;================================================================================
; Kim kaphwan, parte 4: DMs y SDMs
;================================================================================
;HOU OU KYAKU DM (Standing)
[Statedef 2000]
type = S
movetype = A
physics = S
anim = 2000
poweradd = -1000
velset = 0,0
ctrl = 0
facep2 = 1

[State 3000, BGPal]
type = BGPalFX
trigger1 = time = [0,4]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 3000, NoFg]
type = AssertSpecial
trigger1 = time = [1,4]
flag = nofg

[State 2100, dm spark 1]
type = Explod
trigger1 = Time = 1
anim = 7050
ID = 1000
postype = p1
pos = -6,-59
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, dm spark 2]
type = Explod
trigger1 = Time = 5
anim = 7051
ID = 1000
postype = p1
pos = -6,-59
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3000, NoBg]
type = AssertSpecial
trigger1 = time = [5,28]
flag = nobg
flag2 = nofg

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 20,0

[State 1000, vels]
type = PosAdd
trigger1 = AnimTime = 0
x = 10

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 2
value = 2000,0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2001

[Statedef 2001]
type = A
movetype = A
physics = N
anim = 2001
juggle = 10
velset = 0,0
ctrl = 0
facep2 = 1

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 650, 3]
type = VelSet
trigger1 = time > 0
x = 10

[State 650, 3]
type = VelSet
trigger1 = time = 1
y = -2

[State 650, velhit]
type = Veladd
trigger1 = time > 1
y = 0.2

[State 200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 0,12
getpower = 0
kill = 0
p1stateno = 2005
p2stateno = 2050
snap = 60,0,0
guard.pausetime = 0,12
guard.velocity = -12
airguard.velocity = -4,-4
ground.cornerpush.veloff = 0

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2002

[State 950, 4]
type = ChangeState
trigger1 = MoveGuarded
value = 2003

[Statedef 2002]
type = S
physics = S
anim = 2002
poweradd = 0
velset = 0,0
ctrl = 0

[State 1005, vels]
type = Velset
trigger1 = Time = 0
x = 10

[State 1005, pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 2003]
type = S
physics = S
anim = 2002
poweradd = 0
velset = 0,0
ctrl = 0
facep2 = 1

[State 1005, pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Parte de Kim
[Statedef 2005]
type = S
movetype = A
physics = S
anim = 2005
poweradd = 0
velset = 0,0
juggle = 0
ctrl = 0

[State 1005, pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1250, pos]
type = posadd
trigger1 = animelem = 40, < 0
x = 1.2

[State 3005, width]
type = width
trigger1 = 1
edge = 40,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2000,1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-30
hitsound = S5,2
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2051
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 22
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-30
hitsound = S5,2
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2051
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 15
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,1
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2050
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 38
value = 2000,2

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 10
trigger2 = AnimElem = 34
trigger3 = AnimElem = 41
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-90
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
getpower = 0
kill = 0
p2stateno = 2050
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 51
attr = S, HA
damage = 40,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-80
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = 0,-7
air.velocity = 0,-7
yaccel = .5
getpower = 0
kill = 0
fall = 1
fall.recover = 0
snap = 90,0,0
ground.cornerpush.veloff = 0

[State 230, pos]
type = PosAdd
trigger1 = animelem = 29
trigger2 = animelem = 30
trigger3 = animelem = 31
trigger4 = animelem = 32
trigger5 = animelem = 33
x = 10

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2006

[Statedef 2006]
type = A
movetype = A
physics = N
anim = 2006
velset = 0
juggle = 10
ctrl = 0

[State 1000, vels]
type = Posadd
trigger1 = animelem = 1
x = 40

[State 1000, vels]
type = Posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
x = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [1,3]
y = -7

[State 1000, vels]
type = Posadd
trigger1 = time = [4,6]
y = -6

[State 1000, vels]
type = Posadd
trigger1 = time = 7
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = [8,10]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = [11,13]
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = 14
trigger2 = time = 16
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = 15
trigger2 = time = 18
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [20,22]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [23,24]
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [25,27]
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 28
trigger2 = time = 30
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 29
trigger2 = time = 32
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 31
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = [33,36]
y = 7

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2000,3

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = 40,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-80
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = 0,-7
air.velocity = 0,-7
yaccel = .5
getpower = 0
kill = 0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 40,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-80
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = 0,-9
air.velocity = 0,-9
yaccel = .5
getpower = 0
kill = 0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 12
attr = S, HA
damage = 110,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-80
hitsound = S5,4
guardsound = S6,0
pausetime = 27,29
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -4,-8
air.velocity = -4,-8
yaccel = .5
getpower = 0
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 100
ground.cornerpush.veloff = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2007

[Statedef 2007]
type = S
movetype = A
physics = S
anim = 2007
velset = 0,0
ctrl = 0

[State 1002, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 1002, pos]
type = posset
trigger1 = time = 0
y = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
;HOU OU KYAKU SDM
[Statedef 2500]
type = S
movetype = A
physics = S
anim = 2000
poweradd = -1000
velset = 0,0
ctrl = 0
facep2 = 1

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 7
value = 0

[State 2100, dm spark 1]
type = Explod
trigger1 = Time = 1
anim = 7061
ID = 1000
postype = p1
pos = -6,-59
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, dm spark 2]
type = Explod
trigger1 = Time = 5
anim = 7062
ID = 1000
postype = p1
pos = -6,-59
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3000, NoBg]
type = AssertSpecial
trigger1 = time = [5,28]
flag = nobg
flag2 = nofg

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 20,0

[State 1000, vels]
type = PosAdd
trigger1 = AnimTime = 0
x = 10

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 2
value = 2200,0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2501

[Statedef 2501]
type = A
movetype = A
physics = N
anim = 2201
juggle = 10
velset = 0,0
ctrl = 0
facep2 = 1

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 650, 3]
type = VelSet
trigger1 = time > 0
x = 10

[State 650, 3]
type = VelSet
trigger1 = time = 1
y = -2

[State 650, velhit]
type = Veladd
trigger1 = time > 1
y = 0.2

[State 200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 0,12
getpower = 0
kill = 0
p1stateno = 2505
p2stateno = 2050
snap = 50,0,0
guard.pausetime = 0,12
guard.velocity = -12
airguard.velocity = -4,-4
ground.cornerpush.veloff = 0

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2002

[State 950, 4]
type = ChangeState
trigger1 = MoveGuarded
value = 2003

;parte de kim
[Statedef 2505]
type = S
movetype = A
physics = S
anim = 2510
poweradd = 0
velset = 0,0
juggle = 0
ctrl = 0

[State 1005, pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1250, pos]
type = posadd
trigger1 = animelem = 56, < 0
x = 1.2

[State 3005, width]
type = width
trigger1 = 1
edge = 40,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2000,1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 17
trigger3 = AnimElem = 43
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-30
hitsound = S5,2
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2051
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 20
trigger2 = AnimElem = 3
trigger3 = AnimElem = 27
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,1
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2050
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 45
value = 2000,2

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = AnimElem = 61
trigger3 = AnimElem = 68
trigger4 = AnimElem = 35
trigger5 = AnimElem = 51
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-90
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
getpower = 0
kill = 0
p2stateno = 2050
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 78
attr = S, HA
damage = 40,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-80
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = 0,-7
air.velocity = 0,-7
yaccel = .5
getpower = 0
kill = 0
fall = 1
fall.recover = 0
snap = 90,0,0
ground.cornerpush.veloff = 0

[State 230, pos]
type = PosAdd
trigger1 = animelem = 56
trigger2 = animelem = 57
trigger3 = animelem = 58
trigger4 = animelem = 59
trigger5 = animelem = 60
x = 10

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2506

[Statedef 2506]
type = A
movetype = A
physics = N
anim = 1026
velset = 0
juggle = 10
ctrl = 0

[State 1000, vels]
type = Posadd
trigger1 = animelem = 1
x = 40

[State 1000, vels]
type = Posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
x = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [1,3]
y = -10

[State 1000, vels]
type = Posadd
trigger1 = time = [4,6]
y = -8.5

[State 1000, vels]
type = Posadd
trigger1 = time = 7
y = -7

[State 1000, vels]
type = Posadd
trigger1 = time = [8,10]
y = -5.5

[State 1000, vels]
type = Posadd
trigger1 = time = [11,13]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = 14
trigger2 = time = 16
y = -2.5

[State 1000, vels]
type = Posadd
trigger1 = time = 15
trigger2 = time = 18
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [20,22]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [23,24]
y = 2.5

[State 1000, vels]
type = Posadd
trigger1 = time = [25,27]
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 28
trigger2 = time = 30
y = 5.5

[State 1000, vels]
type = Posadd
trigger1 = time = 29
trigger2 = time = 32
y = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 31
y = 8.5

[State 1000, vels]
type = Posadd
trigger1 = time = [33,36]
y = 10

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000,3

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, HA
damage = 140,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-80
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = 0,-7
air.velocity = 0,-7
yaccel = .5
getpower = 0
kill = 0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 210,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-80
hitsound = S5,5
guardsound = S6,0
pausetime = 27,29
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -3,-11
air.velocity = -3,-11
yaccel = .5
getpower = 0
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 100
ground.cornerpush.veloff = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2007

;--------------------------------------------------------------------------------
;================================================================================
;--------------------------------------------------------------------------------
;Air HOU OU KYAKU DM
[Statedef 2410]
type = A
movetype = A
physics = N
anim = 2010
poweradd = -1000
velset = 0,0
ctrl = 0
facep2 = 1

[State 3000, BGPal]
type = BGPalFX
trigger1 = time = [0,4]
time = 1
add = 255,255,255
ignorehitpause = 1

[State 3000, NoFg]
type = AssertSpecial
trigger1 = time = [1,4]
flag = nofg

[State 2100, dm spark 1]
type = Explod
trigger1 = Time = 1
anim = 7050
ID = 1000
postype = p1
pos = -6,-79
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, dm spark 2]
type = Explod
trigger1 = Time = 5
anim = 7051
ID = 1000
postype = p1
pos = -6,-79
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3000, NoBg]
type = AssertSpecial
trigger1 = time = [5,28]
flag = nobg
flag2 = nofg

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 20,0

[State 1000, vels]
type = PosAdd
trigger1 = AnimTime = 0
x = 10

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 2
value = 2000,0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2401

[Statedef 2401]
type = A
movetype = A
physics = N
anim = 2001
juggle = 10
velset = 0,0
ctrl = 0
facep2 = 1

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 650, 3]
type = VelSet
trigger1 = time > 0
x = 10

[State 650, 3]
type = VelSet
trigger1 = time = 1
y = -2

[State 650, velhit]
type = Veladd
trigger1 = time > 1
y = 0.2

[State 200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 0,12
getpower = 0
kill = 0
p1stateno = 2405
p2stateno = 2050
snap = 60,0,0
guard.pausetime = 0,12
guard.velocity = -12
airguard.velocity = -4,-4
ground.cornerpush.veloff = 0

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2002

[State 950, 4]
type = ChangeState
trigger1 = MoveGuarded
value = 2003

[Statedef 2405]
type = S
movetype = A
physics = S
anim = 2410
poweradd = 0
velset = 0,0
juggle = 0
ctrl = 0

[State 1005, pos]
type = TargetBind
trigger1 = animelem = 55, < 0
pos = 50,0

[State 1005, pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3005, width]
type = width
trigger1 = 1
edge = 40,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2000,1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -25,-50
hitsound = S5,2
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2051
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 2b]
type = HitDef
trigger1 = AnimElem = 21
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -25,-50
hitsound = S5,2
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2051
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 31
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-20
hitsound = S5,2
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2051
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 4]
type = HitDef
trigger1 = AnimElem = 14
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -20,-80
hitsound = S5,1
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2050
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 40
value = 2000,2

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 20
trigger3 = AnimElem = 40
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-90
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
getpower = 0
kill = 0
p2stateno = 2050
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 46
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -30,-90
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
getpower = 0
kill = 0
p2stateno = 2050
snap = 60,0,0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 55
attr = S, HA
damage = 60,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -20,-80
hitsound = S5,4
guardsound = S6,0
pausetime = 15,15
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -3,-3
air.velocity = -3,-3
yaccel = .5
getpower = 0
kill = 0
fall = 1
fall.recover = 0
snap = 90,0,0
ground.cornerpush.veloff = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2406

[Statedef 2406]
type = A
movetype = A
physics = N
anim = 1026
velset = 0
juggle = 10
ctrl = 0

[State 1000, vels]
type = Posadd
trigger1 = animelem = 1
x = 40

[State 1000, vels]
type = Posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
x = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [1,3]
y = -7

[State 1000, vels]
type = Posadd
trigger1 = time = [4,6]
y = -6

[State 1000, vels]
type = Posadd
trigger1 = time = 7
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = [8,10]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = [11,13]
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = 14
trigger2 = time = 16
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = 15
trigger2 = time = 18
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [20,22]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [23,24]
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [25,27]
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 28
trigger2 = time = 30
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 29
trigger2 = time = 32
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 31
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = [33,36]
y = 7

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2000,3

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, HA
damage = 160,10
animtype = diagup
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-80
hitsound = S5,6
guardsound = S6,0
pausetime = 14,16
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -6,-8
air.velocity = -6,-8
yaccel = .5
getpower = 0
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 100
ground.cornerpush.veloff = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2007
;--------------------------------------------------------------------------------
;Air HOU OU KYAKU SDM
[Statedef 2210]
type = A
movetype = A
physics = N
anim = 2010
poweradd = -1000
velset = 0,0
ctrl = 0
facep2 = 1

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 7
value = 0

[State 2100, dm spark 1]
type = Explod
trigger1 = Time = 1
anim = 7061
ID = 1000
postype = p1
pos = -6,-79
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, dm spark 2]
type = Explod
trigger1 = Time = 5
anim = 7062
ID = 1000
postype = p1
pos = -6,-79
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 3000, NoBg]
type = AssertSpecial
trigger1 = time = [5,28]
flag = nobg
flag2 = nofg

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 20,0

[State 1000, vels]
type = PosAdd
trigger1 = AnimTime = 0
x = 10

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 2
value = 2200,0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2201

[Statedef 2201]
type = A
movetype = A
physics = N
anim = 2201
juggle = 10
velset = 0,0
ctrl = 0
facep2 = 1

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 1
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(1) >= 0
time = 2

[State 650, 3]
type = VelSet
trigger1 = time > 0
x = 10

[State 650, 3]
type = VelSet
trigger1 = time = 1
y = -2

[State 650, velhit]
type = Veladd
trigger1 = time > 1
y = 0.2

[State 200, 2]
type = HitDef
trigger1 = Time = 0
attr = S, HA
damage = 0,10
animtype = hard
hitflag = MA
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 0,12
getpower = 0
kill = 0
p1stateno = 2205
p2stateno = 2050
snap = 50,0,0
guard.pausetime = 0,12
guard.velocity = -12
airguard.velocity = -4,-4
ground.cornerpush.veloff = 0

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 2002

[State 950, 4]
type = ChangeState
trigger1 = MoveGuarded
value = 2003

; Parte de Kim
[Statedef 2205]
type = S
movetype = A
physics = S
anim = 2205
poweradd = 0
velset = 0,0
juggle = 0
ctrl = 0

[State 1005, pos]
type = TargetBind
trigger1 = 1
pos = 50,0

[State 1005, pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 3005, width]
type = width
trigger1 = 1
edge = 40,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 13
value = 2000,1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, HA
damage = 30,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-50
hitsound = S5,1
guardsound = S6,0
pausetime = 0,0
getpower = 0
kill = 0
p2stateno = 2050
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -16,-63
hitsound = S5,3
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2051
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 18
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -30,-50
hitsound = S5,2
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2051
ground.cornerpush.veloff = 0

[State 200, 2b]
type = HitDef
trigger1 = AnimElem = 27
trigger2 = AnimElem = 33
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -30,-50
hitsound = S5,2
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
p2stateno = 2051
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 15
trigger2 = AnimElem = 24
attr = S, HA
damage = 30,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-50
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
getpower = 0
kill = 0
p2stateno = 2050
ground.cornerpush.veloff = 0

[State 200, 2b]
type = HitDef
trigger1 = AnimElem = 21
trigger2 = AnimElem = 30
attr = S, HA
damage = 30,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-50
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
getpower = 0
kill = 0
p2stateno = 2050
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 42
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -16,-50
hitsound = S5,2
guardsound = S6,0
pausetime = 4,0
getpower = 0
kill = 0
p2stateno = 2050
ground.cornerpush.veloff = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2206

[Statedef 2206]
type = S
movetype = A
physics = S
anim = 2206
poweradd = 0
velset = 0,0
juggle = 0
ctrl = 0

[State 1005, pos]
type = TargetBind
trigger1 = time < 9
pos = 50,0

[State 1005, pos]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1005, pos]
type = PosAdd
trigger1 = animelem = 8
x = 4

[State 1005, pos]
type = PosAdd
trigger1 = animelem = 9
x = 15

[State 1005, pos]
type = PosAdd
trigger1 = animelem = 16
x = 7

[State 1005, pos]
type = PosAdd
trigger1 = animelem = 17
x = 20

[State 3005, width]
type = width
trigger1 = 1
edge = 40,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 14
value = 2000,2

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, HA
damage = 10,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -15,-60
hitsound = S5,1
guardsound = S6,0
getpower = 0
kill = 0
pausetime = 0,0
ground.hittime = 25
ground.type = high
ground.slidetime = 25
ground.velocity = -6
forcestand = 1
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 13
attr = S, HA
damage = 30,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -20,-65
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
getpower = 0
kill = 0
ground.hittime = 25
ground.type = high
ground.slidetime = 25
ground.velocity = -12.3
forcestand = 1
ground.cornerpush.veloff = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2207

[Statedef 2207]
type = A
movetype = A
physics = N
anim = 2207
velset = 0
juggle = 10
ctrl = 0

[State 3005, width]
type = width
trigger1 = 1
edge = 40,0

[State 1000, vels]
type = Posadd
trigger1 = time = [2,3]
x = 9

[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = [4,5]
trigger3 = time = 7
x = 8

[State 1000, vels]
type = Posadd
trigger1 = time = 6
trigger2 = time = 9
x = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 8
trigger2 = time = [10,12]
x = 6

[State 1000, vels]
type = Posadd
trigger1 = time = [13,16]
;trigger2 = time = 63
x = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [17,21]
trigger2 = time = 24
x = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [22,23]
trigger2 = time = 25
trigger3 = time = [27,28]
trigger4 = time = 30
x = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 26
trigger2 = time = 29
trigger3 = time = [31,36]
trigger4 = time = [38,39]
trigger5 = time = [42,43]
trigger6 = time = 46
x = 2

[State 1000, vels]
type = Posadd
trigger1 = time = 37
trigger2 = time = [40,41]
trigger3 = time = [44,45]
trigger4 = time = 47
trigger5 = time = [49,53]
trigger6 = time = [55,56]
trigger7 = time = 58
trigger8 = time = 60
trigger9 = time = 62
x = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = [3,5]
trigger3 = time = 7
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = 2
trigger2 = time = 6
trigger3 = time = [8,15]
trigger4 = time = 17
trigger5 = time = 20
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = 16
trigger2 = time = [18,19]
trigger3 = time = [21,24]
trigger4 = time = [26,27]
trigger5 = time = 30
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = 25
trigger2 = time = [28,29]
trigger3 = time = [31,35]
trigger4 = time = [37,38]
trigger5 = time = 41
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [45,48]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [49,51]
trigger2 = time = 68
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [51,55]
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = [56,59]
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [60,62]
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [63,65]
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = [66,67]
y = 7

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 27
value = 2200,1

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 9
trigger3 = AnimElem = 16
trigger4 = AnimElem = 21
attr = S, HA
damage = 30,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-70
hitsound = S5,4
guardsound = S6,0
pausetime = 7,9
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -7,-8
air.velocity = -7,-8
yaccel = .5
getpower = 0
kill = 0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 27
attr = S, HA
damage = 40,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-70
hitsound = S5,4
guardsound = S6,0
pausetime = 7,10
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = 0,-9
air.velocity = 0,-9
yaccel = .5
getpower = 0
kill = 0
fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 37
attr = S, HA
damage = 100,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-100
hitsound = S5,4
guardsound = S6,0
pausetime = 30,32
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -6,9
air.velocity = -6,9
yaccel = .5
getpower = 0
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = 5
envshake.freq = 100
ground.cornerpush.veloff = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 2007

;--------------------------------------------------------------------------------
;================================================================================
;--------------------------------------------------------------------------------
; DM patadon
[Statedef 3010]
type = S
movetype = A
physics = S
anim = 2663
poweradd = -1000
velset = 0,0
juggle = 5
priority = 1
ctrl = 0
facep2 = 1

[State 3000, inv]
type = NotHitBy
trigger1 = time <= 33
value = SCA

[State 2000, NoBG]
type = AssertSpecial
trigger1 = time = [0,30]
flag = noBG
flag2 = noFG
ignorehitpause = 1

[State 1100, dm spark]
type = Explod
trigger1 = Time = 3
anim = 7051
ID = 1000
postype = p1
pos = -6,-59
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, dm spark]
type = Explod
trigger1 = Time = 1
anim = 7050
ID = 1000
postype = p1
pos = -6,-59
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 30
anim = -1
movetime = 30
darken = 0
p2defmul = 1

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 20,0

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3400,1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3400,2

[State 3000, 1]
type = posadd
trigger1 = AnimElem = 3,>= 0 && AnimElem = 4,< 0
x = 1.5

[State 3000, 1]
type = Width
trigger1 = AnimElem = 3,>= 0 && AnimElem = 10,< 0
value = 25

[State 3000, 1]
type = AfterImage
trigger1 = AnimElem = 3
time = 100
length = 15

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage    = 100,20
animtype = up
;givepower = 15
guardflag = M
hitflag = MAF
pausetime = 18,20
getpower = 0,0
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-85
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = 0,-10
air.velocity = 0,-10
guard.velocity = -8
fall = 1
fall.recover = 0
yaccel = .45

[State 3000, 1]
type = AfterImageTime
trigger1 = AnimTime = 0 || movehit
value = 0

[State 3000, 9]
type = ChangeState
trigger1 = movehit
value = 3661

[State 3000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3661]
type = S
movetype = A
physics = S
priority = 1
anim = 2662

[State 3001, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 240,0

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 12
attr = S, SA
damage = 200,24
animtype = Diagup
;givepower = 15
guardflag = MA
hitflag = MAF
getpower = 0,0
pausetime = 45,45
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-85
hitsound = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1,10
air.velocity = -1,10
guard.velocity = -8
fall = 1
fall.recover = 0
envshake.time = 20
envshake.ampl = -6

[State 3001, 1]
type = varset
trigger1 = movehit
v = 2
value = 1
ignorehitpause = 1
persistent = 0

[State 3001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; SDM Patadon
[Statedef 3100]
type = S
movetype = A
physics = S
anim = 2664
poweradd = -1000
velset = 0,0
juggle = 5
ctrl = 0
facep2 = 1

[State 3800, KillMAX]
type = VarSet
trigger1 = time = 2
v = 7
value = 0

[State 3000, inv]
type = NotHitBy
trigger1 = time <= 61
value = SCA

[State 2100, bg]
type = assertspecial
trigger1 = time = [0,54]
flag = nobg
flag2 = nofg
ignorehitpause = 1

[State 1100, dm spark]
type = Explod
trigger1 = Time = 3
anim = 7062
ID = 1000
postype = p1
pos = -6,-59
bindtime = -1
sprpriority = 2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 1100, dm spark]
type = Explod
trigger1 = Time = 1
anim = 7061
ID = 1000
postype = p1
pos = -6,-59
bindtime = -1
sprpriority = -2
supermovetime = 30
ownpal = 1
removeongethit = 1

[State 3009, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 54
anim = -1
movetime = 54
darken = 0
p2defmul = 1

[State 1000, dm sound]
type = Playsnd
trigger1 = AnimElem = 1
value = 20,0

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3400,1

[State 3000, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3400,2

[State 3000, 1]
type = posadd
trigger1 = AnimElem = 3
;,>= 0 && AnimElem = 4,< 0
x = 7

[State 3000, 1]
type = Width
trigger1 = AnimElem = 3,>= 0 && AnimElem = 10,< 0
value = 25

[State 3000, 1]
type = AfterImage
trigger1 = AnimElem = 3
time = 100
length = 15

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage    = 100,20
animtype = up
getpower = 0,0
;givepower = 15
guardflag = M
hitflag = MAF
pausetime = 18,21
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-85
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 10
ground.hittime  = 18
ground.velocity = -1,-8
air.velocity = -1,-7
guard.velocity = -8
fall = 1
fall.recover = 0
yaccel = .45

[State 3000, 1]
type = AfterImageTime
trigger1 = AnimTime = 0 || movehit
value = 0

[State 3000, 9]
type = ChangeState
trigger1 = movehit
value = 3663

[State 3000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 3663]
type = A
movetype = A
physics = N
anim = 2661
velset = 0
;juggle = 10
ctrl = 0

[State 1020, 2]
type = StateTypeSet
trigger1 = AnimElem = 6
statetype = A

[State 1000, vels]
type = Velset
trigger1 = time = 20
x = 4.5

[State 1000, vels]
type = Velset
trigger1 = time = 50
x = 2.5

[State 1000, vels]
type = Velset
trigger1 = time = 70
x = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [24,27]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = [28,32]
y = -3.5

[State 1000, vels]
type = Posadd
trigger1 = time = [33,37]
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = [38,43]
y = -2.5

[State 1000, vels]
type = Posadd
trigger1 = time = [44,50]
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = [51,55]
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = [56,67]
y = -1.5

[State 1000, vels]
type = Posadd
trigger1 = time = [68,69]
x = -1

[State 1000, vels]
type = Posadd
trigger1 = time = 70
y = -0.5

[State 1000, vels]
type = Posadd
trigger1 = time = [75,76]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [77,78]
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [79,80]
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = [81,82]
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [83,84]
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 85
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = [86,87]
y = 7

[State 1000, vels]
type = Posadd
trigger1 = time = [88,100]
y = 8

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 12
value = 4,2

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1460

[State 220, 2]
type = HitDef
trigger1 = animelem = 9
attr = S, SA
damage = 80,10
animtype = up
hitflag = MAF
getpower = 0,0
guardflag = M
sparkno = S7002
guard.sparkno = S7012
sparkxy = -20,-70
hitsound = S5,4
guardsound = S6,0
pausetime = 3,4
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -1,-6
air.velocity = -1,-6
fall = 1
fall.recover = 0
yaccel = .5

[State 220, 2]
type = HitDef
trigger1 = animelem = 15
attr = S, SA
damage = 80,10
animtype = hard
hitflag = MAF
guardflag = M
getpower = 0,0
sparkno = S7002
guard.sparkno = S7012
sparkxy = -30,-70
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -3,-8
air.velocity = -3,-8
fall = 1
fall.recover = 0
yaccel = .5

[State 3001, 1]
type = PlaySnd
trigger1 = AnimElem = 22
value = 2000,3

[State 3001, 1]
type = HitDef
trigger1 = AnimElem = 24
attr = S, SA
damage    = 210,24
animtype = Diagup
givepower = 15
guardflag = M
hitflag = MAF
getpower = 0,0
pausetime = 45,45
sparkno = S7003
guard.sparkno = S7012
sparkxy = -10,-85
hitsound = S5,5
guardsound = S6,0
ground.type = Low
ground.slidetime = 12
ground.hittime  = 18
ground.velocity = -1,10
air.velocity = -1,10
guard.velocity = -8
fall = 1
fall.recover = 0
envshake.time = 40
envshake.ampl = -6

[State 3001, 1]
type = EnvShake
trigger1 = animelem = 9
time = 26
ampl = -2
ignorehitpause = 1
persistent = 1

[State 3001, 1]
type = varset
trigger1 = animelem = 24
v = 2
value = 1
ignorehitpause = 1
persistent = 0

[State 3001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3007
ctrl = 1

[Statedef 3007]
type = S
movetype = A
physics = S
anim = 2007
velset = 0,0
ctrl = 0

[State 1002, Landing Sound]
type = PlaySnd
trigger1 = Time = 1
value = 0,2

[State 1002, pos]
type = posset
trigger1 = time = 0
y = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------------
; States Player 2
;--------------------------------------------------------------------------------
[Statedef 2050]
type = S
movetype = H
physics = S
anim = 5002
ctrl = 0
facep2 = 1

[State 1250, pos]
type = posadd
trigger1 = 1
x = -1.2

[State 1250, pos]
type = posset
trigger1 = 1
y = 0

[State 1250, anim]
type = changeanim
trigger1 = time = 5
value = 5007

[State 1250n state]
type = selfstate
trigger1 = time = 30
value = 0
ctrl = 1

[Statedef 2051]
type = S
movetype = H
physics = S
anim = 5012
ctrl = 0
facep2 = 1

[State 1250, pos]
type = posadd
trigger1 = 1
x = -1.2

[State 1250, pos]
type = posset
trigger1 = 1
y = 0

[State 1250, anim]
type = changeanim
trigger1 = time = 5
value = 5017

[State 1250n state]
type = selfstate
trigger1 = time = 30
value = 0
ctrl = 1