;================================================================================
;                    IRON KUSANAGI 'S CODINGS FILE - part2
;================================================================================

;---------------------Standing weak punch
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = MA
sparkno = S900
guard.sparkno = S910
sparkxy = -10,-85
hitsound = S5,0
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4

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

;---------------------Standing close weak punch
[Statedef 205]
type = S
movetype = A
physics = S
anim = 205
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = MA
sparkno = S900
guard.sparkno = S910
sparkxy = -15,-85
hitsound = S5,0
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4

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

;---------------------Standing weak kick
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
juggle = 10
poweradd = 20
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 400,0

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = MA
sparkxy = -10,-85
sparkno = S900
guard.sparkno = S910
hitsound = S5,1
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------Standing close weak kick
[Statedef 215]
type = S
movetype = A
physics = S
anim = 215
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = L
sparkxy = -20,-30
sparkno = S900
guard.sparkno = S910
hitsound = S5,1
guardsound = S6,0
pausetime = 13,12
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------STRONG PUNCH
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
juggle = 10
poweradd = 20
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 400,1

[State 220, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S902
guard.sparkno = S910
sparkxy = -10,-81
hitsound = S5,2
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------close STRONG PUNCH
[Statedef 225]
type = S
movetype = A
physics = S
anim = 225
poweradd = 20
velset = 0
juggle = 10
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,1

[State 220, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S902
guard.sparkno = S910
sparkxy = -25,-89
hitsound = S5,2
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------STRONG Kick
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 400,1

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 80
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S902
guard.sparkno = S910
sparkxy = -20,-90
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------STRONG close Kick
[Statedef 235]
type = S
movetype = A
physics = S
anim = 235
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 400,1

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 40
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S902
guard.sparkno = S910
sparkxy = -25,-70
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = 0
air.velocity = -3,-4

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 40
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S902
guard.sparkno = S910
sparkxy = -20,-95
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------Forward Skick after crouch Spunch
[Statedef 236]
type = S
movetype = A
physics = S
anim = 236
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 5
value = 4,1

[State 200, 1]
type = VelSet
trigger1 = time = [0,10]
x = 3

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S902
guard.sparkno = S910
sparkxy = -20,-95
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = 0
air.velocity = -3,-4

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 30
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S902
guard.sparkno = S910
sparkxy = -25,-70
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;-----------------------------Forward + Kick
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
poweradd = 20
velset = 0
ctrl = 0

[State 240, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 2
trigger3 = animelem = 2, = 2
x = 8

[State 200, 1]
type = PlaySnd
trigger1 = Animtime = 0
value = 400,1

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 241

[Statedef 241]
type = A
movetype = A
physics = N
anim = 241
juggle = 10
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 240, pos]
type = Velset
trigger1 = 1
x = 4

[State 240, pos]
type = Velset
trigger1 = time < 2
y = -3

[State 240, pos]
type = Veladd
trigger1 = time > 1
y = .5

[State 220, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
damage = 70
animtype = medium
hitflag = MAF
guardflag = HA
sparkno = S902
guard.sparkno = S910
sparkxy = -15,-70
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 242

[Statedef 242]
type = S
movetype = A
physics = S
anim = 242
velset = 0,0
ctrl = 0

[State 200, 1]
type = Posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = 0,2

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 245]
type = S
movetype = A
physics = S
anim = 245
poweradd = 20
velset = 0
ctrl = 0

[State 240, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 2
trigger3 = animelem = 2, = 2
x = 8

[State 200, 1]
type = PlaySnd
trigger1 = Animtime = 0
value = 400,1

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 246

[Statedef 246]
type = A
movetype = A
physics = N
anim = 246
juggle = 10
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 240, pos]
type = Velset
trigger1 = 1
x = 4

[State 240, pos]
type = Velset
trigger1 = time < 2
y = -3

[State 240, pos]
type = Veladd
trigger1 = time > 1
y = .5

[State 220, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
damage = 40
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S902
guard.sparkno = S910
sparkxy = -15,-70
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 247

[Statedef 247]
type = S
movetype = A
physics = S
anim = 247
velset = 0,0
ctrl = 0

[State 200, 1]
type = Posset
trigger1 = time = 0
y = 0

[State 200, 1]
type = PlaySnd
trigger1 = Animelem = 1
value = 0,2

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------Crouching weak punch
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 400,0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 30
animtype = light
hitflag = MAF
guardflag = MA
sparkno = S900
guard.sparkno = S910
sparkxy = -15,-60
hitsound = S5,0
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------Crouching weak kick
[Statedef 410]
type = S
movetype = A
physics = S
anim = 410
juggle = 10
poweradd = 20
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 400,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = L
sparkxy = -20,-5
sparkno = S900
guard.sparkno = S910
hitsound = S5,1
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------------crouching STRONG PUNCH
[Statedef 420]
type = S
movetype = A
physics = S
anim = 420
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,1

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S902
guard.sparkno = S910
sparkxy = -20,-70
hitsound = S5,2
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------------crouching STRONG kick
[Statedef 430]
type = S
movetype = A
physics = S
anim = 430
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,1

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 70
animtype = hard
hitflag = MAF
guardflag = L
sparkno = S902
guard.sparkno = S910
sparkxy = -25,-5
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = trip
ground.slidetime = 17
ground.velocity = -3,-3
air.velocity = -3,-3
fall = 1
fall.recover.time = 30

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------------crouching Forward + Wkick
[Statedef 440]
type = S
movetype = A
physics = S
anim = 440
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 400,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 440,0

[State 440, pos]
type = PosAdd
trigger1 = Time = [11,22]
x = 8

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = L
sparkno = S902
guard.sparkno = S910
sparkxy = -10,-5
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12
air.velocity = -3,-3

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------Jumping weak punch
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
poweradd = 20
juggle = 10
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 30
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S900
guard.sparkno = S910
sparkxy = -15,-46
hitsound = S5,0
guardsound = S6,0
pausetime = 11,13
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4

;-------------------Jumping weak kick
[Statedef 610]
type = A
movetype = A
physics = A
juggle = 10
anim = 610
poweradd = 20
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,0

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S900
guard.sparkno = S910
sparkxy = -15,-70
hitsound = S5,1
guardsound = S6,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4

;-------------------Jumping strong punch
[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
poweradd = 20
juggle = 10
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,1

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 60
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S902
guard.sparkno = S910
sparkxy = -15,-46
hitsound = S5,2
guardsound = S6,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4

;-------------------Jumping strong kick
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
juggle = 10
poweradd = 20
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,1

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 70
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S902
guard.sparkno = S910
sparkxy = -15,-50
hitsound = S5,3
guardsound = S6,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -6.1
air.velocity = -3,-4

;---------------------Standing CD
[Statedef 300]
type = S
movetype = A
physics = S
anim = 300
poweradd = 50
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 400,1

[State 240, pos]
type = posadd
trigger1 = animelem = 4
x = 15

[State 240, pos]
type = posadd
trigger1 = animelem = 7
x = 5

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 80
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S901
guard.sparkno = S910
sparkxy = -10,-61
hitsound = S5,4
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
air.juggle = 10
yaccel = .5

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------Counter
[Statedef 305]
type = S
movetype = A
physics = S
anim = 305
poweradd = -1000
velset = 0
ctrl = 0

[State 9520, 51]
type = EnvColor
trigger1 = animelem = 1
value = 200,200,200
time = 3

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

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

[State 310, 1]
type = NotHitBy
trigger1 = 1
value = SCA

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 400,1

[State 210, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
damage = 50
animtype = hard
hitflag = MAF
guardflag = MA
sparkxy = -10,-60
sparkno = S901
guard.sparkno = S910
hitsound = S5,4
guardsound = S200,2
pausetime = 10,10
ground.hittime = 20
ground.type = high
ground.slidetime = 20
ground.velocity = -6,-7
air.velocity = -6,-7
fall = 1
fall.recover = 0
air.juggle = 10
yaccel = .5

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------Jumping CD
[Statedef 650]
type = A
movetype = A
physics = A
anim = 650
poweradd = 50
juggle = 10
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 400,1

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

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage = 80
animtype = hard
hitflag = MAF
guardflag = HA
sparkxy = -10,-73
hitsound = S5,4
guardsound = S200,2
sparkno = S901
guard.sparkno = S910
pausetime = 12,13
ground.hittime = 20
ground.type = high
ground.slidetime = 20
ground.velocity = -4,-6
air.velocity = -4,-6
air.type = high
fall = 1
fall.recover = 0
yaccel = .5
