;================================================================================
;                    ANDY BOGARD: Parte 3... Tecnicas.
;================================================================================
;--------------------------------------------------------------------------------
; Hisoken (WP)(99)
[Statedef 1030]
type    = S
movetype= A
physics = S
poweradd= 95
velset = 0,0
anim = 1020
ctrl = 0
sprpriority = 2

[State 1030, 0]
type = PlaySnd
trigger1 = Time = 0
value = S100, 0

[State 1030, 1]
type = PlaySnd
trigger1 = Time = 2
value = S100, 6

[State 1030, 2]
type = Projectile
trigger1 = Time = 11
projanim = 1021
projhitanim = -1
offset = 62,-74
projremovetime = 19
projremove = 0
projpriority = 2
ProjID = 1030
attr = S, SP
damage   = 85, 9
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 0,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = 25,0
hitsound = S200,2
guardsound = S3,1
ground.type = Low
ground.slidetime = 12
ground.hittime  = 14
ground.velocity = -4,-5
guard.velocity = -6
air.animtype = Back
air.velocity = -4,-5
;air.fall = 1
fall = 1
fall.recover = 0

[State 1030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; Hishouken SP (98)
[Statedef 1005]
type = S
movetype = A
physics = S
anim = 1001
velset = 0
ctrl = 0
juggle = 8
poweradd = 100

[State 1030, 0]
type = PlaySnd
trigger1 = Time = 0
value = S100, 0

[State 1000, 1]; FX hishouken
type = PlaySnd
trigger1 = AnimElem = 6
value = S100,6

[State 1000, 3]
type = Projectile
trigger1 = AnimElem = 5
attr = S, SP
damage    = 98,10
animtype = Heavy
getpower = 50
givepower = 15
guardflag = MA
hitflag = MAF
pausetime = 4,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = 20,0
hitsound = S200,2
guardsound = S3,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -8
air.velocity = -4,-5
projanim = 1015
projhitanim = 1016
projremanim = 1016
projcancelanim = 1016
projid = 1000
velocity = 4
offset = 88,-62

[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
;KuHaDan (WK)
[Statedef 1100]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 135
ctrl = 0
anim = 1100
sprpriority = 2

[State 1105, 1]
type = PlaySnd
trigger1 = Time = 8
value = 103,0

[State 1105, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 25,3
hitflag = MAF
guardflag = M
priority = 1
pausetime = 12,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -11
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1105, 0]
type = PlaySnd
trigger1 = AnimElem = 5
value = S103, 1

[State 1100, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1105

; Kuhadan (En el aire)
[Statedef 1105]
type    = A
movetype= A
physics = N
juggle  = 10
;poweradd= 0
ctrl = 0
anim = 1105
sprpriority = 2

[State 1105, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 25,3
hitflag = MAF
guardflag = HA
priority = 1
pausetime = 6,6
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1105, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 25,3
hitflag = MAF
guardflag = HA
priority = 1
pausetime = 6,6
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1105, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 25,3
hitflag = MAF
guardflag = HA
priority = 1
pausetime = 6,6
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1105, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 25,3
hitflag = MAF
guardflag = HA
priority = 1
pausetime = 6,6
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1105, 3]
type = Velset
trigger1 = Time = 0
x = 4
y = -6

[State 1105, 4]
type = VelAdd
trigger1 = Time >= 1
x = 0
y = .40

[State 1105, 5]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = 0

[State 1105, 6]
type = PosSet
trigger1 = AnimTime = 0
y = 0

[State 1105, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1110

; Kuhadan (Aterrizando)
[Statedef 1110]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 1110
sprpriority = 2

[State 1105, 6]
type = Playsnd
trigger1 = Time = 0
value = 0,2

[State 1100, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; Kuhadan (SK)
[Statedef 1115]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 145
ctrl = 0
anim = 1115
sprpriority = 2

[State 1120, 1]
type = PlaySnd
trigger1 = Time = 8
value = 103,0

[State 1105, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 28,3
hitflag = MAF
guardflag = M
priority = 1
pausetime = 12,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 17
ground.hittime = 17
ground.velocity = -11
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1120, 0]
type = PlaySnd
trigger1 = AnimElem = 4
value = S103, 1

[State 1115, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1120

; Kuhadan B (En el aire)
[Statedef 1120]
type    = A
movetype= A
physics = N
juggle  = 10
;poweradd= 0
ctrl = 0
anim = 1120
sprpriority = 2

[State 1120, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage = 28,3
hitflag = MAF
guardflag = HA
priority = 1
pausetime = 6,6
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1120, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 28,3
hitflag = MAF
guardflag = HA
priority = 4
pausetime = 6,6
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1120, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 28,3
hitflag = MAF
guardflag = HA
priority = 1
pausetime = 6,6
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1120, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage = 28,3
hitflag = MAF
guardflag = HA
priority = 1
pausetime = 6,6
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200,3
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 19
ground.hittime = 19
ground.velocity = -9
air.velocity = -3.5,-6
ground.cornerpush.veloff = -10
air.cornerpush.veloff = -6
air.fall = 1
fall.recover = 1

[State 1120, 3]
type = Velset
trigger1 = Time = 0
x = 5
y = -6

[State 1120, 4]
type = VelAdd
trigger1 = Time >= 1
x = 0
y = .35

[State 1120, 5]
type = VelSet
trigger1 = AnimTime = 0
x = 0
y = 0

[State 1120, 6]
type = PosSet
trigger1 = AnimTime = 0
y = 0

[State 1120, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1125

; Kuhadan (En tierra.)
[Statedef 1125]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1125
sprpriority = 2

[State 1105, 6]
type = Playsnd
trigger1 = Time = 0
value = 0,2

[State 1125, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; Zaneiken WP (Mulazo)(Inicio)
[Statedef 1200]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 110
ctrl = 0
anim = 1200
sprpriority = 2

[State 1200, 0];Grito Andy
type = PlaySnd
trigger1 = Time = 0
value = S104,1

[State 1200, 1];efecto sonido
type = PlaySnd
trigger1 = Time = 11
value = S104,3

[State 1200, 2];Inicio carrera
type = VelSet
trigger1 = Time >= 12
x = 10

[State 2110, Žc‘œ]
type = AfterImage
trigger1 = AnimElem = 5
time = 24
length = 7
PalBright = 0,0,0
PalContrast = 255,255,255
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3

[State 2041, 2]
type = Afterimagetime
trigger1 = stateno = 1200
trigger1 = time%2 = 0 && Time < 20
time = 2

[State 1200, 5] ;falla
type = ChangeState
trigger1 = Time = 24
value = 1201

[State 1200, 6] ;conecta
type = ChangeState
trigger1 = P2bodydist X <= 25
trigger1 = Time > 12
value = 1202

; Zaneiken WP (Falla)
[Statedef 1201]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1201
sprpriority = 2

[State 1201, 0] ;Frenar
type = VelSet
trigger1 = Time = 0
x = 0

[State 1201, 1] ;parar AfterImages
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 1201, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Zaneiken WP (mulazo conecta)
[Statedef 1202]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd= 0
ctrl = 0
anim = 1202
sprpriority = 2
priority =1

[State 1202, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Hard
damage    = 110,11
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S4060
guard.sparkno = S4130
sparkxy = -20,-60
hitsound   = S200, 2
guardsound = S3,1
ground.type = Low
ground.hittime = 19
ground.slidetime = 19
ground.velocity = -13
air.velocity = -4.5,-6
ground.cornerpush.veloff = -13
air.cornerpush.veloff = -6

[State 1202, 1]
type = VelSet
trigger1 = Time = 0
x = 4

[State 1202, 2] ;frenar AfterImages
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 1202, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; Zaneiken SP (Mulazo)(inicio)
[Statedef 1205]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 70
ctrl = 0
anim = 1205
sprpriority = 2

[State 1205, 0];grito andy
type = PlaySnd
trigger1 = Time = 0
value = S104, 1

[State 1205, 1];Empieza sonido carrera
type = PlaySnd
trigger1 = Time = 11
value = S104,3

[State 1205, 2] ;Start Movement
type = VelSet
trigger1 = Time >= 13
x = 10

[State 1525, 3] ; AfterImages
type = Afterimage
trigger1 = animelem = 5
time = 44
length = 7
PalBright = 0,0,0
PalContrast = 255,255,255
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3

[State 2041, 2]
type = Afterimagetime
trigger1 = stateno = 1205
trigger1 = time%2 = 0 && Time < 40
time = 2

[State 1200, FollowupReset] ;Code from Deuce. Thanks again.
type = VarSet
trigger1 = time = 0
var(13) = 0

[State 1205, 5] ;falla
type = ChangeState
trigger1 = Time = 44
value = 1206

[State 1205, 6] ;conecta
type = ChangeState
trigger1 = P2bodydist X <= 25
trigger1 = Time > 12
value = 1207
value = 0

; Zaneiken SP (Falla)
[Statedef 1206]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1206
sprpriority = 2

[State 1206, 0]
type = VelSet
trigger1 = Time = 0
x = 0

[State 1206, 1]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 1206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Zaneiken SP (Mulazo conecta)
[Statedef 1207]
type    = S
movetype= A
physics = S
juggle  = 8
poweradd = 0
ctrl = 0
anim = 1207
sprpriority = 2
priority = 1

[State 1207, 0]
type = HitDef
trigger1 = AnimElem = 1
attr = S, NA
animtype  = Medium
damage    = 115,12
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S4060
guard.sparkno = S4130
sparkxy = -20,-60
hitsound   = S200, 2
guardsound = S3,1
ground.type = Low
ground.hittime = 19
ground.slidetime = 19
ground.velocity = -8
air.velocity = -3.5,-6
ground.cornerpush.veloff = -18
air.cornerpush.veloff = -6

[State 1000, var];'98 Finisher
type = Varset
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "y"
var(13) = 1
[State 1000, var];'98 Finisher
type = Varset
trigger1 = time > 1
trigger1 = command = "holdfwd" && command = "x"
var(13) = 2

[State 1000, State];'98 Finisher
type = ChangeState
triggerall = Var(13) = 1
triggerall = Time >= 6
trigger1 = moveguarded = 1
trigger2 = p2movetype = H
value = 1210

[State 1000, State];'98 Finisher
type = ChangeState
triggerall = Var(13) = 2
triggerall = Time >= 6
trigger1 = moveguarded = 1
trigger2 = p2movetype = H
value = 1220

[State 1207, 1]
type = VelSet
trigger1 = Time = 0
x = 6

[State 1207, 4]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 1207, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; continuacion ZanEiKen 98 SP
[Statedef 1210]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1210
sprpriority = 2

[State 1210, 0]
type = VelSet
trigger1 = Time = 0
x = 17

[State 1210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 1210, 2]
type = HitDef
trigger1 = Time = 5
attr = S, SA
animtype  = Back
damage    = 15, 2
priority = 1
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-50
hitsound   = S200,4
guardsound = S3,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -3, -6
air.velocity = -3,-6
guard.velocity = -8
fall = 1

[State 1210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; continuacion ZanEiKen 98 SP
[Statedef 1220]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1220
sprpriority = 2

[State 1210, 0]
type = VelSet
trigger1 = Time = 0
x = 17

[State 1210, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 1210, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
animtype  = Back
damage    = 15, 2
priority = 1
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-50
hitsound   = S200,4
guardsound = S3,1
ground.type = Low
ground.slidetime = 17
ground.hittime  = 18
ground.velocity = -3, -6
air.velocity = -3,-6
guard.velocity = -8
fall = 1

[State 1210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; Genei shiranui (WK)
[Statedef 1520]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 110
ctrl = 0
anim = 1520
sprpriority = 2

[State 1520, 0]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 1200, FollowupReset]
type = VarSet
trigger1 = time = 0
var(14) = 0

[State 1520, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 102, 0

[State 1520, 1]
type = ChangeState
trigger1 = AnimTime = 0
value = 1525

; Genei shiranui (SK)
[Statedef 1521]
type    = A
movetype= I
physics = A
juggle  = 0
poweradd= 115
ctrl = 0
anim = 1521
sprpriority = 2

[State 1521, 0]
type = VelSet
trigger1 = Time >= 0
x = 0
y = 0

[State 1200, FollowupReset]
type = VarSet
trigger1 = time = 0
var(14) = 0

[State 1521, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 102, 0

[State 1521, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1525

; Genei Shiranui (aterrizaje)
[Statedef 1525]
type    = A
movetype= A
physics = N
juggle  = 0
;poweradd= 0
ctrl = 0
anim = 1525
sprpriority = 2

[State 1525, 0] ;Dive Sound
type = PlaySnd
trigger1 = Time = 0
value = 103, 1

[State 1525, 1]
type = VelSet
trigger1 = prevstateno = 1520
trigger1 = Time >= 0
x = 6
y = 7.5

[State 1525, 1]
type = VelSet
trigger1 = prevstateno = 1521
trigger1 = Time >= 0
x = 9
y = 7.5

[State 1525, 2]
type = PosSet
trigger1 = Pos Y >= -1
y = -1

[State 1525, 3]
type = VelSet
trigger1 = Pos Y >= -1
y = 0

[State 1525, 3] ; AfterImages
type = Afterimage
trigger1 = Time = 0
time = 40
length = 7
PalBright = 0,0,0
PalContrast = 255,255,255
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3

[State 2041, 2]
type = Afterimagetime
trigger1 = stateno = 1525
trigger1 = time%2 = 0 && Time < 20
time = 2

[State 1525, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
animtype  = Medium
damage    = 100,10
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkno = S4060
guard.sparkno = S4130
sparkxy = 0,-60
hitsound   = S200, 2
guardsound = S3,1
ground.type = High
ground.hittime = 19
ground.slidetime = 16
ground.velocity = -8
air.velocity = -3.5,-6
ground.cornerpush.veloff = -18
air.cornerpush.veloff = -6

[State 1525, 4]
type = ChangeState
trigger1 = Time >= 1
trigger1 = Pos Y >= -1
value = 1530

; Genei Shiranui (En tierra, craneando siguiente ataque)
[Statedef 1530]
type    = S
movetype= A
physics = S
juggle  = 0
;poweradd= 0
ctrl = 0
anim = 1530
sprpriority = 2

[State 1530, 1]
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 1525, 0]
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 1000, var]; patada baja con giro
type = Varset
trigger1 = time >= 1
trigger1 = command = "y"
var(14) = 1

[State 1000, var]; patada alta con giro
type = Varset
trigger1 = time >= 1
trigger1 = command = "b"
var(14) = 2

[State 1000, var]; Patada baja normal
type = Varset
trigger1 = time >= 1
trigger1 = command = "x"
var(14) = 3

[State 1000, var]; Golpe de palma Centrado
type = Varset
trigger1 = time >= 1
trigger1 = command = "a"
var(14) = 4

[State 1530, 2]
type = ChangeState
trigger1 = var(14) = 1
value = 1535
ctrl = 0

[State 1530, 2]
type = ChangeState
trigger1 = var(14) = 2
value = 1540
ctrl = 0

[State 1530, 2]
type = ChangeState
trigger1 = var(14) = 3
value = 240
ctrl = 0

[State 1530, 2]
type = ChangeState
trigger1 = var(14) = 4
value = 1545
ctrl = 0

[State 1530, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;--------------------------------------------------------------------------------
; Patada baja (post mulazo volador)(99 punch)
[Statedef 1535]
type    = C
movetype= A
physics = S
juggle  = 0
poweradd= 20
ctrl = 0
anim = 1535
sprpriority = 2
facep2 = 1

[State 1535, 1] ;Velocity
type = VelSet
trigger1 = Time = 0
x = 6

[State 1535, 2] ;Snd fx
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 1535, 3] ;Hit Code
type = HitDef
trigger1 = Time = 5
attr = C, SA
animtype  = Back
damage    = 20, 2
;givepower = 10, 5
priority = 1
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-50
hitsound   = S200,3
guardsound = S3,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = -3, -6
air.velocity = -3,-6
guard.velocity = -8
juggle = 15
fall = 1
fall.recover = 1
yaccel = 0.44

[State 1535, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------
; Patada alta (post mulazo volador)(99 Kick)
[Statedef 1540]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 25
ctrl = 0
anim = 1540
sprpriority = 2
facep2 = 1

[State 1540, 1] ;Velocity
type = VelSet
trigger1 = Time = 0
x = 5
y = -5

[State 1540, 2] ;Velocity
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 1540, 3] ;Snd fx
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 1540, 4] ;Hit Code
type = HitDef
trigger1 = Time = 5
attr = A, SA
animtype  = Back
damage    = 30, 3
;givepower = 10, 5
priority = 1
hitflag = MAF
guardflag = HA
pausetime = 10,10
sparkno = S4060
guard.sparkno = S4130
sparkxy = -30,-50
hitsound   = S200,2
guardsound = S3,1
ground.type = High
ground.slidetime = 17
ground.hittime  = 10
ground.velocity = -4,-6
air.velocity = -4,-6
guard.velocity = -8
juggle = 15
fall = 1
fall.recover = 1

[State 1540, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 1541

; regresando a status Standing
[Statedef 1541]
type    = S
movetype= A
physics = N
juggle  = 8
poweradd= 0
ctrl = 0
anim = 1541
sprpriority = 2

[State 1541, 0]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1541, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1541, 1]
type = Playsnd
trigger1 = Time = 0
value = 0,2

[State 1541, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------
; golpe centrado (post mulazo volador)(98 punch)
[Statedef 1545]
type    = C
movetype= A
physics = S
juggle  = 0
poweradd= 20
ctrl = 0
anim = 1545
sprpriority = 2
facep2 = 1

[State 1535, 1] ;Velocity
type = VelSet
trigger1 = Time = 0
x = 6

[State 1535, 2] ;Snd fx
type = PlaySnd
trigger1 = Time = 0
value = 1,1

[State 1535, 3] ;Hit Code
type = HitDef
trigger1 = AnimElem = 1
attr = C, SA
animtype  = Back
damage    = 20, 2
priority = 1
hitflag = MAF
guardflag = L
pausetime = 12,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-50
hitsound   = S200,3
guardsound = S3,1
ground.type = Low
ground.slidetime = 18
ground.hittime  = 12
ground.velocity = -3, -6
air.velocity = -3,-6
guard.velocity = -8
juggle = 15
fall = 1
fall.recover = 1
yaccel = 0.44

[State 1535, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; Shoryudan (WP)
[Statedef 1300]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 140
ctrl = 0
anim = 1300
sprpriority = 2
priority = 1

[State 1300, 0]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 3000, inv]
type = NotHitBy
trigger1 = time >=5
value = SCA, NA,SA,HA,NP,SP,HP

[State 1300, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = P2bodydist X > 6
attr = S, SA
animtype  = Medium
damage    = 30,3
;givepower = 10, 5
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = 0,-60
hitsound   = S200, 2
guardsound = S3,1
ground.type = High
ground.hittime = 14
ground.slidetime = 17
ground.velocity = 8
guard.velocity = -12
air.velocity = -4,-4
ignorehitpause = 1
;forcestand = 1

[State 1300, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = P2bodydist X <= 6
attr = S, SA
animtype  = Medium
damage    = 30,3
;givepower = 10, 5
hitflag = MA
guardflag = M
pausetime = 12,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = 0,-60
hitsound   = S200, 2
guardsound = S3,1
ground.type = High
ground.hittime = 14
ground.slidetime = 17
ground.velocity = -8,0
guard.velocity = -12
air.velocity = -4,-4
ignorehitpause = 1
;forcestand = 1

[State 1300, 2] ;Shoryudan!
type = PlaySnd
trigger1 = AnimElem = 4
value = S101, 0

[State 1300, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1305

[Statedef 1305]
type    = A
movetype= A
physics = N
juggle  = 10
;poweradd= 0
ctrl = 0
anim = 1305
sprpriority = 2
priority = 1

[State 1305, 0] ;Shoryudan Sound
type = PlaySnd
trigger1 = Time = 0
value = 103, 1

[State 1305, 1]
type = Explod
trigger1 = Time = 0
anim = 1350
id = 1350
sprpriority = 8
ontop = 1
ownpal = 1
postype = p1
pos = 20,-80
removetime = 10
bindtime = -1

[State 1305, 2]
type = Velset
trigger1 = Time = 0
x = 5
y = -8

[State 1305, 3]
type = VelAdd
trigger1 = Time >= 5 || Time <= 15
trigger1 = Vel X >= 0
x = -.4
y = .5

[State 1306, 4]
type = VelAdd
trigger1 = Time >= 15
x = .2

[State 1305, 5] ;Rising Hits
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
attr = A, SA
damage = 20
hitflag = MAF
guardflag = M
priority = 1
pausetime = 2,1
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200, 2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -1,-6
guard.velocity = -12
air.velocity = -1,-6
air.fall = 1
fall.recover = 1

[State 1305, 6] ;Final Blow
type = HitDef
trigger1 = animelem = 4
attr = A, SA
damage = 35,0
;givepower = 15, 10
hitflag = MAF
guardflag = M
priority = 1
pausetime = 3,4
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200, 2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -2.5,-8.5
guard.velocity = -12
air.velocity = -2.5,-8.5
fall = 1
fall.recover = 0
yaccel = 0.45

[State 1305, 7]
type = Veladd
trigger1 = Time >= 14
x = 0
y = 0.5

[State 1305, 8]
type = ChangeState
trigger1 = pos y >= 0 && vel y >= 0
value = 1310

[Statedef 1310]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
ctrl = 0
anim = 1310
sprpriority = 2

[State 1310, 0]
type = VelSet
trigger1 = Time = 0
x = 0
y = 0

[State 1305, 0] ;Shoryudan Sound
type = PlaySnd
trigger1 = Time = 0
value = 0, 2

[State 1310, 1]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1310, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; Shoryudan (SP)
[Statedef 1316]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd= 150
ctrl = 0
anim = 1316
sprpriority = 2
priority = 1

[State 1316, 0]
type = PosAdd
trigger1 = AnimElem = 4
x = 5

[State 3000, inv]
type = NotHitBy
trigger1 = time >=8
value = SCA, NA,SA,HA,NP,SP,HP

[State 1316, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = P2bodydist X > 6
attr = S, SA
animtype  = Medium
damage    = 30,3
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = 0,-60
hitsound   = S200, 2
guardsound = S3,1
ground.type = High
ground.hittime = 12
ground.slidetime = 17
ground.velocity = 8
guard.velocity = -12
air.velocity = -4,-4

[State 1316, 1]
type = HitDef
trigger1 = AnimElem = 4
trigger1 = P2bodydist X <= 6
attr = S, SA
animtype  = Medium
damage    = 30,3
;givepower = 10, 5
hitflag = MAF
guardflag = M
pausetime = 12,12
sparkno = S4060
guard.sparkno = S4130
sparkxy = 0,-60
hitsound   = S200, 2
guardsound = S3,1
ground.type = High
ground.hittime = 12
ground.slidetime = 17
ground.velocity = -8,0
guard.velocity = -12
air.velocity = -4,-4

[State 1316, 2] ;Shoryudan!
type = PlaySnd
trigger1 = AnimElem = 4
value = S101, 0

[State 1316, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1320

[Statedef 1320]
type    = A
movetype= A
physics = N
juggle  = 10
ctrl = 0
anim = 1320
sprpriority = 2
priority = 1

[State 1320, 0] ;Shoryudan Sound
type = PlaySnd
trigger1 = Time = 0
value = 103, 1

[State 1320, 1]
type = Explod
trigger1 = Time = 0
anim = 1350
id = 1350
sprpriority = 8
ontop = 1
ownpal = 1
postype = p1
pos = 20,-80
removetime = 10
bindtime = -1

[State 1321, 2] ;Movement
type = Velset
trigger1 = Time = 0
x = 5
y = -9

[State 1321, 3]
type = VelAdd
trigger1 = Time >= 0 || Time <= 20
trigger1 = Vel X >= 0
x = -.25
y = .35

[State 1306, 4]
type = VelAdd
trigger1 = Time >= 20
x = .2

[State 1306, 4]
type = VelAdd
trigger1 = animelem =6, >= 3
y = .44

[State 1320, 7]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
attr = A, SA
damage = 20,2
;givepower = 15, 10
hitflag = MAF
guardflag = M
priority = 1
pausetime = 2,1
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200, 2
guardsound = S3,1
animtype = Med
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -2,-10
air.velocity = -2,-10
guard.velocity = -12
air.fall = 1
fall.recover = 0

[State 1320, 8]
type = HitDef
Trigger1 = animelem = 5
attr = A, SA
damage = 35,4
;givepower = 15, 10
hitflag = MAF
guardflag = HA
priority = 1
pausetime = 3,4
sparkno = S4060
guard.sparkno = S4130
sparkxy = -10,-55
hitsound   = S200, 2
guardsound = S3,1
animtype = up
ground.type = High
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -4,11
air.velocity = -4,11
guard.velocity = -12
fall = 1
fall.recover = 0

[State 1320, 9]
type = ChangeState
trigger1 = pos y >= 0 && vel y >=0
value = 1310
;--------------------------------------------------------------------------------
; Dam Breaker
[Statedef 1600]
type    = S
movetype= A
physics = N
juggle  = 5
poweradd= 0
ctrl = 0
anim = 1410
sprpriority = 2

[State 3003, 1] ;Stop AfterImages
type = AfterImageTime
trigger1 = Time = 0
value = 0

[State 3003, 1] ;Stop AfterImages
type = hitadd
trigger1 = animelem = 1
value = -1

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 20,20
animtype = hard
hitflag = MA
guardflag = ;A
sparkno = S4060
guard.sparkno = S4130
sparkxy = -20,-70
hitsound = S200,2
guardsound = S3,0
pausetime = 7,9
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = 0;-4
air.velocity = -4,-4
air.fall = 1
fall.recover.time = 80

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 20,20
animtype = hard
hitflag = MA
guardflag = A
sparkno = S4060
guard.sparkno = S4130
sparkxy = -20,-60
hitsound = S200,2
guardsound = S3,0
pausetime = 7,9
ground.hittime = 19
ground.type = low
ground.slidetime = 19
ground.velocity = 0;-4
air.velocity = -4,-4
air.fall = 1
fall.recover.time = 80

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
damage = 20,20
animtype = hard
hitflag = MA
guardflag = A
sparkno = S4060
guard.sparkno = S4130
sparkxy = -20,-60
hitsound = S200,2
guardsound = S3,0
pausetime = 7,9
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = 0;-4
air.velocity = -4,-4
air.fall = 1
fall.recover.time = 80

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = S, NA
damage = 25,25
animtype = up
hitflag = MA
guardflag = A
sparkno = S4070
guard.sparkno = S4130
sparkxy = 0,-60
hitsound = S200,2
guardsound = S3,0
pausetime = 7,9
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -2,-9
air.velocity = -2,-8
fall = 1
fall.recover.time = 180

[State 3002, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------
; Real Bout 2 throw(starter)(WP)
[Statedef 1400]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 100
anim = 1490
ctrl = 0
sprpriority = 2

[State 1525, 3] ; AfterImages
type = Afterimage
trigger1 = animelem = 5
time = 30
length = 7
PalBright = 0,0,0
PalContrast = 255,255,255
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3

[State 2041, 2]
type = Afterimagetime
trigger1 = stateno = 1400
trigger1 = time%2 = 0 && Time < 30
time = 2

[State 1521, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 102, 0

[State 1525, 0] ;Dive Sound
type = PlaySnd
trigger1 = AnimElem = 5
value = 103, 1

[state a]; velocidad
type = velset
trigger1 = animelem = 5
x = 4
y = 8

[State 800, 1]
type = HitDef
Trigger1 = time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1405 ; logra agarrar
p2stateno = 1450 ; falla
hitsound = S800,1
fall = 0    

[State 7]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1401

; En tierra (corto alcance)(WP)
[Statedef 1401]
type = S
movetype = A
physics = S
anim = 1491
ctrl = 0
velset = 5,0
sprpriority = 2

[State 8]
type = PosSet
trigger1 = time = 0
y = 0

[State 9]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;RB Throw (starter)(SP)
[Statedef 1410]
type    = A
movetype= A
physics = N
velset = 0,0
juggle = 8
poweradd= 100
anim = 1490
ctrl = 0
sprpriority = 2

[State 1525, 3] ; AfterImages
type = Afterimage
trigger1 = animelem = 5
time = 30
length = 7
PalBright = 0,0,0
PalContrast = 255,255,255
PalAdd = 0,0,0
PalMul = 1,1,1
FrameGap = 3

[State 2041, 2]
type = Afterimagetime
trigger1 = stateno = 1410
trigger1 = time%2 = 0 && Time < 30
time = 2

[State 1521, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 102, 0

[State 1525, 0] ;Dive Sound
type = PlaySnd
trigger1 = AnimElem = 5
value = 103, 1

[state a]
type = velset
trigger1 = animelem = 5
x = 8
y = 8

[State 800, 1]
type = HitDef
Trigger1 = time = 0
attr = S, NT
hitflag = M
priority = 1, Miss
sparkno = -1
sprpriority = 1
p2facing = 1
p1stateno = 1405 ; logra agarrar
p2stateno = 1450 ; falla
hitsound = S800,1
fall = 0    

[State 7]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1402

[Statedef 1402]
type = S
movetype = A
physics = S
anim = 1491
ctrl = 0
velset = 12,0
sprpriority = 2

[State 8]
type = PosSet
trigger1 = time = 0
y = 0

[State 9]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;----------------------------------------------------------------------
; RB Throw acertado (Player 1)
[Statedef 1405]
type    = S
movetype= A
physics = N
anim = 1495
velset = 0,0
poweradd = 0

[State 1000, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 106,1

[State 1000, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 200,4

[State 1000, 5]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,9

[State 1]
type = screenbound
trigger1 = time = [0,200]
value = 1
movecamera = 1

[state a]
type = posadd
trigger1 =animelem = 11
x = -18
y = 72

[state a]
type = velset
trigger1 = animelem = 11
x = -3
y = -5

[state a]
type = targetstate
trigger1 = animelem = 11
value = 1451

[state a]; damage
type = targetlifeadd
trigger1 = animelem = 10
value = -140

[state a]
type = veladd
trigger1 = time = [70,999]
y = 0.4

[state a]
type = bindtotarget
trigger1 = time = 0
pos = 0,0,head

[State 1000, 5]; FX golpe
type = Explod
trigger1 = time = 0
anim = 4090
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1000, 5]
type = Explod
trigger1 = animelem = 10
anim = 3205
sprpriority = 10
postype = p1
pos = 0,0
bindtime = 1
supermove = 1
under = 0

[State 1020, 4]
type = EnvShake
trigger1 = animelem = 10
time = 16
ampl = -8
freq = 95
phase = 95

[State 7]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 1406

;aterrizando
[Statedef 1406]
type = S
movetype = A
physics = S
anim = 1496
ctrl = 0
velset = 0,0
sprpriority = 2

[State 8]
type = PosSet
trigger1 = time = 0
y = 0

[State 1000, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,2

[State 9]
type = Changestate
trigger1 = Animtime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;RB Throw Conectado (P2)
[Statedef 1450]
type    = A
movetype= H
physics = N
velset = 0,0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value = 1499

[Statedef 1451]
type    = A
movetype= H
physics = N
velset = -6,-5

[state a]
type = selfstate
Trigger1 = Time = 0
value = 5050

[state a]
type = posadd
trigger1 = time = 0
y = -10