;---------------------------------------------------------------------------
; st.LP
[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 = 2
attr = S, NA			
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 0			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 12		
ground.hittime = 12
guard.hittime = 12		
ground.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 12
getpower = 50
givepower = 50	
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
forcenofall = 1

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

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

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

[State 210, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA			
damage = floor(50*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 12,12		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 1			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -10				
air.velocity = -4.5, -6.5		
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
forcenofall = 1

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

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

;---------------------------------------------------------------------------
; st.HP
[Statedef 220]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2			
facep2 = 1

[State 220, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 10220
stateno = 10200
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 220, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 4
attr = S, NA			
damage = floor(75*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 14,14		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 2			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -12				
air.velocity = -4.5, -6.5		
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
forcenofall = 1

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

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

;---------------------------------------------------------------------------
; st.LK
[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 = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10	
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -75		
hitsound = S5, 3			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 13		
ground.hittime = 13
guard.hittime = 13		
ground.velocity = -6				
air.velocity = -4.5, -6.5		
air.hittime = 13
getpower = 50
givepower = 50	
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
forcenofall = 1

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

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

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

[State 240, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(7) < 0
value = 50,0
ignorehitpause = 1

[State 240, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA			
damage = floor(50*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -30, -55		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -12				
air.velocity = -4.5, -6.5		
air.hittime = 14
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
forcenofall = 1

[State 240, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

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

;---------------------------------------------------------------------------
; fwd + MK
[Statedef 241]
type = A
movetype = A
physics = N
poweradd = 0
ctrl = 0
velset = 2,-6
anim = 241
sprpriority = 2			
facep2 = 1

[State 241, Width]
type = Width
trigger1 = AnimElemTime(7) >= 0 && AnimElemTime(9) < 0
value = 50,0
ignorehitpause = 1

[State -3, Kick Swing 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = S5,10

[State -3, Kick Swing 2]
type = PlaySnd
trigger1 = AnimElem = 7
value = S801,0

[State 241, 1]
type = HitDef
triggerall = PrevStateNo != [200,650]
triggerall = Var(15) <= 2
trigger1 = AnimElem = 8
attr = A, NA			
damage = floor(75*fvar(20)), 0
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10	
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -30, -45		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18	
air.velocity = -2.5, 6.5		
guard.velocity = -9				
air.velocity = -2.5, 6.5		
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall = 1
fall.recover = 0

[State 241, 2]
type = HitDef
triggerall = PrevStateNo = [200,650]
triggerall = Var(15) <= 2
trigger1 = AnimElem = 10
attr = A, NA			
damage = floor(75*fvar(20)), 0
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -30, -45		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -8				
air.velocity = -4.5, 6.5		
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
forcenofall = 1
air.fall = 1

[State 241, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(2) > 0
y = 0.5

[State 241, Time Offset]
type = VarSet
trigger1 = moveContact = 1
var(14) = Time
ignorehitpause = 1
persistent = 0

[State 241, Play Anim]
type = ChangeAnim
triggerall = AnimElemTime(8) >= 0 && AnimElemTime(9) <= 0
trigger1 = HitPauseTime = [1,10 - (22 - Var(14))]
value = anim
elem = 9
ignorehitpause = 1

[State 0, TargetState]
type = TargetState
triggerall = NumTarget(StateNo)
triggerall = MoveHit
trigger1 = var(28) = 0
value = 50241
ID = StateNo
ignorehitpause = 1
persistent = 0

[State -3, Bound Check]
type = VarSet
triggerall = NumTarget(StateNo)
triggerall = MoveHit
trigger1 = var(28) = 0
var(28) = 1
ignorehitpause = 1
persistent = 0

[State 241, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 12
movetype = I

[State 241, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 52
ctrl = 0

;---------------------------------------------------------------------------
; st.HK
[Statedef 250]
type = S
movetype = A
physics = S
poweradd = 0
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2			
facep2 = 1

[State 250, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(7) < 0
value = 50,0
ignorehitpause = 1

[State -3, Kick Swing 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = S801,0

[State 250, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 4
attr = S, NA			
damage = floor(75*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 14,14		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -30, -45		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -12				
air.velocity = -4.5, -6.5		
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
forcenofall = 1

[State 250, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;---------------------------------------------------------------------------
; fwd roll (HK, back + HK)
[Statedef 251]
type = S
movetype = I
physics = N
poweradd = 0
ctrl = 0
velset = 7,0
anim = 251
sprpriority = 2			
facep2 = 1

[State 0, PosAdd]
type = PosAdd
trigger1 = !Time
x = 80

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

[State 251, VelMul]
type = VelMul
trigger1 = AnimElemTime(5) > 0 
x = 0.9

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

;---------------------------------------------------------------------------
; back + HK
[Statedef 252]
type = A
movetype = A
physics = N
poweradd = 0
ctrl = 0
velset = -2,-5
anim = 252
sprpriority = 2			
facep2 = 1

[State 252, VelAdd]
type = VelAdd
trigger1 = AnimElemTime(7) < 0
y = 0.5

[State 252, ChangeAnim]
type = ChangeAnim
trigger1 = AnimElemTime(6) = 1 && Vel Y + Pos Y < 0
value = Anim
elem = 6

[State 252, VelSet]
type = VelSet
trigger1 = StateType = S
x = 0
y = 0

[State 252, PosSet]
type = PosSet
trigger1 = StateType = S
y = 0

[State 252, ChangeAnim]
type = ChangeAnim
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = Anim
elem = 7

[State 252, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 7
statetype = S  
movetype = A     
physics = S    

[State 250, Width]
type = Width
trigger1 = AnimElemTime(10) >= 0 && AnimElemTime(14) < 0
value = 50,0
ignorehitpause = 1

[State -3, Kick Swing 2]
type = PlaySnd
trigger1 = AnimElem = 11
value = S801,0

[State -3, Kick Swing 3]
type = PlaySnd
trigger1 = AnimElem = 11
value = S5,11

[State 250, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 12
attr = S, NA			
damage = floor(75*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 14,14		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -30, -45		
hitsound = S5, 5			
guardsound = S6, 0			
ground.type = Low		
air.animtype = Back
ground.slidetime = 18		
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -12				
air.velocity = -4.5, -6.5		
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
forcenofall = 1

[State 250, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 14
movetype = I

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

;---------------------------------------------------------------------------
; cr.LP
[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 = 2
attr = C, NA			
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -50	
hitsound = S5, 0		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 12	
ground.hittime = 12
guard.hittime = 12		
ground.velocity = -6		
air.velocity = -4.5, -6.5		
air.hittime = 12
getpower = 50
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo

[State 400, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

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

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

[State 410, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 4
attr = C, NA			
damage = floor(50*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 12,12			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 14	
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -10		
air.velocity = -4.5, -6.5		
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo

[State 410, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

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

;---------------------------------------------------------------------------
; cr.HP
[Statedef 420]
type = C
movetype = A
physics = C
poweradd = 0
ctrl = 0
anim = 420
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 420, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 10420
stateno = 10200
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 420, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 4
attr = C, NA			
damage = floor(50*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 14,14			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -70	
hitsound = S5, 2		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 18	
ground.velocity = -2.5, -10.5	
guard.velocity = -8;-12
air.velocity = -2.5, -10.5		
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall = 1
fall.recovertime = 30

[State 420, VarSet]
type = VarSet
triggerall = NumTarget(StateNo)
triggerall = MoveHit
trigger1 = Target, HitFall = 1
var(15) = 2
persistent = 0

[State 420, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;---------------------------------------------------------------------------
; cr.LK
[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 = 2
attr = C, NA			
damage = floor(25*fvar(20)), 0
animtype = Light			
guardflag = LA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, 0	
hitsound = S5, 3		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 12	
ground.hittime = 12
guard.hittime = 12		
ground.velocity = -6		
air.velocity = -4.5, -6.5		
air.hittime = 12
getpower = 50
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo

[State 650, Time Offset]
type = VarSet
trigger1 = moveContact = 1
var(14) = Time
ignorehitpause = 1
persistent = 0

[State 650, Play Anim]
type = ChangeAnim
triggerall = AnimElemTime(2) >= 0 && AnimElemTime(3) <= 0
trigger1 = HitPauseTime = [1,10 - (6 - Var(14))]
value = anim
elem = 3
ignorehitpause = 1

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

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

;---------------------------------------------------------------------------
; cr.MK
[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 = 3
attr = C, NA			
damage = floor(25*fvar(20)), 0
animtype = Medium		
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -50	
hitsound = S5, 4		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 12	
ground.hittime = 12
guard.hittime = 12		
ground.velocity = -6
air.velocity = -2.5, -10.5			
air.hittime = 12
getpower = 50
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
air.fall = 1
fall.recovertime = 30

[State 440, VarSet]
type = VarSet
trigger1 = MoveHit
var(15) = 2
persistent = 0

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

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

;---------------------------------------------------------------------------
; cr.HK
[Statedef 450]
type = C
movetype = A
physics = C
poweradd = 0
ctrl = 0
anim = 450
sprpriority = 2			
facep2 = 1
velset = 0,0

[State 450, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 2
attr = C, NA			
damage = floor(50*fvar(20)), 0
animtype = Heavy		
guardflag = LA			
hitflag = MAF
priority = 4, Hit			
pausetime = 14,14			
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -20, -40	
hitsound = S5, 5		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -2.5, -10.8	
guard.velocity = -11
air.velocity = -2.5, -10.8		
air.hittime = 18
getpower = 50
givepower = 50		
yaccel = 1
ground.cornerpush.veloff = 0
id = StateNo
fall = 1
fall.recovertime = 30

[State 450, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

;---------------------------------------------------------------------------
; j.LP
[Statedef 600]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 600
sprpriority = 2			

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

[State 600, end]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

;---------------------------------------------------------------------------
; j.MP
[Statedef 610]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 610
sprpriority = 2			

[State 610, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = AnimElem = 3
attr = A, NA			
damage = floor(40*fvar(20)), 0
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -50	
hitsound = S5, 1		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -4	
air.velocity = -4.5, -6.5		
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo

[State 610, end]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

;---------------------------------------------------------------------------
; j.HP
[Statedef 620]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 620
sprpriority = 2			

[State 620, Helper]
type = Helper
trigger1 = !Time
name = "Psi FX"
ID = 10620
stateno = 10200
pos = 0,0
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 0
pausemovetime = 0

[State 620, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = AnimElem = 4
attr = A, NA			
damage = floor(60*fvar(20)), 0
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -50	
hitsound = S5, 2		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -4	
air.velocity = -4.5, -6.5		
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo

[State 620, end]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

;---------------------------------------------------------------------------
; j.LK
[Statedef 630]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 630
sprpriority = 2			

[State 630, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = AnimElem = 3
attr = A, NA			
damage = floor(20*fvar(20)), 0
animtype = Light			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -50	
hitsound = S5, 3		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 12	
ground.hittime = 12
guard.hittime = 12		
ground.velocity = -4	
air.velocity = -2.5, -7.5		
air.hittime = 12
getpower = 50
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo

[State 630, end]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I
;---------------------------------------------------------------------------
; j.MK
[Statedef 640]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 640
sprpriority = 2	

[State 640, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = AnimElem = 4
attr = A, NA			
damage = floor(40*fvar(20)), 0
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -50	
hitsound = S5, 4		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -4	
air.velocity = -4.5, -6.5		
air.hittime = 12
getpower = 50
givepower = 50		
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
id = StateNo	

[State 640, end]
type = StateTypeSet
trigger1 = AnimElem = 5
movetype = I

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

[State 650, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = AnimElemTime(6) < 0
attr = A, NA			
damage = floor(60*fvar(20)), 0
animtype = Heavy			
guardflag = HA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10			
sparkno = S10000
guard.sparkno = S10130				
sparkxy = -20, -50	
hitsound = S5, 5		
guardsound = S6, 0			
ground.type = Low	
air.animtype = Back
ground.slidetime = 18	
ground.hittime = 18
guard.hittime = 18		
ground.velocity = -4	
air.velocity = -4.5, 6.5		
air.hittime = 18
getpower = 50
givepower = 50				
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
persistent = 0
air.fall = 1
fall.recovertime = 20

[State 650, Time Offset]
type = VarSet
trigger1 = moveContact = 1
var(14) = Time
ignorehitpause = 1
persistent = 0

[State 650, Juggle Set]
type = VarSet
trigger1 = MoveHit
var(15) = 4
ignorehitpause = 1
persistent = 0

[State 650, Play Anim]
type = ChangeAnim
triggerall = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime = [1,10 - (6 - Var(14))]
value = anim
elem = 4
ignorehitpause = 1

[State 650, end]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

;---------------------------------------------------------------------------
; j. up + HK
[Statedef 651]
type = A
movetype = A
physics = A
poweradd = 0
ctrl = 0
anim = 651
sprpriority = 2			
facep2 = 1

[State 651, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(7) < 0
value = 50,0
ignorehitpause = 1

[State 651, 1]
type = HitDef
triggerall = Var(15) <= 2
trigger1 = AnimElem = 3
trigger2 = AnimElem = 7
attr = A, NA			
damage = floor(50*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -30, -55		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -10				
air.velocity = -4.5, -6.5		
air.hittime = 18
getpower = 50
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
air.fall = 1

[State 651, Time Offset]
type = VarSet
trigger1 = moveContact = 1
var(14) = Time
ignorehitpause = 1
persistent = 0

[State 651, Play Anim]
type = ChangeAnim
triggerall = AnimElemTime(3) >= 0 && AnimElemTime(4) <= 0
trigger1 = HitPauseTime = [1,10 - (6 - Var(14))]
value = anim
elem = 4
ignorehitpause = 1

[State 651, Play Anim]
type = ChangeAnim
triggerall = AnimElemTime(7) >= 0 && AnimElemTime(8) <= 0
trigger1 = HitPauseTime = [1,10 - (14 - Var(14))]
value = anim
elem = 8
ignorehitpause = 1

[State 0, VarSet]
type = VarSet
triggerall = MoveHit = 1
triggerall = NumTarget(StateNo)
trigger1 = Target, HitFall = 1
var(15) = IfElse(var(15) < 2, 2, 3)
persistent = 0

[State 651, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

;---------------------------------------------------------------------------
[Statedef 700]
type = S
movetype = I
physics = N
poweradd = IfElse((PrevStateNo !=[150,151]), 0, -500)
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(7) < 0
value = SCA,NT,ST,HT

[State 700, VelSet]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[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, -500)
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(7) < 0
value = SCA,NT,ST,HT

[State 700, VelSet]
type = VelSet
trigger1 = AnimElem = 11
x = 0

[State 701, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Repel
[Statedef 710]
type = S
movetype = I
physics = S
poweradd = -500
ctrl = 0
velset = 0,0
anim = 710
facep2 = 1

[State 710, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SCA,AA  
pausetime = 5,5
sparkno = S10130
hitsound = S6,1
p2stateno = IfElse(EnemyNear, StateType != A, IfElse(EnemyNear, StateType = S, 50710, 50711), 50712)
sparkxy = 0,0

[State 710, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Repel
[Statedef 711]
type = C
movetype = I
physics = C
poweradd = -500
ctrl = 0
velset = 0,0
anim = 711
facep2 = 1

[State 711, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 3
reversal.attr = SCA,AA
pausetime = 5,5
sparkno = S10130
hitsound = S6,1
p2stateno = IfElse(EnemyNear, StateType != A, IfElse(EnemyNear, StateType = S, 50710, 50711), 50712)
sparkxy = 0,0

[State 711, ChangeState]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Aerial Repel
[Statedef 712]
type = A
movetype = I
physics = A
poweradd = -500
ctrl = 0
anim = 712
;facep2 = 1

[State 712, ReversalDef]
type = ReversalDef
trigger1 = AnimElem = 2
reversal.attr = SCA,AA 
pausetime = 5,5
sparkno = S10130
hitsound = S6,1
p2stateno = IfElse(EnemyNear, StateType != A, IfElse(EnemyNear, StateType = S, 50710, 50711), 50712)
sparkxy = 0,0


;---------------------------------------------------------------------------
; GC Attack
[Statedef 715]
type = S
movetype = A
physics = S
poweradd = -500
ctrl = 0
velset = 0,0
anim = 715
sprpriority = 2			
facep2 = 1

[State 715, Width]
type = Width
trigger1 = AnimElemTime(3) >= 0 && AnimElemTime(7) < 0
value = 50,0
ignorehitpause = 1

[State 715, 1]
type = HitDef
triggerall = Var(15) = 0
trigger1 = AnimElem = 3
attr = S, NA			
damage = floor(10*fvar(20)), 0
animtype = Heavy			
guardflag = MA			
hitflag = MAF
priority = 4, Hit			
pausetime = 10,10		
sparkno = S10001
guard.sparkno = S10130				
sparkxy = -30, -55		
hitsound = S5, 4			
guardsound = S6, 0			
ground.type = High		
air.animtype = Back
ground.slidetime = 14		
ground.hittime = 14
guard.hittime = 14		
ground.velocity = -12				
air.velocity = -4.5, -6.5		
air.hittime = 14
getpower = 0
givepower = 50			
yaccel = 0.5
ground.cornerpush.veloff = 0
id = StateNo
fall = 1
fall.recover = 0
kill = 0

[State 715, StateTypeSet]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 715, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shoulder Throw (Grab)
[Statedef 800]
type = S
movetype = A
physics = S
velset = 0,0
anim = 800
ctrl = 0

[State 800, 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 
hitsound = S800,1   
fall = 1
fall.recover = 0
id = 800

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

;---------------------------------------------------------------------------
; Shoulder Throw 
[Statedef 801]
type = S
movetype = A
physics = S
velset = 0,0
anim = 801
ctrl = 0
poweradd = 150

[State 801, TargetState]
type = TargetState
trigger1 = !Time
value = 50801
id = 800

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
time = 1
id = 800
pos = 50,0

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
time = 1
id = 800
pos = 15,-60

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
time = 1
id = 800
pos = -40,-40

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
time = 1
id = 800
pos = -15,-70

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
time = 1
id = 800
pos = -15,-90

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) = 0
time = 1
id = 800
pos = 0,-70

[State 10200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 0
value = S801,0
volumescale = 100
channel = 0

[State 801, Turn]
type = Turn
trigger1 = PrevStateNo = 805
trigger1 = AnimElem = 2

[State 801, TargetFacing]
type = TargetFacing
trigger1 = PrevStateNo = 805
trigger1 = AnimElem = 2
value = -1
ID = 800

[State 801, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(6) = 1
value = S5,11
volumescale = 200
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 801, TargetState]
type = TargetState
trigger1 = AnimElemTime(6) = 1
value = 50802
id = 800

[State 801, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(6) = 1
value = -80
ID = 800

[State 0, VarAdd]
type = VarAdd
trigger1 = AnimElemTime(6) = 1
var(20) = 10

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

;---------------------------------------------------------------------------
; Back Shoulder Throw (Grab)
[Statedef 805]
type = S
movetype = A
physics = S
velset = 0,0
anim = 800
ctrl = 0

[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 
hitsound = S800,1   
fall = 1
fall.recover = 0
id = 800

[State 805, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Shoulder Throw (Grab)
[Statedef 810]
type = A
movetype = A
physics = A
anim = 810
ctrl = 0

[State 810, 1]
type = HitDef
triggerall = var(0) = 0
trigger1 = AnimElem = 1
attr = A, NT          
hitflag = A-          
priority = 1, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 811 
hitsound = S800,1   
fall = 1
fall.recover = 0
id = 810

;---------------------------------------------------------------------------
; Shoulder Throw 
[Statedef 811]
type = A
movetype = A
physics = N
velset = Cond(PrevStateNo = 810, 3, -3),-7
anim = 811
ctrl = 0
poweradd = 150

[State 801, Turn]
type = Turn
trigger1 = PrevStateNo = 815
trigger1 = AnimElem = 1

[State 801, TargetFacing]
type = TargetFacing
trigger1 = PrevStateNo = 815
trigger1 = AnimElem = 1
value = -1
ID = 800

[State 811, VelAdd]
type = VelAdd
trigger1 = 1
y = 0.4

[State 811, TargetState]
type = TargetState
trigger1 = !Time
value = 50811
id = 810

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) < 0
time = 1
id = 810
pos = 55,-67

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) >= 0
trigger1 = AnimElemTime(3) < 0
time = 1
id = 810
pos = 40,0

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(3) >= 0
trigger1 = AnimElemTime(4) < 0
time = 1
id = 810
pos = 35,-15

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(4) >= 0
trigger1 = AnimElemTime(5) < 0
time = 1
id = 810
pos = -30,-50

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(5) >= 0
trigger1 = AnimElemTime(6) < 0
time = 1
id = 810
pos = -20,-65

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(6) >= 0
trigger1 = AnimElemTime(7) < 0
time = 1
id = 810
pos = 40,-40

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(7) >= 0
trigger1 = AnimElemTime(8) < 0
time = 1
id = 810
pos = 40,-20

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(8) >= 0
trigger1 = AnimElemTime(9) < 0
time = 1
id = 810
pos = 25,-15

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(9) >= 0
trigger1 = AnimElemTime(10) < 0
time = 1
id = 810
pos = -20,-10

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(10) >= 0
trigger1 = AnimElemTime(11) < 0
time = 1
id = 810
pos = -35,-30

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(11) >= 0
trigger1 = AnimElemTime(12) < 0
time = 1
id = 810
pos = -45,-60

[State 1002, end]
type = ChangeState
trigger1 = Vel Y > 0 && Vel Y + Pos Y >= 0
value = 812
ctrl = 0

;---------------------------------------------------------------------------
; Shoulder Throw 
[Statedef 812]
type = S
movetype = A
physics = S
velset = 0,0
anim = 812
ctrl = 0
poweradd = 0

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

[State 811, TargetState]
type = TargetState
trigger1 = !Time
value = 50812
id = 810

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(1) >= 0
trigger1 = AnimElemTime(2) < 0
time = 1
id = 810
pos = 30,-30

[State 10200, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S801,0
volumescale = 100
channel = 0

[State 801, PlaySnd]
type = PlaySnd
trigger1 = AnimElemTime(2) = 0
value = S5,11
volumescale = 200
channel = 1
freqmul = 1.0
loop = 0
pan = 0

[State 801, TargetBind]
type = TargetBind
trigger1 = AnimElemTime(2) = 0
time = 1
id = 810
pos = 70,-60

[State 801, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = AnimElemTime(2) = 1
value = -100
ID = 810

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

;---------------------------------------------------------------------------
; Shoulder Throw (Grab)
[Statedef 815]
type = A
movetype = A
physics = A
anim = 810
ctrl = 0

[State 810, 1]
type = HitDef
triggerall = var(0) = 0
trigger1 = AnimElem = 1
attr = A, NT          
hitflag = A-          
priority = 1, Miss   
sparkno = -1    
p1facing = 1
p2facing = 1                  
p1stateno = 811 
hitsound = S800,1   
fall = 1
fall.recover = 0
id = 810
