;================================================================================
; Kim kaphwan, parte 2: Golpes y patadas simples.
;================================================================================
;--------------------------------------------------------------------------------
; EN PIE, de lejos
;--------------------------------------------------------------------------------
; Golpe Debil
[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
triggerall = AnimElem = 3
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = MA
sparkno = S7000
guard.sparkno = S7010
sparkxy = -20,-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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------------------------------------------------------------------
; Patada Debil
[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 = 401,0

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

[State 210, 2]
type = HitDef
triggerall = AnimElem = 4
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = MA
sparkxy = -10,-95
sparkno = S7000
guard.sparkno = S7010
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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------------------------------------------------------------------
;Golpe Fuerte
[Statedef 282]
type = S
movetype = A
physics = S
anim = 282
juggle = 10
poweradd = 20
velset = 0
ctrl = 0

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

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 5
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -5,-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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

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

[State 230, pos]
type = PosAdd
trigger1 = animelem = 2
trigger2 = animelem = 3
trigger3 = animelem = 4
trigger4 = animelem = 5
trigger5 = animelem = 6
x = 10

[State 230, var]
type = Varset
trigger1 = time = 0
var(14) = 0

[State 230, var]; continuacion
type = Varset
trigger1 = time >= 1
trigger1 = command = "b"
var(14) = 1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 401,1

[State 220, 2]
type = HitDef
triggerall = AnimElem = 8
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 80
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -5,-70
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,-6
yaccel = .5
air.cornerpush.veloff = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(14) = 1
value = 232

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(14) = 0
value = 231

[Statedef 231]
type = S
physics = S
anim = 231
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

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

[Statedef 232]
type = S
movetype = A
physics = S
anim = 232
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 230, pos]
type = PosAdd
trigger1 = time < 11
x = 0.75

[State 230, pos]
type = PosAdd
trigger1 = animelem = 1
x = 8

[State 230, pos]
type = PosAdd
trigger1 = animelem = 2
x = 13

[State 230, pos]
type = PosAdd
trigger1 = animelem = 3
x = 2

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 3
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 40
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -5,-70
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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------------------------------------------------------------------
; EN PIE, corta distancia
;--------------------------------------------------------------------------------
;Golpe Debil
[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 = 2
value = 4,0

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

[State 200, 2]
type = HitDef
triggerall = AnimElem = 2
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = MA
sparkno = S7000
guard.sparkno = S7010
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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------------------------------------------------------------------
;Patada Debil
[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 = 401,0

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

[State 210, 2]
type = HitDef
triggerall = AnimElem = 3
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 20
animtype = light
hitflag = MAF
guardflag = L
sparkxy = -20,-20
sparkno = S7000
guard.sparkno = S7010
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,-6
yaccel = .5
air.cornerpush.veloff = 0

[State 210, 2]
type = HitDef
triggerall = AnimElem = 6
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 20
animtype = light
hitflag = MAF
guardflag = MA
sparkxy = -20,-60
sparkno = S7000
guard.sparkno = S7010
hitsound = S5,1
guardsound = S6,0
pausetime = 13,12
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------------------------------------------------------------------
;Golpe Fuerte
[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 = 2
value = 4,0

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 2
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 30
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -20,-50
hitsound = S5,2
guardsound = S6,0
pausetime = 3,3
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = 0
air.velocity = -3,-6
yaccel = .5
air.cornerpush.veloff = 0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 4
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 30
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -30,-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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

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

[State 230, pos]
type = PosAdd
trigger1 = animelem = 8
trigger2 = animelem = 9
x = 17

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 401,1

[State 220, 2]
type = HitDef
triggerall = AnimElem = 5
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 40
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -15,-90
hitsound = S5,3
guardsound = S6,0
pausetime = 9,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-6
yaccel = .5
air.cornerpush.veloff = 0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 7
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 40
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -15,-70
hitsound = S5,3
guardsound = S6,0
pausetime = 9,9
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------------------------------------------------------------------
; Direccion + Boton
;--------------------------------------------------------------------------------
; Adelante + patada debil (Type 1)
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
juggle = 10
poweradd = 20
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 3
x = 15

[State 220, pos]
type = Posadd
trigger1 = animelem = 9
x = -15

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 240,0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 6
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 30
animtype = medium
hitflag = MAF
guardflag = HA
sparkno = S7000
guard.sparkno = S7010
sparkxy = -15,-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,-6
yaccel = .5
air.cornerpush.veloff = 0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 7
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 30
animtype = medium
hitflag = MAF
guardflag = HA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -25,-60
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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

; Adelante + patada debil (Type 1)
[Statedef 241]
type = S
movetype = A
physics = S
anim = 240
juggle = 10
poweradd = 20
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 3
x = 15

[State 220, pos]
type = Posadd
trigger1 = animelem = 9
x = -15

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 240,0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 6
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 30
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7000
guard.sparkno = S7010
sparkxy = -15,-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,-6
yaccel = .5
air.cornerpush.veloff = 0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 7
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 30
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -25,-60
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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;Adelante + Golpe Debil
[Statedef 245]
type = S
movetype = A
physics = S
anim = 245
poweradd = 20
velset = 0
ctrl = 0

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 245,0

;---------------------- VELOCITIES
[State 1000, vels]
type = Posadd
trigger1 = 1
x = 4

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

[State 1000, vels]
type = Posadd
trigger1 = time = [2,5]
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = [6,7]
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [10,11]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [12,15]
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = 16
y = 3
;---------------------- VELOCITIES

[State 220, 2]
type = HitDef
triggerall = AnimElem = 1
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 50
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -5,-70
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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

[State 1000, vels]
type = Posset
trigger1 = time = 0
y = 0

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

;--------------------------------------------------------------------------------
; Durante un combo
;--------------------------------------------------------------------------------
;Golpe Debil
[Statedef 201]
type = S
movetype = A
physics = S
anim = 201
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 210, pos]
type = Velset
trigger1 = time = 0
x = 6

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

[State 200, 2]
type = HitDef
triggerall = AnimElem = 3
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 20
animtype = light
hitflag = MAF
guardflag = MA
sparkno = S7000
guard.sparkno = S7010
sparkxy = -20,-60
hitsound = S5,0
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = 0
air.velocity = -3,-6
yaccel = .5
air.cornerpush.veloff = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------
;Patada Debil 1
[Statedef 217]
type = S
movetype = A
physics = S
anim = 217
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 230, pos]
type = PosAdd
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
x = 3

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 401,1

[State 220, 2]
type = HitDef
triggerall = AnimElem = 4
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 20
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -25,-20
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -2
air.velocity = -3,-6
yaccel = .5
air.cornerpush.veloff = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;--------------------------------------------------------------------------------
; Patada debil 2
[Statedef 219]
type = S
movetype = A
physics = S
anim = 219
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 230, pos]
type = PosAdd
trigger1 = animelem = 1
x = 3

[State 230, pos]
type = PosAdd
trigger1 = animelem = 3
x = 5

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 3
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 50
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -25,-80
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 19
ground.type = high
ground.slidetime = 19
ground.velocity = -12.5
air.velocity = -3,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------------------------------------------------------------------
;Golpe Fuerte
[Statedef 221]
type = S
movetype = A
physics = S
anim = 221
juggle = 10
poweradd = 20
velset = 0
ctrl = 0

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 402,0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 4
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -35,-70
hitsound = S5,2
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -5,-7
air.velocity = -5,-4
fall = 1
yaccel = .5
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------------------------------------------------------------------
; Agachado
;--------------------------------------------------------------------------------
; Golpe Ligero
[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
triggerall = AnimElem = 2
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = C, NA
damage = 30
animtype = light
hitflag = MAF
guardflag = MA
sparkno = S7000
guard.sparkno = S7010
sparkxy = -10,-40
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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;Patada Ligera
[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 = 401,0

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

[State 210, 2]
type = HitDef
triggerall = AnimElem = 2
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = C, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = L
sparkxy = -10,-10
sparkno = S7000
guard.sparkno = S7010
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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;Golpe Fuerte
[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 = 5
value = 4,0

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 5
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -20,-93
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,-6
yaccel = .5
air.cornerpush.veloff = 0

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

;Patada fuerte (1)
[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 = 401,1

[State 220, 2]
type = HitDef
triggerall = AnimElem = 3
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 70
animtype = hard
hitflag = MAF
guardflag = L
sparkno = S7001
guard.sparkno = S7011
sparkxy = -15,-10
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
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------------------------------------------------------------------
; En el aire
;--------------------------------------------------------------------------------
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
poweradd = 20
juggle = 10
ctrl = 0

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

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

[State 600, 3]
type = HitDef
triggerall = AnimElem = 2
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = A, NA
damage = 30
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S7000
guard.sparkno = S7010
sparkxy = 0,-20
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,-6
yaccel = .5
air.cornerpush.veloff = 0

;-------------------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 = 2
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 401,0

[State 600, 3]
type = HitDef
triggerall = AnimElem = 2
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = A, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S7000
guard.sparkno = S7010
sparkxy = 0,-61
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,-6
yaccel = .5
air.cornerpush.veloff = 0

;-------------------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 = 8
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 400,1

[State 600, 3]
type = HitDef
triggerall = AnimElem = 8
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = A, NA
damage = 60
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S7001
guard.sparkno = S7011
sparkxy = 0,-58
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,-6
yaccel = .5
air.cornerpush.veloff = 0

;-------------------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 = 401,1

[State 600, 3]
type = HitDef
triggerall = AnimElem = 3
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = A, NA
damage = 70
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -10,-60
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,-6
yaccel = .5
air.cornerpush.veloff = 0

[Statedef 635]
type = A
movetype = A
physics = A
anim = 635
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 = 401,1

[State 600, 3]
type = HitDef
triggerall = AnimElem = 3
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = A, NA
damage = 70
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S7001
guard.sparkno = S7011
sparkxy = -10,-30
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,-6
yaccel = .5
air.cornerpush.veloff = 0

;--------------------------------------------------------------------------------
; CD attacks
;--------------------------------------------------------------------------------
;---------------------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 = 9
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 300,0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 9
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = S, NA
damage = 80
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7011
sparkxy = -10,-70
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
air.cornerpush.veloff = 0

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

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

[State 290, Drain]
type = VarAdd
trigger1 = time = 0
v = 7
value = -1000

[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 = 5
value = 350,0

[State 210, 2]
type = HitDef
trigger1 = P2Stateno != [5020,5040]
trigger1 = P2Stateno != [154,155]
trigger1 = Animelem = 5
attr = S, NA
damage = 50
animtype = hard
hitflag = MAF
guardflag = MA
sparkxy = -10,-60
sparkno = S7002
guard.sparkno = S7011
hitsound = S5,4
guardsound = S6,1
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
air.cornerpush.veloff = 0

[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 = 300,0

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

[State 210, 2]
type = HitDef
triggerall = AnimElem = 4
trigger1 = var(21) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(21) = 0
attr = A, NA
damage = 80
animtype = hard
hitflag = MAF
guardflag = HA
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
sparkno = S7002
guard.sparkno = S7011
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
air.cornerpush.veloff = 0

;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;--------------------------------------------------------------------------------
;ADVANCE MODE (Ehnyd)
[Statedef 4500]
type = S
movetype = I
physics = S
anim = 4500
velset = 0,0
ctrl = 0

[State 780, Sprite]
type = SprPriority
trigger1 = time = 0
value = 2

[State 780, Activate]
type = VarSet
trigger1 = animelem = 4
v = 7
value = 1100

[State 780, Voice]
channel = 0
type = PlaySnd
trigger1 = animelem = 4
value = 191,3

[State 780, SFX]
type = PlaySnd
trigger1 = animelem = 4
value = 7,7

[State 780, Shake]
type = EnvShake
trigger1 = animelem = 4
time = 15
freq = 150
ampl = 5

[State 780, DamageBoost]
type = AttackMulSet
trigger1 = animelem = 4
value = 1.3

[State 780, PowerDrain]
type = PowerAdd
trigger1 = animelem = 4
value = -1000

[State 780, ExplodEffect]
type = Explod
trigger1 = animelem = 4
anim = 790
id = 790
sprpriority = 4
postype = p1
pos = 0,0
bindtime = 20

[State 780, MAXbarLeft]; no tocar nada de aqui
type = Explod
trigger1 = var(30) = 1
trigger1 = animelem = 4
anim = 4100
id = 4100
sprpriority = 8
ontop = 1
ownpal = 1
postype = left
pos = 7,208
removetime = -1
ignorehitpause = 1
bindtime = -1

[State 780, MAXbarCounterLeft]; tampoco mover nada
type = Explod
trigger1 = var(30) = 1
trigger1 = animelem = 4
anim = 4102
id = 4102
ontop = 1
ownpal = 1
postype = left
pos = 81,210
removetime = -1
ignorehitpause = 1
bindtime = -1

[State 780, MAXbarRight]; No tocar
type = Explod
trigger1 = var(30) = 2
trigger1 = animelem = 4
anim = 4105
id = 4100
sprpriority = 8
ontop = 1
ownpal = 1
postype = right
pos = -84,208
removetime = -1
ignorehitpause = 1
bindtime = -1

[State 780, MAXbarCounterRight]
type = Explod
trigger1 = var(30) = 2
trigger1 = animelem = 4
anim = 4107
id = 4102
ontop = 1
ownpal = 1
postype = Right
pos = -82,210
removetime = -1
ignorehitpause = 1
bindtime = -1

[State 780, State]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1

;======================================================================
; Dodge
[Statedef 500]
type = S
movetype= I
physics = S
juggle = 4
poweradd= 0
ctrl = 0
anim = 500
velset = 0,0,0

[State 251, 1];kim
type = PlaySnd
trigger1 = AnimElem = 1
value = 401,0

[State 251, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

; Dodge Ret
[Statedef 501]
type = S
movetype= A
physics = S
juggle = 4
velset = 0,0
ctrl = 0
anim = 501

[State 252, 1]; Hia (kim)
type = PlaySnd
trigger1 = AnimElem = 2
value = 191,3

[State 252, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = 40
guardflag = M
pausetime = 10,10
sparkno = S7001
guard.sparkno = S7010
sparkxy = -10,-76
hitsound = S5,0
guardsound = S6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.3,-1

[State 252, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1