;================================================================================
; Kim kaphwan, parte 3: Tecnicas especiales
;================================================================================
;Hien Zan (WK)
[Statedef 1020]
type = S
movetype = A
physics = S
anim = 1020
poweradd = 100
velset = 0
juggle = 10
ctrl = 0

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

[State 1000, var]
type = Varset
trigger1 = time = 0
var(12) = 0

[State 1000, var]
type = Varset
trigger1 = time = 2
trigger1 = prevstateno = 221
var(12) = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,2

[State 1000, pos]
type = Posadd
trigger1 = animtime = 0
x = 15

[State 220, 2]
type = null
trigger1 = Time = 0
attr = S, SA
damage = 80,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -2,-9.5
air.velocity = -2,-9.5
fall = 1
yaccel = .5
air.juggle = 10

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1021

[Statedef 1021]
type = A
movetype = A
physics = N
anim = 1021
velset = 0
juggle = 10
ctrl = 0

[State 1001, juggle]
type = AssertSpecial
trigger1 = var(12) = 1
flag = NoJuggleCheck

[State 1000, vels]
type = Posadd
trigger1 = animelem = 1
x = 15

[State 1000, vels]
type = Posadd
trigger1 = time = 1
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = [2,4]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = 5
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = [6,9]
y = -2

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

[State 1000, vels]
type = Posadd
trigger1 = time = 13
y = 1

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

[State 1000, vels]
type = Posadd
trigger1 = time = 17
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = [18,20]
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 21
y = 5

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 80,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -2,-9.5
air.velocity = -2,-9.5
fall = 1
yaccel = .5
air.juggle = 10

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

[Statedef 1002]
type = S
movetype = A
physics = S
anim = 1002
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

;Hien Zan (SK)
[Statedef 1025]
type = S
movetype = A
physics = S
anim = 1025
poweradd = 100
velset = 0
juggle = 10
ctrl = 0

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

[State 1000, var]
type = Varset
trigger1 = time = 0
var(12) = 0

[State 1000, var]
type = Varset
trigger1 = time = 2
trigger1 = prevstateno = 221
var(12) = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1000,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,2

[State 1000, pos]
type = Posadd
trigger1 = animtime = 0
x = 15

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 30,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = 0
air.velocity = -2,-9.5
air.fall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1026

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

[State 1001, juggle]
type = AssertSpecial
trigger1 = var(12) = 1
flag = NoJuggleCheck

[State 1000, var]
type = Varset
trigger1 = time = 0
var(13) = 0

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "holddown" && command = "b"
var(13) = 1

[State 1000, vels]
type = Posadd
trigger1 = animelem = 1
x = 15

[State 1000, vels]
type = Posadd
trigger1 = time = [1,2]
x = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 3
trigger2 = time = 5
x = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 4
trigger2 = time = 6
trigger3 = time = 8
x = 2

[State 1000, vels]
type = Posadd
trigger1 = time = 7
trigger2 = time = [9,12]
trigger3 = time = 14
trigger4 = time = 16
trigger5 = time = 19
x = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 1
y = -8

[State 1000, vels]
type = Posadd
trigger1 = time = [2,4]
y = -7

[State 1000, vels]
type = Posadd
trigger1 = time = [5,7]
y = -6

[State 1000, vels]
type = Posadd
trigger1 = time = 8
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = [9,11]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = [12,14]
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = 15
trigger2 = time = 17
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = 16
trigger2 = time = 19
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [21,23]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [24,25]
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [26,28]
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 29
trigger2 = time = 31
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 30
trigger2 = time = 33
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 32
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = [34,37]
trigger2 = time = 39
y = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 38
y = 8

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 11,11
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -1,-9.5
air.velocity = -2,-9.5
fall = 1
yaccel = .5

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 40,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 13,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -2,-9.5
air.velocity = -2,-9.5
fall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = time = 20
trigger1 = var(13) = 1
value = 1050

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

[Statedef 1050]
type = A
movetype = A
physics = N
anim = 1050
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1050,0

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

[State 1000, vels]
type = Posadd
trigger1 = time = [4,5]
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [6,8]
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 9
trigger2 = time = 11
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 10
trigger2 = time = 13
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 12
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = [14,17]
trigger2 = time = 19
y = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 18
y = 8

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-40
hitsound = S5,4
guardsound = S6,0
pausetime = 18,18
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -6,7
air.velocity = -6,7
fall = 1
fall.recover = 0
yaccel = .5
envshake.time = 18
envshake.ampl = 4
envshake.freq = 50

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

;--------------------------------------------------------------------------------
;KUUSAJIN (WK)
[Statedef 1100]
type = S
movetype = A
physics = S
anim = 1100
poweradd = 100
velset = 0
juggle = 10
ctrl = 0

[State 310, 1]
type = NotHitBy
trigger1 = animelem = 3, < 0
value = SCA

[State 1000, vels]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 15

[State 1000, var]
type = Varset
trigger1 = time = 0
var(12) = 0

[State 1000, var]
type = Varset
trigger1 = time = 2
trigger1 = prevstateno = 221
var(12) = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,0

[State 1000, pos]
type = Posadd
trigger1 = animtime = 0
x = 15

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1101

[Statedef 1101]
type = A
movetype = A
physics = N
anim = 1101
velset = 0
juggle = 10
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,6

[State 1001, juggle]
type = AssertSpecial
trigger1 = var(12) = 1
flag = NoJuggleCheck

[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = 3
x = 2

[State 1000, vels]
type = Posadd
trigger1 = time = 2
trigger2 = time = [4,7]
trigger3 = time = [9,10]
trigger4 = time = 12
trigger5 = time = 14
trigger6 = time = 17
trigger7 = time = 20
trigger8 = time = 25
x = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = 3
x = 2

[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = 3
y = -6

[State 1000, vels]
type = Posadd
trigger1 = time = 2
trigger2 = time = 4
trigger3 = time = 6
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = 5
trigger2 = time = [7,8]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = [9,12]
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = [13,15]
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = [16,18]
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [21,24]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [25,26]
trigger2 = time = 28
trigger3 = time = 39
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = 27
trigger2 = time = 29
trigger3 = time = 31
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 30
trigger2 = time = 32
trigger3 = time = 34
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 33
trigger2 = time = 35
trigger3 = time = 37
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 36
trigger2 = time = 38
y = 6

[State 220, 2]
type = HitDef
trigger1 = Animelem = 2
attr = S, SA
damage = 30,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -3,-7
air.velocity = -3,-7
fall = 1
yaccel = .5

[State 220, 2]
type = HitDef
trigger1 = Animelem = 6
attr = S, SA
damage = 50,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -3,-7
air.velocity = -3,-7
fall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

[Statedef 1002]
type = S
movetype = A
physics = S
anim = 1002
velset = 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

;KUUSAJIN (SK)
[Statedef 1105]
type = S
movetype = A
physics = S
anim = 1105
poweradd = 100
velset = 0
juggle = 10
ctrl = 0

[State 310, 1]
type = NotHitBy
trigger1 = animelem = 3, < 0
value = SCA

[State 1000, vels]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 15

[State 1000, var]
type = Varset
trigger1 = time = 0
var(12) = 0

[State 1000, var]
type = Varset
trigger1 = time = 2
trigger1 = prevstateno = 221
var(12) = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1100,0

[State 1000, pos]
type = Posadd
trigger1 = animtime = 0
x = 15

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1106

[Statedef 1106]
type = A
movetype = A
physics = N
anim = 1106
velset = 0
juggle = 10
ctrl = 0

[State 1000, var]
type = Varset
trigger1 = time = 0
var(13) = 0

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "holddown" && command = "b"
var(13) = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,6

[State 1001, juggle]
type = AssertSpecial
trigger1 = var(12) = 1
flag = NoJuggleCheck

[State 1000, vels]
type = Posadd
trigger1 = time = 1
x = 8

[State 1000, vels]
type = Posadd
trigger1 = time = [2,3]
x = 7

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

[State 1000, vels]
type = Posadd
trigger1 = time = 5
trigger2 = time = 7
x = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 6
trigger2 = time = 9
x = 4

[State 1000, vels]
type = Posadd
trigger1 = time = 8
trigger2 = time = [10,11]
x = 3

[State 1000, vels]
type = Posadd
trigger1 = time = [12,16]
trigger2 = time = 19
trigger3 = time = 23
x = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [17,18]
trigger2 = time = [20,21]
trigger3 = time = [24,25]
trigger4 = time = [27,29]
trigger5 = time = [31,34]
trigger6 = time = [36,38]
trigger7 = time = [40,43]
trigger8 = time = [45,46]
x = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [1,3]
y = -8

[State 1000, vels]
type = Posadd
trigger1 = time = [4,6]
y = -7

[State 1000, vels]
type = Posadd
trigger1 = time = [7,9]
y = -6

[State 1000, vels]
type = Posadd
trigger1 = time = 10
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = [11,13]
trigger2 = time = 15
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = 14
trigger2 = time = 16
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = [17,19]
y = -2

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

[State 1000, vels]
type = Posadd
trigger1 = time = 25
trigger2 = time = 27
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 26
trigger2 = time = 28
trigger3 = time = 30
trigger4 = time = 46
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = 29
trigger2 = time = 31
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = [32,34]
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [35,37]
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [38,40]
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = 41
trigger2 = time = 43
y = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 42
trigger2 = time = 44
y = 8

[State 1000, vels]
type = Posadd
trigger1 = time = 45
y = 9

[State 220, 2]
type = HitDef
trigger1 = Animelem = 2
trigger2 = Animelem = 7
attr = S, SA
damage = 30,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -3,-9
air.velocity = -3,-9
fall = 1
yaccel = .5

[State 220, 2]
type = HitDef
trigger1 = Animelem = 11
attr = S, SA
damage = 50,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -3,-7
air.velocity = -3,-7
fall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = time = 25
trigger1 = var(13) = 1
value = 1150

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

[Statedef 1150]
type = A
movetype = A
physics = N
anim = 1150
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1050,0

[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = [3,5]
trigger3 = time = [7,10]
trigger4 = time = [12,14]
trigger5 = time = [16,19]
trigger6 = time = [21,22]
x = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = 3
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 2
trigger2 = time = 4
trigger3 = time = 6
trigger4 = time = 22
y = 2

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

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

[State 1000, vels]
type = Posadd
trigger1 = time = [11,13]
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [14,16]
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = 17
trigger2 = time = 19
y = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 18
trigger2 = time = 20
y = 8

[State 1000, vels]
type = Posadd
trigger1 = time = 21
y = 9

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-40
hitsound = S5,4
guardsound = S6,0
pausetime = 18,18
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -6,7
air.velocity = -6,7
fall = 1
fall.recover = 0
yaccel = .5
envshake.time = 18
envshake.ampl = 4
envshake.freq = 50

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1002

;--------------------------------------------------------------------------------
;HANGETSU ZAN (WK)
[Statedef 1200]
type = S
movetype = A
physics = S
anim = 1200
poweradd = 100
velset = 0
juggle = 10
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,7

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1201

[Statedef 1201]
type = A
movetype = A
physics = N
anim = 1201
velset = 0
juggle = 10
ctrl = 0

[State 1001, juggle]
type = AssertSpecial
trigger1 = var(12) = 1
flag = NoJuggleCheck

[State 1000, vels]
type = Posadd
trigger1 = 1
x = 3

[State 1000, vels]
type = Posadd
trigger1 = time = [1,2]
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = [3,4]
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = 5
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [8,9]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 11
y = 2

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

[State 1000, vels]
type = Posadd
trigger1 = time = 12
y = 4

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1202

[Statedef 1202]
type = S
movetype = A
physics = S
anim = 1202
velset = 0
juggle = 10
ctrl = 0

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 80,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -3,-7
air.velocity = -3,-7
fall = 1
yaccel = .5

[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

;HANGETSU ZAN (SK)
[Statedef 1205]
type = S
movetype = A
physics = S
anim = 1205
poweradd = 100
velset = 0
juggle = 10
ctrl = 0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1200,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 3000,7

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1206

[Statedef 1206]
type = A
movetype = A
physics = N
anim = 1206
velset = 0
juggle = 10
ctrl = 0

[State 1001, juggle]
type = AssertSpecial
trigger1 = var(12) = 1
flag = NoJuggleCheck

[State 1000, vels]
type = Posadd
trigger1 = 1
x = 6

[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = 2
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = 2
trigger2 = time = [4,6]
trigger3 = time = 8
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = 10
trigger2 = time = [12,14]
trigger3 = time = 16
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 15
trigger2 = time = 17
y = 2

[State 220, 2]
type = HitDef
trigger1 = animelem = 1
trigger2 = animelem = 4
attr = S, SA
damage = 30,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-7
air.fall = 1
yaccel = .5

[State 220, 2]
type = HitDef
trigger1 = animelem = 5
attr = S, SA
damage = 30,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 11,11
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-7
air.fall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1207

[Statedef 1207]
type = S
movetype = A
physics = S
anim = 1207
velset = 0
ctrl = 0

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = S, SA
damage = 80,10
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-60
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -3,-7
air.velocity = -3,-7
fall = 1
yaccel = .5

[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

;--------------------------------------------------------------------------------
;Hishou kyaku (WK)
[Statedef 1380]
type = A
movetype = A
physics = N
anim = 1380
velset = 0,0
juggle = 10
poweradd = 100
ctrl = 0

[State 1300, vels]
type = Velset
trigger1 = animelem = 2, >= 0
x = 3.5
y = 8.25

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0

[State 1380, var]
type = VarSet
trigger1 = time = 0
fvar(1) = 0

[State 1380, var]
type = VarSet
trigger1 = time > 0 && movecontact = 0
fvar(1) = enemy,pos Y

[State 220, 2]
type = HitDef
trigger1 = animelem = 2
attr = A, SA
damage = 12,8
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-10
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12
air.velocity = -3,-7
yaccel = .5
p1stateno = 1381
p2stateno = 1399
snap = 30

[State 950, 4]
type = ChangeState
trigger1 = Movecontact
value = 1382

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1310

[Statedef 1310]; no llega
type = S
movetype = A
physics = S
anim = 1305
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

[Statedef 1381]; no llega
type = A
movetype = A
physics = N
anim = 1381
juggle = 10
ctrl = 0
velset = 0,0

[State 1381,bind]
type = TargetBind
trigger1 = animelem = 13, < 0
pos = 30,70

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 8
value = 2000,1

[State 220, 2]
type = HitDef
trigger1 = animelem = 4
trigger2 = animelem = 7
trigger3 = animelem = 10
attr = A, SA
damage = 12,8
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-10
hitsound = S5,3
guardsound = S6,0
pausetime = 2,4
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12
air.velocity = -3,-7
air.fall = 1
yaccel = .5
p2stateno = 1399

[State 220, 2]
type = HitDef
trigger1 = animelem = 13
attr = A, SA
damage = 42,8
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-10
hitsound = S5,3
guardsound = S6,0
pausetime = 2,4
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -5,-6
air.velocity = -5,-6
fall = 1
yaccel = .5

[State 950, 4]
type = ChangeState
trigger1 = Animtime = 0
value = 1382

[Statedef 1382]
type = A
movetype = A
physics = N
anim = 1382
ctrl = 0

[State 1382, vel]
type = Velset
trigger1 = 1
x = -3.25

[State 1382, vel]
type = Velset
trigger1 = time < 2
y = -7

[State 1382, vel]
type = Veladd
trigger1 = time > 1
y = .5

[State 950, 4]
type = ChangeState
trigger1 = command = "b"
value = 1390

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1310

[Statedef 1390]
type = A
movetype = A
physics = A
anim = 635
juggle = 10
poweradd = 100
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
trigger1 = AnimElem = 3
attr = A, NA
damage = 70
animtype = light
hitflag = MAF
guardflag = HA
sparkno = S7002
guard.sparkno = S7012
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,-4

[Statedef 1399]
type = S
movetype = H
physics = S
anim = 5002
ctrl = 0
facep2 = 1

[State 1399, pos]
type = posset
trigger1 = 1
y = enemy,fvar(1)

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

[State 1250n state]
type = selfstate
trigger1 = time = 30
value = 5030

;Hishou kyaku (SK)
[Statedef 1385]
type = A
movetype = A
physics = N
anim = 1380
velset = 0,0
juggle = 10
poweradd = 100
ctrl = 0

[State 1300, vels]
type = Velset
trigger1 = animelem = 2, >= 0
x = 6.5
y = 6.25

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1300,0

[State 1380, var]
type = VarSet
trigger1 = time = 0
fvar(1) = 0

[State 1380, var]
type = VarSet
trigger1 = time > 0 && movecontact = 0
fvar(1) = enemy,pos Y

[State 220, 2]
type = HitDef
trigger1 = Time = 0
attr = A, SA
damage = 12,8
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-10
hitsound = S5,3
guardsound = S6,0
pausetime = 0,0
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12
air.velocity = -3,-7
yaccel = .5
p1stateno = 1381
p2stateno = 1399
snap = 30

[State 950, 4]
type = ChangeState
trigger1 = Movecontact
value = 1382

[State 950, 4]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
value = 1310

;--------------------------------------------------------------------------------
;Chain start (WK)
[Statedef 1400]
type = S
movetype = A
physics = S
anim = 1400
juggle = 10
poweradd = 100
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 3
x = 7

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2100,1

[State 1000, var]
type = Varset
trigger1 = time = 0
var(13) = 0

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "chain1" || command = "chain2"
var(13) = 1

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = var(9) = 1
var(13) = 1

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "holdup"; && command = "holdfwd"
trigger1 = command = "a" || command = "b"
trigger1 = AnimElem = 6, < 0
var(13) = 2

[State 220, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
damage = 40,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-90
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -12.3
air.velocity = -3,-4
air.fall = 1

[State 220, 3]
type = ChangeState
trigger1 = Var(13) = 2
trigger1 = AnimElem = 4, > 1
value = 1470

[State 220, 3]
type = ChangeState
trigger1 = Var(13) = 1
trigger1 = AnimElem = 4, > 1
value = 1405

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401

[Statedef 1401]
type = S
movetype = A
physics = S
anim = 1401
velset = 0
ctrl = 0

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

[Statedef 1405]
type = S
movetype = A
physics = S
anim = 1405
juggle = 10
poweradd = 100
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 2
x = 7

[State 220, pos]
type = Posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 11

[State 220, pos]
type = Posadd
trigger1 = animelem = 5
x = 2

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2100,1

[State 1000, var]
type = Varset
trigger1 = time = 0
var(13) = 0

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "chain1" || command = "chain2"
var(13) = 1

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = var(9) = 1
var(13) = 1

[State 220, 2]
type = HitDef
trigger1 = Animelem = 5
attr = S, NA
damage = 40,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-70
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 18
ground.type = low
ground.slidetime = 18
ground.velocity = -12.3
air.velocity = -3,-4
air.fall = 1

[State 220, 3]
type = ChangeState
trigger1 = AnimElem = 5, > 1
value = 1411

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1406

[Statedef 1406]
type = S
movetype = A
physics = S
anim = 1406
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 1
x = 12

[State 220, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 9

[State 220, pos]
type = Posadd
trigger1 = animelem = 4
x = 15

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

[Statedef 1411]
type = S
movetype = A
physics = S
anim = 1411
juggle = 10
poweradd = 100
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 2
x = 12

[State 220, pos]
type = Posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 9

[State 220, pos]
type = Posadd
trigger1 = animelem = 5
x = 15

[State 220, pos]
type = Posadd
trigger1 = animelem = 8
x = 15

[State 220, pos]
type = Posadd
trigger1 = animelem = 14
x = -15

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,2

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 10
value = 240,0

[State 220, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, NA
damage = 20,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -15,-90
hitsound = S5,4
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 = 12
attr = S, NA
damage = 20,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -25,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = trip
ground.slidetime = 17
ground.velocity = -1,10
air.velocity = -1,10
fall = 1
fall.recover = 0

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

;Chain start (SK)
[Statedef 1450]
type = S
movetype = A
physics = S
anim = 1400
juggle = 10
poweradd = 100
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 3
x = 7

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2100,1

[State 1000, var]
type = Varset
trigger1 = time = 0
var(13) = 0

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "chain1" || command = "chain2"
var(13) = 1

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = var(9) = 1
var(13) = 1

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "holdup"; && command = "holdfwd"
trigger1 = command = "a" || command = "b"
trigger1 = AnimElem = 6, < 0
var(13) = 2

[State 220, 2]
type = HitDef
trigger1 = Animelem = 4
attr = S, NA
damage = 40,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-90
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 18
ground.type = high
ground.slidetime = 18
ground.velocity = -12.3
air.velocity = -3,-4
air.fall = 1

[State 220, 3]
type = ChangeState
trigger1 = Var(13) = 2
trigger1 = AnimElem = 4, > 1
value = 1470

[State 220, 3]
type = ChangeState
trigger1 = Var(13) = 1
trigger1 = AnimElem = 4, > 1
value = 1455

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1401

;-----------------------
[Statedef 1455]
type = S
movetype = A
physics = S
anim = 1405
juggle = 10
poweradd = 100
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 2
x = 7

[State 220, pos]
type = Posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 11

[State 220, pos]
type = Posadd
trigger1 = animelem = 5
x = 2

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2100,1

[State 1000, var]
type = Varset
trigger1 = time = 0
var(13) = 0

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "chain1" || command = "chain2"
var(13) = 1

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = var(9) = 1
var(13) = 1

[State 220, 2]
type = HitDef
trigger1 = Animelem = 5
attr = S, NA
damage = 40,10
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -10,-70
hitsound = S5,3
guardsound = S6,0
pausetime = 12,13
ground.hittime = 18
ground.type = low
ground.slidetime = 18
ground.velocity = -12.3
air.velocity = -3,-4
air.fall = 1

[State 220, 3]
type = ChangeState
trigger1 = Var(13) = 1
trigger1 = AnimElem = 5, > 1
value = 1460

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1406

[Statedef 1460]
type = S
movetype = A
physics = S
anim = 1460
juggle = 10
poweradd = 100
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 2
x = 12

[State 220, pos]
type = Posadd
trigger1 = animelem = 3
trigger2 = animelem = 4
x = 9

[State 220, pos]
type = Posadd
trigger1 = animelem = 5
x = 15

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(59) = 0
value = 1461

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger1 = var(59) = 1
value = 1462

[Statedef 1461]
type = A
movetype = A
physics = N
anim = 1461
velset = 0
juggle = 10
ctrl = 0

[State 1000, vels]
type = Velset
trigger1 = 1
x = 4.5

[State 1000, vels]
type = Posadd
trigger1 = time = 1
y = -8

[State 1000, vels]
type = Posadd
trigger1 = time = [2,3]
y = -7

[State 1000, vels]
type = Posadd
trigger1 = time = [4,5]
y = -6

[State 1000, vels]
type = Posadd
trigger1 = time = 6
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = [7,8]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = [9,10]
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = 11
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = [12,13]
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [15,16]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 17
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [18,19]
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 20
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [21,23]
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 25
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = 24
trigger2 = time = 27
y = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 26
y = 8

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 10
value = 4,2

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1460

[State 220, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, SA
damage = 30,10
animtype = up
hitflag = MAF
guardflag = MA
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,-10
air.velocity = -1,-10
fall = 1
yaccel = .5

[State 220, 2]
type = HitDef
trigger1 = animelem = 10
attr = S, SA
damage = 40,10
animtype = hard
hitflag = MAF
guardflag = MA
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 = -5,-7
air.velocity = -5,-7
fall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1310

[Statedef 1462]
type = A
movetype = A
physics = N
anim = 1462
velset = 0
juggle = 10
ctrl = 0

[State 1000, vels]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 3
x = 15

[State 1000, pos]
type = Posadd
trigger1 = animtime = 0
x = 15

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1463

[Statedef 1463]
type = A
movetype = A
physics = N
anim = 1463
velset = 0
juggle = 10
ctrl = 0

[State 1000, vels]
type = Velset
trigger1 = 1
x = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 1
y = -8

[State 1000, vels]
type = Posadd
trigger1 = time = [2,3]
y = -7

[State 1000, vels]
type = Posadd
trigger1 = time = [4,5]
y = -6

[State 1000, vels]
type = Posadd
trigger1 = time = 6
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = [7,8]
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = [9,10]
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = 11
y = -2

[State 1000, vels]
type = Posadd
trigger1 = time = [12,13]
y = -1

[State 1000, vels]
type = Posadd
trigger1 = time = [15,16]
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = 17
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [18,19]
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 20
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [21,23]
y = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 25
y = 6

[State 1000, vels]
type = Posadd
trigger1 = time = 24
trigger2 = time = 27
y = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 26
y = 8

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

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000,3

[State 220, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, SA
damage = 70,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -20,-70
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1310

;---------------UpFwd Kick
[Statedef 1470]
type = S
movetype = A
physics = S
anim = 1470
juggle = 10
poweradd = 100
velset = 0
ctrl = 0

[State 220, pos]
type = Posadd
trigger1 = animelem = 3
x = 10

[State 220, pos]
type = Posadd
trigger1 = animelem = 2
trigger2 = animelem = 4
trigger3 = animelem = 6
x = 5

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1471

[Statedef 1471]
type = A
movetype = A
physics = N
anim = 1471
velset = 0
juggle = 10
ctrl = 0

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

[State 1000, vels]
type = Posadd
trigger1 = animelem = 1
x = 23

[State 1000, vels]
type = Velset
trigger1 = time < 2
y = -6

[State 1000, vels]
type = veladd
trigger1 = time > 1
y = .5

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

[State 1000, var]
type = Varset
trigger1 = time = 0
var(13) = 0

[State 1000, var]
type = Varset
trigger1 = time > 1
trigger1 = command = "holddown"
trigger1 = command = "a" || command = "b"
trigger1 = AnimElem = 4, < 0
var(13) = 1

[State 220, 2]
type = HitDef
trigger1 = animelem = 2
attr = S, SA
damage = 40,10
animtype = diagup
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -20,-90
hitsound = S5,3
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -5.5,-7
air.velocity = -5.5,-7
fall = 1
yaccel = .5

[State 220, 3]
type = ChangeState
trigger1 = Var(13) = 1
trigger1 = AnimElem = 5
trigger1 = var(59) = 0
value = 1475

[State 220, 3]
type = ChangeState
trigger1 = Var(13) = 1
trigger1 = AnimElem = 4
trigger1 = var(59) = 1
value = 1476

[State 200, 3]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 1310

[Statedef 1475]
type = A
movetype = A
physics = N
anim = 1475
velset = 0
juggle = 0
ctrl = 0

[State 1000, vels]
type = Velset
trigger1 = 1
x = 4

[State 1000, vels]
type = veladd
trigger1 = time > 1
y = .5

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000,3

[State 220, 2]
type = HitDef
trigger1 = animelem = 3
attr = S, SA
damage = 70,10
animtype = up
hitflag = MAF
guardflag = HA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -20,-30
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -6,-5
air.velocity = -6,-5
fall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 1310

[Statedef 1476]
type = A
movetype = A
physics = N
anim = 1476
velset = 0
juggle = 0
ctrl = 0

[State 1000, vels]
type = Velset
trigger1 = 1
x = 4

[State 1000, vels]
type = veladd
trigger1 = time > 1
y = .5

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

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2000,3

[State 220, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, SA
damage = 70,10
animtype = up
hitflag = MAF
guardflag = MA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -20,-90
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -7,-3
air.velocity = -7,-3
fall = 1
yaccel = .5

[State 200, 3]
type = ChangeState
trigger1 = vel Y > 0 && pos Y >= 0
value = 1310

;--------------------------------------------------------------------------------
;Haki Kyaku (WK)
[Statedef 1500]
type = S
movetype = A
physics = S
anim = 1500
poweradd = 100
juggle = 10
velset = 0
ctrl = 0

[State 1000, vels]
type = Posadd
trigger1 = animelem = 2
x = 10

[State 1000, vels]
type = Posadd
trigger1 = animelem = 3
x = 5

[State 1000, vels]
type = Posadd
trigger1 = animelem = 5
x = 15

[State 1000, vels]
type = Posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
x = -15

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3000,9

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1500,0

[State 197, quake]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
ampl = 4
freq = 70

[State 3001, Explod]; Strong Ground Wave - Background
type = Explod
trigger1 = animelem = 6
anim = 7035
pos = 45,0
postype = p1
under = 1
removetime = -2
bindtime = 1
ontop = 0
ownpal = 1
sprpriority = -1

[State 3001, Explod 2]; Strong Ground Wave - Foreground
type = Explod
trigger1 = animelem = 6
anim = 7036
pos = 45,0
postype = p1
removetime = -2
bindtime = 1
ontop = 0
ownpal = 1
sprpriority = 3

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 70,10
animtype = medium
hitflag = MAF
guardflag = L
sparkno = S7002
guard.sparkno = S7012
sparkxy = -15,-10
hitsound = S5,5
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -3,-4
air.fall = 1

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

;Haki Kyaku (SK)
[Statedef 1501]
type = S
movetype = A
physics = S
anim = 1501
poweradd = 100
juggle = 5
velset = 0
ctrl = 0

[State 1000, vels]
type = Posadd
trigger1 = animelem = 2
x = 10

[State 1000, vels]
type = Posadd
trigger1 = animelem = 3
x = 5

[State 1000, vels]
type = Posadd
trigger1 = animelem = 5
x = 15

[State 1000, vels]
type = Posadd
trigger1 = animelem = 8
trigger2 = animelem = 9
x = -15

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3000,9

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1500,0

[State 3001, Explod]
type = Explod
trigger1 = animelem = 6
anim = 7035
pos = 45,0
postype = p1
under = 1
removetime = -2
bindtime = 1
ontop = 0
ownpal = 1
sprpriority = -1

[State 3001, Explod 2]
type = Explod
trigger1 = animelem = 6
anim = 7036
pos = 45,0
postype = p1
removetime = -2
bindtime = 1
ontop = 0
ownpal = 1
sprpriority = 3

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 70,10
animtype = medium
hitflag = MAFD
guardflag = L
sparkno = S7002
guard.sparkno = S7012
sparkxy = -15,-10
hitsound = S5,5
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = trip
ground.slidetime = 17
ground.velocity = 0,10
air.velocity = -3,10
down.velocities = -3,-3
fall = 1
yaccel = .5

[State 197, quake]
type = EnvShake
trigger1 = AnimElem = 6
time = 15
ampl = 4
freq = 70

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

;--------------------------------------------------------------------------------
;Ryusei Kyaku (WK)
[Statedef 1600]
type = S
movetype = A
physics = S
anim = 1600
poweradd = 100
juggle = 0
velset = 0
ctrl = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1601

[Statedef 1601]
type = S
movetype = A
physics = S
anim = 1601
juggle = 0
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 400,0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,10

[State 1000, vels]
type = Posadd
trigger1 = time = 1
trigger2 = time = 3
x = 9

[State 1000, vels]
type = Posadd
trigger1 = time = 4
x = 8

[State 1000, vels]
type = Posadd
trigger1 = time = 2
x = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 5
x = 6

[State 1000, vels]
type = Posadd
trigger1 = time = [6,7]
x = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [8,9]
x = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 10
x = 2

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 30,10
animtype = up
hitflag = MAF
guardflag = L
sparkno = S7002
guard.sparkno = S7012
sparkxy = -15,-10
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -3,-7.5
air.velocity = -3,-7.5
yaccel = .5
fall = 1

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = movecontact
value = 1602

[Statedef 1602]
type = S
movetype = A
physics = S
anim = 1602
juggle = 0
velset = 0
ctrl = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1603

[Statedef 1603]
type = A
movetype = A
physics = N
anim = 1603
juggle = 0
velset = 0
ctrl = 0

[State 1000, vels]
type = Posadd
trigger1 = 1
x = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [1,2]
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = 3
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = 4
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = [5,6]
y = -2

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

[State 1000, vels]
type = Posadd
trigger1 = time = 9
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [10,11]
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = 12
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 14
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [15,16]
y = 5

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1600,0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 70,10
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -15,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -6,11
air.velocity = -6,11
yaccel = .5
fall = 1
fall.envshake.time = 18
fall.envshake.ampl = 4
fall.envshake.freq = 50

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1604

[Statedef 1604]
type = S
movetype = A
physics = S
anim = 1604
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

;Ryusei Kyaku (SK)
[Statedef 1605]
type = S
movetype = A
physics = S
anim = 1600
poweradd = 100
juggle = 0
velset = 0
ctrl = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1606

[Statedef 1606]
type = S
movetype = A
physics = S
anim = 1606
juggle = 0
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 400,0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3000,10

[State 1000, vels]
type = Posadd
trigger1 = time = 1
x = 18

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

[State 1000, vels]
type = Posadd
trigger1 = time = 3
x = 10

[State 1000, vels]
type = Posadd
trigger1 = time = [4,5]
x = 7

[State 1000, vels]
type = Posadd
trigger1 = time = 6
x = 5

[State 1000, vels]
type = Posadd
trigger1 = time = 7
x = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [8,9]
x = 3

[State 1000, vels]
type = Posadd
trigger1 = time = [10,12]
x = 2

[State 1000, vels]
type = Posadd
trigger1 = time = [13,14]
x = 1

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 30,10
animtype = up
hitflag = MAF
guardflag = L
sparkno = S7002
guard.sparkno = S7012
sparkxy = -15,-10
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -3,-7.5
air.velocity = -3,-7.5
yaccel = .5
fall = 1

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
trigger2 = movecontact
value = 1607

[Statedef 1607]
type = S
movetype = A
physics = S
anim = 1607
juggle = 0
velset = 0
ctrl = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1608

[Statedef 1608]
type = A
movetype = A
physics = N
anim = 1608
juggle = 0
velset = 0
ctrl = 0

[State 1000, vels]
type = Posadd
trigger1 = 1
x = 5

[State 1000, vels]
type = Posadd
trigger1 = time = [1,2]
y = -5

[State 1000, vels]
type = Posadd
trigger1 = time = 3
y = -4

[State 1000, vels]
type = Posadd
trigger1 = time = 4
y = -3

[State 1000, vels]
type = Posadd
trigger1 = time = [5,6]
y = -2

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

[State 1000, vels]
type = Posadd
trigger1 = time = 9
y = 1

[State 1000, vels]
type = Posadd
trigger1 = time = [10,11]
y = 2

[State 1000, vels]
type = Posadd
trigger1 = time = 12
y = 3

[State 1000, vels]
type = Posadd
trigger1 = time = 14
y = 4

[State 1000, vels]
type = Posadd
trigger1 = time = [15,16]
y = 5

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1600,0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 80,10
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -15,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -6,11
air.velocity = -6,11
yaccel = .5
fall = 1
fall.recover = 0
fall.envshake.time = 18
fall.envshake.ampl = 4
fall.envshake.freq = 50

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1609

[Statedef 1609]
type = S
movetype = A
physics = S
anim = 1609
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

;--------------------------------------------------------------------------------
;Ryusei Kyaku (WK) EX
[Statedef 1650]
type = S
movetype = A
physics = S
anim = 1650
poweradd = 100
juggle = 0
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 400,0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 3000,10

[State 1000, vels]
type = Posadd
trigger1 = animelem = 7
x = 12

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 30,10
animtype = up
hitflag = MAF
guardflag = L
sparkno = S7002
guard.sparkno = S7012
sparkxy = -15,-10
hitsound = S5,3
guardsound = S6,0
pausetime = 7,9
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -3,-7.5
air.velocity = -3,-7.5
yaccel = .5
fall = 1

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1651

[Statedef 1651]
type = A
movetype = A
physics = N
anim = 1651
juggle = 0
velset = 0
ctrl = 0

[State 1000, vels]
type = Posadd
trigger1 = 1
x = 5

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

[State 1000, vels]
type = VelAdd
trigger1 = time > 1
y = .5

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1600,0

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 8
attr = S, NA
damage = 70,10
animtype = hard
hitflag = MAF
guardflag = HA
sparkno = S7002
guard.sparkno = S7012
sparkxy = -15,-60
hitsound = S5,4
guardsound = S6,0
pausetime = 11,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -6,11
air.velocity = -6,11
yaccel = .5
fall = 1
fall.envshake.time = 18
fall.envshake.ampl = 4
fall.envshake.freq = 50

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 1604

[Statedef 1604]
type = S
movetype = A
physics = S
anim = 1604
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
