200, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

;---------------------------------------------------------------------------
; cl.s.LP
[Statedef 201]
type    = S
movetype = A
physics = S
juggle = 0				
velset = 0,0			
ctrl = 0				
anim = 201				
poweradd = 20			
sprpriority = 2
facep2 = 1

[State 201, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA			
damage = floor(20*fvar(20))
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,12
guardsound = S6,0
ground.type = High		
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12		
ground.velocity = -5		
air.velocity = -4.5,-6.5		
air.hittime = 12			
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 201, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;---------------------------------------------------------------------------
; s.MP
[Statedef 210]
type    = S
movetype= A
physics = S
juggle = 0
poweradd = 65
ctrl = 0
velset = 0,0
anim = 210
facep2 = 1

[State 210, PosAdd]
type = PosAdd
trigger1 = Time = 10
x = 10

[State 210, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 4
attr = S, NA
damage = floor(50*fvar(20)), 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -8
air.velocity = -4.5,-6.5
air.hittime = 15
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 210, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;---------------------------------------------------------------------------
; cl.s.MP
[Statedef 211]
type    = S
movetype= A
physics = S
juggle = 0
poweradd= 65
ctrl = 0
velset = 0,0
anim = 211
facep2 = 1

[State 211. 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 4
attr = S, NA
damage = floor(25*fvar(20)), 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,13
guardsound = S6,0
ground.type = Low
ground.slidetime = 18
ground.hittime = 16
guard.hittime = 12
ground.velocity = -3
air.velocity = -4.5,-6.5
air.hittime = 18
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 211, 2]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 5
attr = S, NA
damage = floor(30*fvar(20)), 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S10016
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,13
guardsound = S6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 15
ground.velocity = -6
air.velocity = -4.5,-6.5
air.hittime = 16
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 211, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;---------------------------------------------------------------------------
; s.HP
[Statedef 220]
type    = S
movetype= A
physics = S
juggle = 0
poweradd = IfElse((PrevStateNo!=[150,152]),65,0)
ctrl = 0
velset = 0,0
anim = 220
facep2 = 1

[State 220, AllPalFX]
type = AllPalFX
trigger1 = !Time && PrevStateNo = [150,152] 
time = 2
add = 256,256,256
mul = 256,256,256
sinadd = 0,0,0,10
invertall = 0
color = 256 
ignorehitpause = 1

[State 220, NotHitBy]
type = NotHitBy
trigger1 = PrevStateNo = [150,152] 
value = SCA

[State 220, PosAdd]
type = PosAdd
trigger1 = AnimElem = 3,>=0 && AnimElem = 9,<0
x = 3

[State 220, ChangeAnim]
type = ChangeAnim
trigger1 = !Time && PrevStateNo = [150,152]
value = IfElse((StateType = S),150,151)
elem = 1
persistent = 0

[State 220, Pause]
type = Pause
trigger1 = !Time && PrevStateNo = [150,152] 
time = 5
movetime = 0

[State 220, PowerAdd]
type = PowerAdd
trigger1 = !Time && PrevStateNo = [150,152] 
value = -1000

[State 220, ChangeAnim]
type = ChangeAnim
trigger1 = Time = 1
value = StateNo
elem = 1
persistent = 0

[State 220, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 6
attr = S, NA
damage = IfElse((PrevStateNo!=[150,152]), floor(75*fvar(20)),85), IfElse((PrevStateNo!=[150,152]),0,15)
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 14,14
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 24
ground.hittime = 24
guard.hittime = 15
ground.velocity = -12
air.animtype = Back
air.velocity = -4.5,-7.5
air.hittime = 24
yaccel = 0.5
ground.cornerpush.veloff = 0
fall = IfElse((PrevStateNo != [150,152]),0,1)
fall.recovertime = 30
air.fall = 1

[State 220, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

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

;---------------------------------------------------------------------------
; s.LK
[Statedef 230]
type    = S
movetype= A
physics = S
juggle = 0
poweradd = 25
ctrl = 0
velset = 0,0
anim = 230
facep2 = 1

[State 230, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA
damage = floor(20*fvar(20)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12
ground.velocity = -6
air.velocity = -4.5,-6.5
air.hittime = 12
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 230, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;---------------------------------------------------------------------------
; cl.s.LK
[Statedef 231]
type    = S
movetype = A
physics = S
juggle = 0
poweradd= 25
ctrl = 0
velset = 0,0
anim = 231
facep2 = 1

[State 231, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA
damage = floor(20*fvar(20)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -35
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
guard.ctrltime = 12
ground.velocity = -6
air.velocity = -4.5,-6.5
air.hittime = 12
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 231, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;---------------------------------------------------------------------------
; s.MK
; CNS difficulty: easy
[Statedef 240]
type    = S
movetype= A
physics = S
juggle = 0
poweradd = 65
ctrl = 0
velset = 0,0
anim = 240
facep2 = 1

[State 240, PosAdd]
type = PosAdd
trigger1 = Time = [7,18]
x = 3

[State 240, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 5
attr = S, NA
damage = floor(20*fvar(20)), 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 11,11
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 14
guard.hittime = 15
ground.velocity = -8
air.velocity = -4.5,-6.5
air.hittime = 15
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 240, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;---------------------------------------------------------------------------
; cl.s.MK
; CNS difficulty: easy
[Statedef 241]
type    = S
movetype= A
physics = S
juggle = 0
poweradd= 65
ctrl = 0
velset = 0,0
anim = 241
facep2 = 1

[State 241, PlaySnd]
type = PlaySnd
triggerall = Anim = 241
trigger1 = AnimElem = 5
value = S5,11
channel = 1
volumescale = 100

[State 241, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA
damage = floor(30*fvar(20)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 12
ground.velocity = -5
air.velocity = -4.5,-6.5
air.hittime = 15
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 241, 2]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 6
attr = S, NA
damage = floor(20*fvar(20)), 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 14,14
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
guard.hittime = 15
ground.velocity = -7.5
air.velocity = -4.5,-6.5
air.hittime = 15
yaccel = 0.5
ground.cornerpush.veloff = 0

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

[State 241, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; s.HK
[Statedef 250]
type    = S
movetype= A
physics = S
juggle = 0
poweradd= 65
ctrl = 0
velset = 6,0
anim = 250
facep2 = 1

[State 250, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElemTime(4)>=0
movetype = I
ignorehitpause = 1

[State 250, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA
damage = floor(80*fvar(20)), 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 14,14
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -10
air.velocity = -4.5,-6.5
air.hittime = 24
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 250, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 250, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Strike Arch
[StateDef 251]
type = S
movetype= A
physics = N
juggle = 0
velset = 0,0
ctrl = 0
anim = 251
poweradd = 35
sprpriority = 2
facep2 = 1
hitcountpersist = 1

[State 251, VelSet]
type = VelSet
trigger1 = AnimElem = 5
x = 3
y = -7.5

[State 251, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
statetype = A
movetype = A
physics = A

[State 251, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 9
value = S5,11
channel = 1

[State 251, 1]
type = HitDef
triggerall = var(15) = 0
triggerall = (PrevStateNo = [200,650]) && HitCount >= 1
trigger1 = AnimElem = 9
attr = S, NA
damage = floor(45*fvar(20))
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 14,14
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -6
air.animtype = Back
air.velocity = -4.5,-6.5
air.hittime = 30
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 251, 2]
type = HitDef
triggerall = var(15) = 0
triggerall = PrevStateNo<200 ||(PrevStateNo = [200,650]) && HitCount < 1
trigger1 = AnimElem = 9
trigger2 = (EnemyNear,abs(Pos Y)!=0) || (abs(P2Dist Y)!=0)
trigger2 = AnimElem = 9
attr = S, NA
damage = floor(75*fvar(20))
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5, 5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 25
ground.velocity = -5,12
air.animtype = Back
air.velocity = -4.5,-6.5
air.hittime = 25
fall = 1
fall.recover = 0
yaccel = 0.8
fall.envshake.time = 10
fall.envshake.ampl = 90
fall.envshake.phase = 4
fall.envshake.freq = 180
ground.cornerpush.veloff = 0

[State 251, VarSet]
type = VarSet
triggerall = PrevStateNo<200 || PrevStateNo>=200 && HitCount < 1
trigger1 = MoveHit
var(15) = 4
ignorehitpause = 1

[State 251, end]
type = VelAdd
trigger1 = AnimElemTime(5)>=0
y = .4
ignorehitpause = 1
;---------------------------------------------------------------------------
; c.LP
[Statedef 400]
type    = C
movetype= A
physics = C
juggle = 0
poweradd= 15
ctrl = 0
anim = 400
facep2 = 1

[State 400, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 4
attr = C, NA
damage = floor(20*fvar(20)), 0
animtype = Light
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -35
hitsound = S5,12
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5
air.velocity = -4.5,-6.5
air.hittime = 12
yaccel = 0.5
ground.cornerpush.veloff = 0

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

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

;---------------------------------------------------------------------------
; c.MP
[Statedef 410]
type    = C
movetype= A
physics = C
juggle = 0
poweradd= 50
ctrl = 0
anim = 410
facep2 = 1

[State 410, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 4
attr = C, NA
damage = floor(45*fvar(20)), 0
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S10016
guard.sparkno = S10130
sparkxy = -10, -35
hitsound = S5,13
guardsound = S6,0
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -7
air.velocity = -4.5,-6.5
air.hittime = 15
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 410, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;---------------------------------------------------------------------------
; c.HP
[Statedef 420]
type    = C
movetype= A
physics = C
juggle = 0
poweradd= 50
ctrl = 0
anim = 420
facep2 = 1

[State 420, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 2
attr = C, NA
damage = floor(80*fvar(20)), 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 14,14
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 15
ground.velocity = -7
air.velocity = -4.5,-6.5
air.hittime = 18
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 420, 2]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 3
attr = C, NA
damage = floor(80*fvar(20)), 0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 4, Hit
pausetime = 14,14
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -75
hitsound = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
guard.hittime = 15
ground.velocity = -7
air.velocity = -4.5,-6.5
air.hittime = 18
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 420, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; c.LK
[Statedef 430]
type    = C
movetype= A
physics = C
juggle = 0
poweradd= 25
ctrl = 0
anim = 430
facep2 = 1

[State 430, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 2
attr = C, NA
damage = floor(25*fvar(20)), 0
animtype = Light
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 9,9
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, 0
hitsound = S5,3
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -6
air.velocity = -4.5,-6.5
air.hittime = 12
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 430, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

;---------------------------------------------------------------------------
; c.MK
[Statedef 440]
type    = C
movetype= A
physics = C
juggle = 0
poweradd= 25
ctrl = 0
anim = 440
facep2 = 1

[State 440, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 2
attr = C, NA
damage = floor(20*fvar(20)), 0
animtype = Light
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 13,13
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, 0
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -6
air.velocity = -4.5,-6.5
air.hittime = 12
id = 440
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 440, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 6
value = S5,10
channel = 1
volumescale = 100

[State 440, 2]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 7
attr = C, NA
damage = floor(45*fvar(20)), 0
animtype = Medium
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 12,12
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -35
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10
air.velocity = -4.5,-6.5
air.hittime = 18
id = 440
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 440, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

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

;---------------------------------------------------------------------------
; c.HK
[Statedef 450]
type    = C
movetype= A
physics = C
juggle = 0
poweradd= 70
ctrl = 0
anim = 450
facep2 = 1

[State 450, 1]
type = HitDef
triggerall = var(15) = 0
trigger1 = AnimElem = 3
attr = C, NA
damage = floor(80*fvar(20)), 0
animtype = Heavy
guardflag = LA
hitflag = MAF
priority = 4, Hit
pausetime = 14,14
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -35
hitsound = S5, 5
guardsound = S6,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-8
air.velocity = -4.5,-6.5
air.hittime = 18
fall = 1
fall.recover = 0
yaccel = 0.8
ground.cornerpush.veloff = 0

[State 450, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 450, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; j.LP
[Statedef 600]
type    = A
movetype= A
physics = A
juggle = 0
poweradd= 15
ctrl = 0
anim = 600

[State 600, 1]
type = HitDef
triggerall = var(15) < 2
trigger1 = AnimElem = 3
attr = A, NA
damage = floor(25*fvar(20)), 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -55
hitsound = S5,12
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 12
ground.velocity = -5
air.animtype = back
air.velocity = -4.5,-6.5
air.hittime = 12
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 600, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I
;---------------------------------------------------------------------------
; j.MP
[Statedef 610]
type    = A
movetype= A
physics = A
juggle = 0
poweradd= 65
ctrl = 0
anim = 610

[State 610, 1]
type = HitDef
triggerall = Var(15) < 2
trigger1 = AnimElem = 2
attr = A, NA
damage = floor(45*fvar(20)), 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10015
guard.sparkno = S10130
sparkxy = -10, -35
hitsound = S5,13
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 12
ground.velocity = -5
guard.velocity = -6
air.animtype = back
air.velocity = -4.5,-6.5
air.hittime = 12
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 610, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I
;---------------------------------------------------------------------------
; j.HP
[Statedef 620]
type    = A
movetype= A
physics = A
juggle = 0
poweradd= 70
ctrl = 0
anim = 620

[State 620, 1]
type = HitDef
triggerall = Var(15) < 2
trigger1 = AnimElem = 3
attr = A, NA
damage = floor(60*fvar(20)), 0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -55
hitsound = S5,2
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 14
guard.hittime = 15
ground.velocity = -5
guard.velocity = -9
air.animtype = back
air.velocity = -4.5,-6.5
air.hittime = 15
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 620, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I
;---------------------------------------------------------------------------
; j.LK
[Statedef 630]
type    = A
movetype= A
physics = A
juggle = 0
poweradd= 20
ctrl = 0
anim = 630

[State 630, 1]
type = HitDef
triggerall = Var(15) < 2
trigger1 = AnimElem = 5
attr = A, NA
damage = floor(20*fvar(20)), 0
animtype = Light
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -55
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
guard.hittime = 12
ground.velocity = -5
air.animtype = back
air.velocity = -4.5,-6.5
air.hittime = 12
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 630, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I
;---------------------------------------------------------------------------
; j.MK
[Statedef 640]
type    = A
movetype= A
physics = A
juggle = 0
poweradd= 65
ctrl = 0
anim = 640

[State 640, 1]
type = HitDef
triggerall = Var(15) < 2
trigger1 = AnimElem = 4
attr = A, NA
damage = floor(45*fvar(20)), 0
animtype = Medium
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -55
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 15
guard.hittime = 15
ground.velocity = -5
guard.velocity = -6
air.animtype = back
air.velocity = -4.5,-6.5
air.hittime = 15
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 640, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I
;---------------------------------------------------------------------------
; j.HK
[Statedef 650]
type    = A
movetype= A
physics = A
juggle = 0
poweradd= 70
ctrl = 0
anim = 650

[State 650, 1]
type = HitDef
triggerall = Var(15) < 2
trigger1 = AnimElem = 3
attr = A, NA
damage = floor(50*fvar(20)), 0
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkno = S10005
guard.sparkno = S10130
sparkxy = -10, -35
hitsound = S5,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 18
guard.hittime = 18
ground.velocity = -5
guard.velocity = -9
air.animtype = back
air.velocity = -4.5,-6.5
air.hittime = 12
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 650, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I
;---------------------------------------------------------------------------
;Rider Kick
[StateDef 651]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 651
poweradd = 50
sprpriority = 2

[State 651, PlaySnd]
type = PlaySnd
triggerall = Random%2=0
trigger1 = AnimElem = 2
value = S200,1
volumescale = 100
channel = 0
freqmul = 1.0
loop = 0
pan = 0

[State 651, 1]
type = HitDef
triggerall = Var(15) < 2
trigger1 = AnimElem = 3
attr = A, NA
damage = floor(95*fvar(20))
animtype = Heavy
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 16,16
sparkno = S10006
guard.sparkno = S10130
sparkxy = -10, -25
hitsound = S5,5
guardsound = S6,0
ground.type = High
ground.slidetime = 12
ground.hittime = 12
ground.velocity = -5,-4
air.animtype = Back
air.velocity = -4.5,-7.5
air.hittime = 12
fall = 1
fall.recover = 0
yaccel = 0.5
ground.cornerpush.veloff = 0

[State 651, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
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 = 5+((prevstateno = 100)*2)

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

[State 700, HitBy]
type = HitBy
trigger1 = AnimElemTime(8) < 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 = -5

[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(8) < 0
value = SCA,NT,ST,HT

[State 701, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Order Buckler
[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 = Time = 0
attr = S, NT          
hitflag = M-          
priority = 1, Miss   
sparkno = -1          
p1facing = 1
p2facing = 1          
p1stateno = 810      
fall = 1
fall.recover = 0
fall = 1
fall.recover = 0

[State 800, Grab Whiff]
type = PlaySnd
triggerall = Anim = 800
trigger1 = AnimElem = 2
value = S5,8
channel = 1

[State 800, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1
;----------------------------------------------------------------------------
; Order Buckler, P1
[Statedef 810]
type    = S
movetype= A
physics = N
anim = 810
poweradd = 60
sprpriority = 2

[State 810, Throw]
type = TargetState
trigger1 = !time && numtarget
value = 820

[State 810, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = S5,14
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 810, Explod]
type = Explod
trigger1 = AnimElem =  5
anim = 10016
ID = 10016
pos = 40,-85
postype = p1
removetime = -2
sprpriority = 4

[State 810, PlaySnd]
type = PlaySnd
trigger1 = Time = 10
value = S810,0
volumescale = 100
channel = 0
freqmul = 1.0
loop = 0
pan = 0

[State 810, TargetBind]
type = TargetBind
trigger1 = Time < 55
time = 1
id = -1
pos = 30,0

[State 810, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = Time = 22
value = -125
absolute = 0

[State 810, TargetState]
type = TargetState
trigger1 = Time = 55
value = 821
ID = -1

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

;---------------------------------------------------------------------------
; Order Buckler, P2
[Statedef 820]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 820

[State 820, No Scroll]
type = Screenbound
trigger1 = 1
movecamera = 0,0
;---------------------------------------------------------------------------
; Throw Air State
[Statedef 821]
type    = A
movetype= H
physics = N
velset = -2.8,-7
poweradd = 40

[State 821, VelAdd]
type = VelAdd
trigger1 = 1
y = .5

[State 821, ScreenBound]
type = ScreenBound
triggerall = PrevStateNo = 53022 || PrevStateNo = 53027
trigger1 = 1
value = 1
movecamera = 1,0
ignorehitpause = 1 

[State 821, PalFX]
type = PalFX
triggerall = Time = 0
trigger1 = PrevStateNo = 51054||PrevStateNo = 53022 || PrevStateNo = 53027
time = 70
add = 240,50,0
mul = 250,224,120
sinadd = 110,55,85,10
invertall = 1
color = 0

[State 821, ChangeAnim]
type = ChangeAnim
triggerall = Time = 0
trigger1 = PrevStateNo = 51054||PrevStateNo = 53022 || PrevStateNo = 53027
value = 5050 

[State 821, end] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground
;---------------------------------------------------------------------------
;Leona Crush
[Statedef 830]
type = S
movetype= A
physics = S
juggle = 0
velset = 0,0
ctrl = 0
anim = 800

[State 830, 1]
type = HitDef
triggerall = var(0) = 0
Trigger1 = Time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
hitsound = S800,0
p1facing = 1
p2facing = 1
p1stateno = 840
fall = 1
fall.recover = 0
fall.envshake.time = 10
fall.envshake.ampl = 90
fall.envshake.phase = 4
fall.envshake.freq = 180

[State 830, Grab Whiff]
type = PlaySnd
triggerall = Anim = 800
trigger1 = AnimElem = 2
value = S5,8
channel = 1

[State 830, 2]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;Leona Crush, P1
[Statedef 840]
type = S
movetype= A
physics = N
anim = 840
poweradd = 60

[State 840, Throw]
type = TargetState
trigger1 = !time && numtarget
value = 850

[State 840, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = 2

[State 840, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1,>=0 && AnimElem = 2,<0
pos = 40, 0

[State 840, SprPriority]
type = SprPriority
trigger1 = AnimElem =2
value = 2

[State 840, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2,>=0 && AnimElem = 3,<0
pos = 47, -103

[State 840, SprPriority]
type = SprPriority
trigger1 = AnimElem =3
value = 2

[State 840, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3,>=0 && AnimElem = 4,<0
pos = 43, -105

[State 840, SprPriority]
type = SprPriority
trigger1 = AnimElem =4
value = 2

[State 840, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4,>=0 && AnimElem = 5,<0
pos = 39, -77

[State 840, SprPriority]
type = SprPriority
trigger1 = AnimElem =5
value = 2

[State 840, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5,>=0 && AnimElem = 6,<0
pos = 39, -77

[State 840, SprPriority]
type = SprPriority
trigger1 = AnimElem =6
value = 2

[State 840, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6,>=0 && AnimElem = 7,<0
pos = 39, -77

[State 840, Bind 7]
type = TargetBind
trigger1 = AnimElem = 7,>=0 && AnimElem = 8,<0
pos = 39, -77

[State 840, Bind 8]
type = TargetBind
trigger1 = AnimElem = 8,>=0 && AnimElem = 9,<0
pos = 39, -77

[State 840, Bind 9]
type = TargetBind
trigger1 = AnimElem = 9,>=0 && AnimElem = 10,<0
pos = 53, -77

[State 840, Bind 10]
type = TargetBind
trigger1 = AnimElem = 10,>=0 && AnimElem = 11,<0
pos = 60, -77

[State 840, Bind 11]
type = TargetBind
trigger1 = AnimElem = 11,>=0 && AnimElem = 12,<0
pos = 62, -77

[State 840, SprPriority]
type = SprPriority
trigger1 = AnimElem =12
value = -1

[State 840, Bind 12]
type = TargetBind
trigger1 = AnimElem = 12,>=0 && AnimElem = 13,<0
pos = -8, -70

[State 840, Turn]
type = Turn
trigger1 = AnimElem = 13

[State 840, SprPriority]
type = SprPriority
trigger1 = AnimElem =13
value = -1

[State 840, Bind 13]
type = TargetBind
trigger1 = AnimElem = 13,>=0 && AnimElem = 14,<0
pos = 20, -80

[State 840, Bind 14]
type = TargetBind
trigger1 = AnimElem = 14,>=0 && AnimElem = 15,<0
pos = -12, -70

[State 840, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 10
value = S200,1
volumescale = 100
channel = 0
freqmul = 1.0
loop = 0
pan = 0

[State 840, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 14
value = S5,8
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 840, Hurt]
type = TargetLifeAdd
trigger1 = AnimElem = 15
value = -120

[State 840, Throw]
type = TargetState
trigger1 = AnimElem = 15
value = 851

[State 840, State End]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
;Leona Crush, P2
[Statedef 850]
type = A
movetype = H
physics = N
velset = 0,0

[State 850, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 850

[State 850, No Scroll]
type = Screenbound
trigger1 = 1
movecamera = 0,0

;----------------------------------------------------------------------
;Throw Air State 2
[Statedef 851]
type = A
movetype = H
physics = N
velset = 5,-7
poweradd = 40

[State 851, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .4

[State 851, 2]
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100
;---------------------------------------------------------------------------
;Heidern Inferno
[Statedef 860]
type = A
movetype= A
physics = A
juggle = 0
ctrl = 0
anim = 860

[State 860, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, NT
hitflag = A-
priority = 1, Miss
sparkno = -1
hitsound = S5,12
p1facing = 1
p2facing = -1
p1stateno = 870
fall = 1
fall.envshake.time = 10
fall.envshake.ampl = 90
fall.envshake.phase = 4
fall.envshake.freq = 180

[State 860, Grab Whiff]
type = PlaySnd
trigger1 = AnimElem = 2
value = S5,11
channel = 1

;----------------------------------------------------------------------
;Heidern Inferno, P1
[Statedef 870]
type = A
movetype= A
physics = N
anim = 870
poweradd = 60
velset = 0,0

[State 870, Throw]
type = TargetState
trigger1 = !Time&&NumTarget
value = 880

[State 870, SprPriority]
type = SprPriority
trigger1 = AnimElem =1
value = -1

[State 870, Bind 1]
type = TargetBind
trigger1 = AnimElem = 1,>=0 && AnimElem =2,<0
pos = -10, -145

[State 870, Bind 2]
type = TargetBind
trigger1 = AnimElem = 2,>=0 && AnimElem =3,<0
pos = 10, -115

[State 870, Bind 3]
type = TargetBind
trigger1 = AnimElem = 3,>=0 && AnimElem =4,<0
pos = 10, -70

[State 870, Bind 4]
type = TargetBind
trigger1 = AnimElem = 4,>=0 && AnimElem =5,<0
pos = 10, -25

[State 870, Bind 5]
type = TargetBind
trigger1 = AnimElem = 5,>=0 && AnimElem =6,<0
pos = 10, -5

[State 870, Bind 6]
type = TargetBind
trigger1 = AnimElem = 6,>=0 && AnimElem =7,<0
pos = 15, -5

[State 870, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 7,=0
value = S5,5
volumescale = 100
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 870, Explod]
type = Explod
trigger1 = AnimElem = 7,=0
anim = 10006
ID = 10006
pos = 15,-5
postype = p1
removetime = -2
scale = 1,1
sprpriority = 4
ownpal = 1

[State 870, EnvShake]
type = EnvShake
trigger1 = AnimElem = 7,=0
time = 5
ampl = 90
phase = 4
freq = 180

[State 870, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElem = 7,=0
value = -135
ID = -1
kill = 1
absolute = 0

[State 870, Throw]
type = TargetState
trigger1 = AnimElem = 7,=0
value = 881

[State 870, Turn]
type = Turn
trigger1 = AnimElem = 8

[State 870, VelSet]
type = VelSet
trigger1 = AnimElem = 8
x = 2
y = -7

[State 870, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 8
physics = A

[State 870, No Scroll]
type = Screenbound
trigger1 = Vel X = 0
movecamera = 0,0

;----------------------------------------------------------------------
;Heidern Inferno, P2
[Statedef 880]
type = A
movetype = H
physics = N
velset = 0,0

[State 880, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 880

[State 880, No Scroll]
type = Screenbound
trigger1 = 1
movecamera = 0,0

;----------------------------------------------------------------------
;Throw Air State 3
[Statedef 881]
type = A
movetype = H
physics = N
velset = 2,-9.5
poweradd = 40

[State 881, 1] ;Gravity
type = VelAdd
Trigger1 = 1
y = .5

[State 881, 2] ;Hit ground
type = SelfState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 5100 ;Hit ground