;----------------------------------------------------------------
[StateDef 3000]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3000
poweradd = 0
sprpriority = 2

[State 0, VarSet]
type = VarSet
trigger1 = time = 1
v = 10
value = 2

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 2
length = 15
framegap = 5
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 46
anim = 0
sound = s3000,0
pos = 0,999999
movetime =  46
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 48

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3886
name="Carga"
postype=p1
pos=-16,-71
ownpal=1
persistent=0
supermovetime=9999

[State 0, PlaySnd]
type = PlaySnd
triggerall = anim = 3000
trigger1 = animelem = 11
trigger2 = animelem = 12
value = S1000,0
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = time = 45
anim = 10002
ID = 10002
pos = 13,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -.5,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 45
anim = 7105
ID = 7105
pos = -10,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = time = 45
helpertype = normal
name = "shin hadouken"
ID = 3001
stateno = 3001
pos = 62,-66
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove = 9999
pausemove =9999

[State 0, Explod]
type = Explod
trigger1 = animelem =2
anim = 3002
ID = 3002
pos = -11,-45
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 38
supermove = 99999
pausemove =9999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 10
value = S1100,0
volume = 200
channel = -1


[State 3000, end]
type = ChangeState
triggerall = power >= 1000
trigger1 = time = [10,37]
trigger1 = command = "QCF_x" || command = "QCF_y" || command = "QCF_z"
value = 3010
ctrl = 0

[State 1000, end]
type = ChangeState
triggerall = var(59)<1
trigger1 = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = Time = 44
value = 3091
ctrl = 1

[State 1000, end]
type = ChangeState
triggerall = var(59)<1
trigger1 = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = Time = 44
value = 3092
ctrl = 1

[State 1000, end]
type = ChangeState
triggerall = var(59)<1
trigger1 = command = "holddown"
trigger1 = Time = 44
value = 3093
ctrl = 1

[State 1000, end]
type = ChangeState
triggerall = var(59)<1
trigger1 = command = "holdup"
trigger1 = Time = 44
value = 3094
ctrl = 1

[State 1000, end]
type = ChangeState
triggerall = var(59)<1
trigger1 = command = "holdback"
trigger1 = Time = 44
value = 3095
ctrl = 1

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;shinkuu hadouken hadouken diagonal abajo
[StateDef 3091]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3091
poweradd = 0

[State 0, Explod]
type = Explod
trigger1 =  animelem = 1
anim = 3043
ID = 3043
pos = 0,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 10002
ID = 10002
pos = 13,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -.5,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 3
value = S1000,0
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, Helper]
type = Helper
trigger1 = time = 0
helpertype = normal ;player
name = "shinkuu hadouken"
ID = 3001
stateno = 3033
pos = 61,-38
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 4
supermove = 9999
pausemove = 9999

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;shinkuu hadouken hadouken diagonal arriba
[StateDef 3092]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3092
poweradd = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 10002
ID = 10002
pos = 13,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -.5,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,0
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, Explod]
type = Explod
trigger1 =  animelem = 1
anim = 3043
ID = 3044
pos = -10,-120
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = -1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "shinkuu hadouken"
ID = 3001
stateno = 3032
pos = 36,-87
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove =9999
pausemove =9999

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;shinkuu hadouken hadouken abajo
[StateDef 3093]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3093
poweradd = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,0
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, Helper]
type = Helper
trigger1 = animelem = 2
helpertype = normal ;player
name = "shinkuu hadouken c/piso1"
ID = 3001
stateno = 3038
pos = 20,3
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove = 9999
pausemove = 9999

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;shinkuu hadouken hadouken arriba
[StateDef 3094]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3094
poweradd = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,0
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, HitDef]
type = HitDef
Trigger1 = !time
sparkxy = -10,0
guard.sparkno = -1
sparkno = -1
attr = S, NA
damage = 80,5
animtype = hard
getpower = 80
guardflag = MA
hitflag = MAF
pausetime = 4,4
ground.type = high
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6
air.velocity = -3.3, -4
guard.ctrltime = 40
airguard.velocity = -3, -1.5
fall.recover = 0
sparkno = 9999
guard.sparkno = 41
hitsound = s0,11
guardsound = s0,14
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
fall = 1

[State 0, Explod]
type = Explod
trigger1 =  animelem = 1
anim = 3042
ID = 3042
pos = 15,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "shinkuu hadouken"
ID = 3001
stateno = 3034
pos = 16,-150
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove =9999
pausemove =9999


[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;shinkuu hadouken atras
[StateDef 3095]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3095
poweradd = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1100,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 3
value = S1000,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1100,0
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, Explod]
type = Explod
trigger1 =  animelem = 2
anim = 3048
ID = 3048
pos = 67,-68
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.1,1.1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
trigger1 =  animelem = 2
anim = 10002
ID = 10002
pos = 13,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -.5,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

[State 0, Explod]
type = Explod
triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = p2bodydist x = [-40,120]
triggerall = p2bodydist y = [-40,30]
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, PlayerPush]
type = PlayerPush
triggerall = movehit
trigger1 != time
value = 0

[State 3005, hit]
type = hitdef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
priority = 6,Hit
attr = S,HP
damage = 17,3
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
sparkxy = -10,0
guard.sparkno  = -1
hitsound = s1,9
guardsound = s2,1
ground.type = High
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,-1
ground.cornerpush.veloff = -1
air.velocity = -6,-1
p2facing  = 1
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = 6
palfx.color = 32
palfx.mul = 80,80,520
palfx.time = 32
;persistent = 0

[State 1000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------
[StateDef 3010]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3010
poweradd = 0
sprpriority = 2

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time= 1
id = 3002

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=38861
ID=38861
name="Carga2"
postype=p1
pos=-16,-71
ownpal=1
persistent=0
supermovetime=9999

[State 0, Explod]
type = Explod
trigger1 = time = 45
anim = 10002
ID = 10002
pos = 13,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -.5,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 45
anim = 7105
ID = 7105
pos = -10,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 45
anim = 0
sound = s1,37
pos = 0,999999
movetime =  45
darken = 0
;p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 48

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 9
value = S1000,0
volume = 0
channel = -1

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 9
time = 50
TimeGap  = 3
FrameGap = 6
length = 10
PalBright = 3,3,3
PalContrast = 160,40,240
PalAdd = 0,0,0
PalMul = .5,.5,.5

[State 0, Explod]
type = Explod
trigger1 = time = 42
anim = 7105
ID = 7105
pos = -15,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1.1,1.1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 11
helpertype = normal
name = "shin hadouken2"
ID = 3001
stateno = 3005
pos = 55,-68
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove =9999
pausemove =9999

[State 3000, end]
type = ChangeState
triggerall = power >= 1000
trigger1 = time = [10,37]
trigger1 = command = "QCF_x" || command = "QCF_y" || command = "QCF_z"
value = 3020
ctrl = 0

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;shinkuu hadouken3
[StateDef 3020]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3020
poweradd = 0
sprpriority = 2

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=38862
ID=38862
name="Carga3"
postype=p1
pos=-16,-71
ownpal=1
persistent=0
supermovetime=9999

[State 3000: Helper]
type = Helper
trigger1 = Time = 1
helpertype = normal
name = "portrait"
ID =3883
stateno = 3883
pos = 0,0
postype = p1
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 999999
pausemovetime = 999999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = time= 1
id = 3005

[State 0, Explod]
type = Explod
trigger1 = animelem =1
anim = 3004
ID = 3004
pos = -11,-45
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 56
supermove = 99999
pausemove =9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem =10
anim = 10002
ID = 10002
pos = 13,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -.5,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .8,.8
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

;[State 3005, hitoverride]
;type = hitoverride
;trigger1 = 1
;time = -1
;attr = SCA,NP,SP,HP
;stateno = 3020
;ignorehitpause = 1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 55
anim = 0
sound = s1,2
pos = 0,999999
movetime =  55
darken = 0
;p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 48

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 9
time = 2
TimeGap  = 3
FrameGap = 4
length = 8
PalBright = 2,2,2
PalContrast = 240,40,160
PalAdd = 0,0,0
PalMul = .5,.5,.5

[State 0, Varset]
type = VarSet
trigger1 = p2stateno = [5000,5999]
v = 19    ;fv =
value = 1

[State 0, Varset]
type = VarSet
trigger1 = p2stateno != [5000,5999]
v = 19    ;fv =
value = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 10
helpertype = normal
name = "shin hadouken3"
ID = 3001
stateno = 3021
pos = 78,-66
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove =9999
pausemove =9999

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 9
id = 3004

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = AnimTime = 0

[State 3000, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------
;shinkuu hadouken aereo
[StateDef 3100]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3100
poweradd = -1000
sprpriority = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 2
time = 45
anim = 0
sound = s3000,0
pos = 0,10000
movetime = 45
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3886
name="Carga"
postype=p1
pos=-17,-82
ownpal=1
persistent=0
supermovetime=9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,0
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1000,0
volume = 0
channel = -1

[State 3000, AfterImage]
type = AfterImage
triggerall = stateno= 3100
trigger1 = animelem = 3
time = 30
length = 15
framegap = 3
trans = add1 ;"none","add1","sub"
PalContrast = 120,90,100

[State 0, Explod]
type = Explod
trigger1 = animelem =2
anim = 3002
ID = 3002
pos = -10,-56
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 45
supermove = 99999
pausemove =9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = animelem =6
anim = 7105
ID = 7105
pos = -10,-10
postype = p1
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Helper]
type = Helper
trigger1 = animelem = 5
helpertype = normal
name = "shin hadouken"
ID = 3001
stateno = 3001
pos = 52,-75
postype = p1
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove
pausemove

[State 0, VelAdd]
type = Velset
trigger1 = time <=45;time > 0 && time <38
x = 0
y = 0

[State 0, VelAdd]
type = Veladd
trigger1 = animelem = 5
x = -2

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = time = 55
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A

[State 1000, end]
type = ChangeState
triggerall = var(58) = 0
trigger1 = command = "holddown"
trigger1 = command = "holdfwd"
trigger1 = Time = 47
value = 3191
ctrl = 1

[State 1000, end]
type = ChangeState
triggerall = var(58) = 0
trigger1 = command = "holdup"
trigger1 = command = "holdfwd"
trigger1 = Time = 47
value = 3192
ctrl = 1

[State 1000, end]
type = ChangeState
triggerall = var(58) = 0
trigger1 = command = "holddown"
trigger1 = Time = 47
value = 3193
ctrl = 1

[State 1000, end]
type = ChangeState
triggerall = var(58) = 0
trigger1 = command = "holdup"
trigger1 = Time = 47
value = 3194
ctrl = 1

[State 1000, end]
type = ChangeState
triggerall = var(58) = 0
trigger1 = command = "holdback"
trigger1 = Time = 47
value = 3195
ctrl = 1

[State 1200, 22]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
;-----------------------------------------------------------------------
;shinkuu hadouken aereo hadouken diagonal abajo
[StateDef 3191]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3191
poweradd = 80

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,0
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, VelAdd]
type = Velset
trigger1 = time <= 5
x = -2.5
y = -2

[State 0, Explod]
type = Explod
trigger1 =  animelem = 1
anim = 3043
ID = 3043
pos = 0,-5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, HitDef]
type = HitDef
Trigger1 = !time
sparkxy = -10,0
guard.sparkno = -1
sparkno = -1
attr = S, NA
damage = 80,5
animtype = hard
getpower = 80
guardflag = MA
hitflag = MAF
pausetime = 4,4
ground.type = high
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6
air.velocity = -3.3, -4
guard.ctrltime = 40
airguard.velocity = -3, -1.5
fall.recover = 0
sparkno = 9999
guard.sparkno = 41
hitsound = s0,11
guardsound = s0,14
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
fall = 1

[State 3000, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 30
length = 15
framegap = 3
trans = add1 ;"none","add1","sub"
PalContrast = 120,90,100

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "dejin hadouken"
ID = 1000
stateno = 3033
pos = 10,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove
pausemove
;-----------------------------------------------------------------------
;shinkuu hadouken hadouken diagonal arriba
[StateDef 3192]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3192
poweradd = 80

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,0
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, VelAdd]
type = Velset
trigger1 = time <= 5
x = -2.5
y = 1

[State 0, HitDef]
type = HitDef
Trigger1 = !time
sparkxy = -10,0
guard.sparkno = -1
sparkno = -1
attr = S, NA
damage = 80,5
animtype = hard
getpower = 80
guardflag = MA
hitflag = MAF
pausetime = 4,4
ground.type = high
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6
air.velocity = -3.3, -4
guard.ctrltime = 40
airguard.velocity = -3, -1.5
fall.recover = 0
sparkno = 9999
guard.sparkno = 41
hitsound = s0,11
guardsound = s0,14
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
fall = 1

[State 0, Explod]
type = Explod
trigger1 =  animelem = 1
anim = 3043
ID = 3044
pos = -15,-130
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = -1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "dejin hadouken"
ID = 1000
stateno = 3032
pos = 22,-87
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove =9999
pausemove =9999

[State 3000, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 30
length = 15
framegap = 3
trans = add1 ;"none","add1","sub"
PalContrast = 120,90,100
;-----------------------------------------------------------------------
;shinkuu hadouken aereo abajo
[StateDef 3193]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3193
poweradd = 80

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,0
channel = -1

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time <= 12
value = 1

[State 0, VelAdd]
type = Velset
trigger1 = time = 13
x = 0
y = -6

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S7,8
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, Explod]
type = Explod
trigger1 =  animelem = 4
anim = 3042
ID = 3045
pos = 10,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = -1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, HitDef]
type = HitDef
Trigger1 = !time
sparkxy = -10,0
guard.sparkno = -1
sparkno = -1
attr = S, NA
damage = 80,5
animtype = hard
getpower = 80
guardflag = MA
hitflag = MAF
pausetime = 4,4
ground.type = high
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6
air.velocity = -3.3, -4
guard.ctrltime = 40
airguard.velocity = -3, -1.5
fall.recover = 0
sparkno = 9999
guard.sparkno = 41
hitsound = s0,11
guardsound = s0,14
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
fall = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal ;player
name = "dejin hadouken"
ID = 1000
stateno = 3035
pos = 15,-66
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove
pausemove

[State 3000, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 30
length = 15
framegap = 3
trans = add1 ;"none","add1","sub"
PalContrast = 120,90,100
;-----------------------------------------------------------------------
;shinkuu hadouken hadouken arriba
[StateDef 3194]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3194
poweradd = 80

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S2000,9
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S1000,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S1000,0
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, VelAdd]
type = Velset
trigger1 = time <= 5
x = 0
y = 4

[State 0, HitDef]
type = HitDef
Trigger1 = !time
sparkxy = -10,0
guard.sparkno = -1
sparkno = -1
attr = S, NA
damage = 80,5
animtype = hard
getpower = 80
guardflag = MA
hitflag = MAF
pausetime = 4,4
ground.type = high
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6
air.velocity = -3.3, -4
guard.ctrltime = 40
airguard.velocity = -3, -1.5
fall.recover = 0
sparkno = 9999
guard.sparkno = 41
hitsound = s0,11
guardsound = s0,14
fall.recover = 0
envshake.time = 16
envshake.freq = 60
envshake.ampl = 4
fall = 1

[State 0, Explod]
type = Explod
trigger1 =  animelem = 1
anim = 3042
ID = 3042
pos = 5,-100
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, Helper]
type = Helper
trigger1 = animelem = 1
helpertype = normal ;player
name = "dejin hadouken"
ID = 1000
stateno = 3034
pos = 15,-150
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove
pausemove

[State 3000, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 30
length = 15
framegap = 3
trans = add1 ;"none","add1","sub"
PalContrast = 120,90,100
;-----------------------------------------------------------------------
;shinkuu hadouken aire atras
[StateDef 3195]
type = A
movetype= A
physics = A
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3195
poweradd = 80

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 3002

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S7,8
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
trigger2 = animelem = 3
value = S1000,0
channel = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3007

[State 0, Explod]
type = Explod
trigger1 =  animelem = 2
anim = 3048
ID = 3048
pos = 56,-68
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.1,1.1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0

[State 0, Explod]
type = Explod
triggerall = p2stateno = [5000,5999]
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,-70
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 8
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0

[State 0, Explod]
type = Explod
triggerall = p2bodydist x = [-40,120]
triggerall = p2bodydist y = [-40,30]
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, PlayerPush]
type = PlayerPush
triggerall = movehit
trigger1 != time
value = 0

[State 3005, hit]
type = hitdef
trigger1 = animelem = 1
trigger2 = animelem = 2
trigger3 = animelem = 3
trigger4 = animelem = 4
trigger5 = animelem = 5
trigger6 = animelem = 6
trigger7 = animelem = 7
trigger8 = animelem = 8
trigger9 = animelem = 9
trigger10 = animelem = 10
trigger11 = animelem = 11
trigger12 = animelem = 12
trigger13 = animelem = 13
trigger14 = animelem = 14
trigger15 = animelem = 15
priority = 6,Hit
attr = S,HP
damage = 17,3
animtype = Back
hitflag = MAF
guardflag = MA
pausetime = 2,3
sparkno = -1
sparkxy = -10,0
guard.sparkno  = -1
hitsound = s1,9
guardsound = s2,1
ground.type = High
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -6,-1
ground.cornerpush.veloff = -1
air.velocity = -6,-1
p2facing  = 1
fall = 1
fall.recover = 0
getpower = 0
envshake.time = 16
envshake.freq = 100
envshake.ampl = 6
palfx.color = 32
palfx.mul = 80,80,520
palfx.time = 32
;persistent = 0

[State 0, velset]
type = Velset
trigger1 = time = [1,20]
x = -.5
y = 0

[State 0, velset]
type = Velset
trigger1 = time = [21,62]
x = -.5
y = .2

[State 3000, AfterImage]
type = AfterImage
trigger1 = animelem = 3
time = 30
length = 15
framegap = 3
trans = add1 ;"none","add1","sub"
PalContrast = 120,90,100
;-------------------------------------------------------------
;super gou air hadouken
[StateDef 3060]
type = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3060
poweradd = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 3
time = 40
anim = 0
sound = s1000,3
pos = 0,10000
movetime =  40
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3881
name="Carga"
postype=p1
pos=63,-52
ownpal=1
persistent=0
supermovetime=9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 9
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 21
trigger7 = animelem = 24
value = S1000,3
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 6
trigger2 = animelem = 9
trigger3 = animelem = 12
trigger4 = animelem = 15
trigger5 = animelem = 18
trigger6 = animelem = 21
trigger7 = animelem = 24
value = S1100,0
channel = -1

[State 0, Helper]
type = Helper
;trigger1 = animelem = 6
trigger1 = animelem = 9
;trigger3 = animelem = 12
trigger2 = animelem = 15
;trigger5 = animelem = 18
trigger3 = animelem = 21
;trigger7 = animelem = 24
helpertype = normal ;player
name = "gou hadouken"
ID = 3064
stateno = 3064
pos = 55,-75
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove = 9999
pausemove = 9999

[State 0, Helper]
type = Helper
trigger1 = animelem = 6
;trigger2 = animelem = 9
trigger2 = animelem = 12
;trigger4 = animelem = 15
trigger3 = animelem = 18
;trigger6 = animelem = 21
trigger4 = animelem = 24
helpertype = normal ;player
name = "gou hadouken"
ID = 3064
stateno = 3064
pos = 45,-45
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
sprpriority = 5
supermove
pausemove

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time <= 41
value = 1

[State 0, VelAdd]
type = VelSet
trigger1 = time= [42,107]
x = -.4
y = -.4

[State 1200, 22]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 52
;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 3200: jsp]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd = 0;= 65
ctrl = 0
anim = 3200
sprpriority = 2
velset = 0,0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 46
anim = 0
sound = s3000,0
pos = 0,999999
movetime =  46
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3886
name="Carga"
postype=p1
pos=-28,-130
ownpal=1
persistent=0
supermovetime=9999

[State 0, Helper]
type = Helper
trigger1 = movehit
helpertype = normal ;player
name = "circulo"
ID = 3889
stateno = 3889
pos = 42,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermovetime = 9999
pausemovetime = 9999
persistent = 0
ignorehitpause = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random <= 400
trigger1 = animelem = 1
value = S3,0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S0,5
channel = -1

[State 0, Explod]
type = Explod
trigger1 = animelem = 2
anim = 3201
ID =  3201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime =999999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, EnvShake]
type = EnvShake
trigger1 = animelem = 4
time = 15
freq = 60
ampl = -6
;phase = 90
;ignorehitpause =
;persistent =

[State 610, 3]
type = HitDef
trigger1 != time
attr = A, NA
pausetime = 7,0
animtype = hard
damage = 210,30
guardflag = HA
hitflag = MAF
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-10, var(43):= -65
hitsound = s1,6
guardsound = s2,0
ground.type = high
ground.slidetime = 9
ground.hittime = 20
ground.velocity = 0,10
air.velocity = 0, 10
guard.ctrltime = 39
airguard.velocity = -3, -1.5
fall.recover = 0
fall = 1
air.fall = 1
air.recover = 0
yaccel = .40
fall.recovertime = 30
envshake.time = 15
envshake.ampl = 4
envshake.freq = 60
persistent = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 7
statetype = A       ;S,A,C,L
movetype = I        ;I,A,H
physics = A         ;A,C,S,N
;---------------------------------------------------------
;shin shoryuuken
[StateDef 3300]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3300
poweradd = -1000
sprpriority = 2

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 2
length = 15
framegap = 5
trans = add1 ;"none","add1","sub"
PalContrast = 150,50,70

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3881
name="Carga"
postype=p1
pos=-35,-50
ownpal=1
persistent=0
supermovetime=9999


[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 45
anim = 0
sound =s3000,1; s1,2
pos = 0,10000
movetime =  45
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 48

[State 3300, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 70,5
animtype = Heavy
guardflag = MA
hitflag = MAF
snap = 25,0,0
priority = 3, Hit
pausetime = 0,100
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-20, var(43):= -66
hitsound = s1,10
guardsound = s2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,0
air.hittime = 12
p1stateno = 3301
p2facing = 1
getpower = 0
;p2stateno = 5000
envshake.time = 16
envshake.freq = 300
envshake.ampl = 4

[State 3300, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 3302
ctrl = 1
;------------------------------------------------
;shin shoryuuken ground
[StateDef 3301]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3301
poweradd = 20
sprpriority = 2

[State 0, Explod]
type = Explod
trigger1 = animelem = 1
trigger2 = animelem = 4 ;&& movehit
anim = 3890
ID = 3890
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 10002
ID = 10002
pos = 0,30
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 10002
ID = 10002
pos = 0,30
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel =0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = 1,.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
;ignorehitpause =
;persistent =

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 60
value = S2000,3
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 5
value = S1000,1
volume = 0
channel = -1

[State 0, Explod]
type = Explod
triggerall= p2stateno = [5000,5999]
trigger1= animelem = 1
trigger2= animelem = 4
trigger3= animelem = 5
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, Helper]
type = Helper
triggerall= p2stateno = [5000,5999]
trigger1 = animelem = 1
helpertype = normal ;player
name = "circulo"
ID = 3889
stateno = 3889
pos = 42,-68
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove = 9999
pausemove = 9999

[State 0, Helper]
type = Helper
triggerall= p2stateno = [5000,5999]
trigger1 = animelem = 4
helpertype = normal ;player
name = "circulo"
ID = 38890
stateno = 38890
pos = 40,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove = 9999
pausemove = 9999

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 2
length = 15
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 180,70,70

[State 3301, 0]
type = Playerpush
trigger1 = 1
value = 0

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 5
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

[State 0, VelAdd]
type = VelSet
trigger1 = animelem = 5
x = 3
y = -35

[State 0, VelAdd]
type = VelSet
trigger1 = animelem = 7
x = 0
y = .55

[State 3301, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 90,10
animtype =up
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 18,0
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-24, var(43):= -76
hitsound = s1,10
guardsound = s2,0
ground.type = Low
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-9.5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = 0,-6.5
air.hittime = 12
fall = 1
fall.yvelocity = -4.5
fall.recover = 0
fall.recovertime = 4
fall.damage = 0
getpower = 0
;p2stateno = 5000
envshake.time = 16
envshake.freq = 300
envshake.ampl = 4
p2stateno = 3350

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3390
ID = 3390
pos = 30,125
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = .6,1.6
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 3301, 1]
type = HitDef
;trigger1 != time
trigger1 = animelem = 5
attr = S, NA
damage = 60,10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 20,21
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=0, var(43):= -70
hitsound = s1,10
guardsound = s2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 4,-20
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2,-12
air.hittime = 12
fall = 1
fall.yvelocity = -4.5
fall.recover = 0
fall.recovertime = 4
fall.damage = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
envshake.time = 16
envshake.freq = 300
envshake.ampl = 4
getpower = 0
;---------------------------------------------------------------------------
;Hit by SHIN SHORYUU
[Statedef 3350]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 4
y = -12
x=-.2

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 3
y = .5

[State 906, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <=70
value = 0

[State 820, 1]
type = ChangeAnim2
;trigger1 = HitShakeOver = 1
Trigger1 = Time = 0
value =3350

[State 820,1]
type=SelfState
;triggerall=!Alive
trigger1=Time>=30
value=5030
;---------------------------------------------------------
;shin shoryuuken air
[StateDef 3302]
type = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3302
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1000,1
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2000,5
volume = 200
channel = 8

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time =18
value = S2000,9
volume = 200
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
trigger2 = time = 5
value = S0,2
volume = 0
channel = -1

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 2
length = 20
framegap = 4
trans = add1 ;"none","add1","sub"
PalContrast = 180,70,70

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 2
anim = 1190
ID =  3057
pos = 13,-140
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = .4,.5
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0



[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 1
x = 1
y = -8

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 2
x = 1.5
y = -8

[State 0, VelAdd]
type = VelAdd
trigger1 = animelem = 3
x = 0
y = 5

[State 0, VelSet]
type = VelSet
trigger1 = animelem = 5
x = 0

[State 0, Helper]
type = Helper
trigger1 = movehit = 1
helpertype = normal ;player
name = "sparks"
ID =8000
stateno = 8030
pos = 0,-50
postype = p2    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =9999
pausemove =9999
size.xscale =.5
size.yscale =.5

[State 0, Explod]
type = Explod
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0

[State 3301, 1]
type = HitDef
trigger1 != time
;trigger1 = animelem = 5
attr = S, NA
damage = 10,2
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 3,2
sparkno =  -1;S(var(1)+20)
guard.sparkno = -1;s4101
sparkxy = 0, 0
hitsound = s1,8
guardsound = s2,2
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 2,-4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -2.5,-9
air.hittime = 12
fall = 1
fall.yvelocity = -4.5
fall.recover = 0
fall.recovertime = 4
fall.damage = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = -5
airguard.cornerpush.veloff = 0
envshake.time = 16
envshake.freq = 300
envshake.ampl = 4
getpower = 0
;---------------------------------------------------------------
;Shinku Tatzumaki
[StateDef 3400]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3400
poweradd = -1000
sprpriority = 2

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3881
name="Carga"
postype=p1
pos=-35,-29
ownpal=1
persistent=0
supermovetime=9999

[State 3400, pullhelper]
type=helper
trigger1=(anim=[3400,3401])&&!numhelper(3406)
helpertype=normal
stateno=3406
ID=3406
name="Jala"
postype=p2
pos=enemynear,const(size.ground.back)-25,-ceil(enemy,pos y)
persistent=0
size.ground.back=5
size.ground.front=5
size.height=240

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 40
anim = 0
sound = s3000,0
pos = 0,10000
movetime =  40
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 42

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 2
length = 15
framegap = 5
trans = add1 ;"none","add1","sub"
PalContrast = 150,150,150

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,2
volume = 0
channel = -1

[State 0, StateTypeSet]
type = StateTypeSet
trigger1 = animelem = 3
statetype = A       ;S,A,C,L
movetype = A        ;I,A,H
physics = A         ;A,C,S,N

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3490
ID = 3490
pos = 8,-3
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove = 9999
pausemove = 9999
scale = 1.1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 44
id = 3490

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 17
trigger3 = AnimElem = 22
trigger4 = AnimElem = 27
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 9
trigger8 = AnimElem = 15
trigger9 = AnimElem = 20
trigger10 = AnimElem = 25
trigger11 = AnimElem = 30
trigger12 = AnimElem = 36
trigger13 = AnimElem = 41
value = S0,0
volume = 0
channel = -1

[State 0, TargetBind]
type = TargetBind
triggerall = movehit
triggerall = p2stateno = [5000,5999]
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
trigger6 = AnimElem = 36
trigger7 = AnimElem = 41
time = 1
id = -1
pos = -65,0

[State 0, TargetBind]
type = TargetBind
triggerall = movehit
triggerall = p2stateno = [5000,5999]
trigger1 = AnimElem = 12
trigger2 = AnimElem = 17
trigger3 = AnimElem = 22
trigger4 = AnimElem = 27
;trigger5 = AnimElem = 30
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
trigger7 = AnimElem = 6
time = 1
id = -1
pos = 45,0

[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA
damage = 31,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-20, var(43):= -60
hitsound = s1,6
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 10,-3
guard.velocity = -9
air.velocity = ifelse(p2bodydist X > 8,15,8),-1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .49
persistent = 0
getpower = 0
p2facing = 1

;enfrente
[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 12
trigger2 = AnimElem = 17
trigger3 = AnimElem = 22
trigger4 = AnimElem = 27
;trigger5 = AnimElem = 30
trigger5 = AnimElem = 33
trigger6 = AnimElem = 38
attr = S, NA
damage = 13,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,0
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-20, var(43):= -60
hitsound = s1,6
guardsound = s2,0
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 9,-5
guard.velocity = -9
air.velocity = ifelse(p2bodydist X > 8,12,9),ifelse(p2bodydist Y < -9,1,-1.8)
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
getpower = 0
p2facing = 1

;atras
[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 9
trigger2 = AnimElem = 15
trigger3 = AnimElem = 20
trigger4 = AnimElem = 25
trigger5 = AnimElem = 30
trigger6 = AnimElem = 36
trigger7 = AnimElem = 41
attr = S, NA
damage = 13,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,0
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-20, var(43):= -60
hitsound = s1,6
guardsound = s2,0
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -10,-5
guard.velocity = -9
air.velocity = ifelse(p2bodydist X < -8,-12,-10),ifelse(p2bodydist Y < -9,1,-1.8)
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
ignorehitpause = 1
getpower = 0
p2facing = -1

[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 43
attr = S, NA
damage = 30,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 7
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-20, var(43):= -60
hitsound = s1,6
guardsound = s2,0
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -.5,-5
guard.velocity = -9
air.velocity = -15,-4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
getpower = 0
ignorehitpause = 1
p2facing = 1

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

[State 1200, 0]
type = HitBy
trigger1 = 1
value = SCA, HA,NP,SP,HP

[State 1200, 1]
type = VelSet
trigger1 = time > 41 && time < 47
x = 0
y = -3

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time > 46 && time < 103
value = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(7500)= 0
trigger1 = time > 46 && time < 103
anim = 3491
ID = 7500
pos = -5,25
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(7502)= 0
trigger1 = time > 46 && time < 103
anim =3492
ID = 7502
pos = 0,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999
pausemove = 999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 0, Explod]
type = Explod
trigger1 = numexplod(7503)= 0
trigger1 = time > 46 && time < 103
anim = 3492
ID = 7503
pos = -10,20
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999
pausemove = 999
scale = 1,1
sprpriority = 5
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1

[State 1200, 1]
type = VelSet
trigger1 = time > 102
x = 0
y = 3.5

[State 1200, 22]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1210
;---------------------------------------------------------------
;Shinku Tatzumaki Aereo
[StateDef 3401]
type = A
movetype= A
physics = A
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3401
poweradd = -1000
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,37
volume = 0
channel = 2

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3881
name="Carga"
postype=p1
pos=-35,-48
ownpal=1
persistent=0
supermovetime=9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S1000,2
volume = 0
channel = -1

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 2
length = 15
framegap = 5
trans = add1 ;"none","add1","sub"
PalContrast = 150,150,150

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 45
anim = 0
sound = s3000,0
pos = 0,10000
movetime = 45
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 12
trigger2 = AnimElem = 17
trigger3 = AnimElem = 22
trigger4 = AnimElem = 27
trigger5 = AnimElem = 30
trigger6 = AnimElem = 33
trigger7 = AnimElem = 38
trigger8 = AnimElem = 9
trigger9 = AnimElem = 15
trigger10 = AnimElem = 20
trigger11 = AnimElem = 25
trigger12 = AnimElem = 30
trigger13= AnimElem = 36
trigger14= AnimElem = 41
value = S0,0
volume = 100
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, Explod]
type = Explod
trigger1 = animelem = 5
anim = 3490
ID = 3490
pos = 10,-8
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove = 9999
pausemove = 9999
scale = 1.1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = animelem = 45
id = 3490

[State 0, TargetBind]
type = TargetBind
triggerall = movehit
triggerall = p2stateno = [5000,5999]
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 29
trigger6 = AnimElem = 32
trigger7 = AnimElem = 37
trigger8 = AnimElem = 5
time = 1
id = -1
pos = 45,0

[State 0, TargetBind]
type = TargetBind
triggerall = movehit
triggerall = p2stateno = [5000,5999]
trigger1 = AnimElem = 8
trigger2 = AnimElem = 14
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
trigger5 = AnimElem = 29
trigger6 = AnimElem = 35
trigger7 = AnimElem = 40
time = 1
id = -1
pos = -65,0

[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 35,5
animtype = Medium
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5,5
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-20, var(43):= -60
hitsound = s1,6
guardsound = s2,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 10,-3
guard.velocity = -9
air.velocity = ifelse(p2bodydist X > 8,15,8),-1
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 0
fall.recover = 0
air.fall = 0
air.recover = 0
yaccel = .49
persistent = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0
p2facing = 1

;enfrente
[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 11
trigger2 = AnimElem = 16
trigger3 = AnimElem = 21
trigger4 = AnimElem = 26
trigger5 = AnimElem = 29
trigger6 = AnimElem = 32
trigger7 = AnimElem = 37
attr = S, NA
damage = 13,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4, 0
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-20, var(43):= -60
hitsound = s1,6
guardsound = s2,0
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = 9,-5
guard.velocity = -9
air.velocity = ifelse(p2bodydist X > 8,12,9),ifelse(p2bodydist Y < -9,1,-3)
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
getpower = 0
p2facing = 1

;atras
[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 8
trigger2 = AnimElem = 14
trigger3 = AnimElem = 19
trigger4 = AnimElem = 24
trigger5 = AnimElem = 29
trigger6 = AnimElem = 35
trigger7 = AnimElem = 40
attr = S, NA
damage = 13,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 4,0
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-20, var(43):= -60
hitsound = s1,6
guardsound = s2,0
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -10,-5
guard.velocity = -9
air.velocity = ifelse(p2bodydist X < -8,-12,-10),ifelse(p2bodydist Y < -9,1,-3)
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
ignorehitpause = 1
getpower = 0
p2facing = -1


[State 1201, 1]
type = HitDef
trigger1 = AnimElem = 42
attr = S, NA
damage = 30,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 6, 7
sparkno = -1 * (var(40):=8030)**0
guard.sparkno = s4101
sparkxy = var(42):=-20, var(43):= -60
hitsound = s1,6
guardsound = s2,0
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime  = 20
guard.ctrltime = 20
ground.velocity = -.5,-5
guard.velocity = -9
air.velocity = -15,-4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
envshake.time = 10
envshake.ampl = 3
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
persistent = 1
ignorehitpause = 1
getpower = 0
p2facing = 1

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

[State 1200, 0]
type = HitBy
trigger1 = 1
value = SCA, HA,NP,SP,HP

;[State 1200, 1]
;type = VelSet
;trigger1 = time > 31 && time < 37
;x = 0
;y = -2

[State 1200, 1]
type = VelSet
trigger1 = time < 43
x = 0
y = 0

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time > 42 && time < 106
value = 1

[State 1200, 1]
type = Velset
trigger1 = time > 105
y = 7.8

[State 1200, 22]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 1210
;---------------------------------------------------------
;super falling kick
[StateDef 3500]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3501
poweradd = 20
sprpriority = 2

[State 0, Helper]
type = Helper
triggerall = p2stateno = [5000,5999]
trigger1 = movehit && !numhelper(3502)
helpertype = normal ;player
name = "falling kick echo"
ID = 3502
stateno = 3502
pos = -50,-32
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 1
supermove
pausemove

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3881
name="Carga"
postype=p1
pos=30,-50
ownpal=1
persistent=0
supermovetime=9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S0,5
volume = 0
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 45
value = S3,0
volume = 0
channel = -1

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 40
anim = 0
sound = s10000,2
pos = 0,10000
movetime =  40
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = time = 1
value = SCA
time = 43

[State 0, PosFreeze]
type = PosFreeze
trigger1 = time = [1,42]
value = 1

[State 0, VelSet]
type = VelSet
trigger1 = time > 43
x = 16.5
y = 14

[State 0, Explod]
type = Explod
trigger1 = AnimElem = 3
anim = 1490
ID =  30520
pos = 5,10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1.2,1.3
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0
ignorehitpause = 1

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 1400, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 74,10
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 5,18
sparkno = s4200+(random%8)
guard.sparkno = s4101
sparkxy = -20, -10
hitsound = s1,6
guardsound = s2,0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = 0,-7
airguard.velocity = -1.9,-.8
air.type = High
persistent = 0
air.velocity = 0,-7
air.hittime = 12
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
yaccel = .49
envshake.time = 12
envshake.ampl = 3
getpower = 0

;fall.recovertime = 20

[State 3500, end]
type = ChangeState
triggerall = movehit
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 2
ctrl = 0
value = 3501

[State 3000, end]
type = ChangeState
;triggerall != movehit
triggerall = Pos Y >= 0 && Vel Y > 0
trigger1 = AnimElemTime(3) >= 2
ctrl = 0
value = 3501
;-----------------------------------------------------------------
;groundhit
[StateDef 3700]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3700
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S800,0
channel = 5

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 16
value = S3,0
channel = 5

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 75
anim = 0
sound = s1,37
pos = 0,10000
movetime =  75
darken = 0
p2defmul = 1
poweradd = -2000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=38861
ID=3881
name="Carga"
postype=p1
pos=-18,-135
ownpal=1
persistent=0
supermovetime=9999

[State 0, Explod]
type = Explod
trigger1 = time = 20
anim = 3795
ID = 3795
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermovetime = 9999
pausemovetime = 9999
scale = .95,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 0
;persistent =

[State 0, Helper]
type = Helper
trigger1 = time = 78
;trigger1=!animelemtime(19)
helpertype = normal ;player
name = "ground hit explosion"
ID = 3707
stateno = 3707
pos = 10,10
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove = 9999
pausemove =9999
removeongethit = 1
size.xscale = 1
size.yscale = 1

[State 3700, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------
;misogi
[StateDef 3800]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3802
poweradd = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 10
value = S3000,11
volume = 1
channel = 3

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 60
anim = 0
sound = -1;s1,37
pos = 0,10000
movetime =  60
darken = 0
p2defmul = 1
poweradd = -2000
unhittable = 1

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=38861
ID=3881
name="Carga"
postype=p1
pos=51,-44
ownpal=1
persistent=0
supermovetime=9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 19
value = S2000,1
volume = 0
channel = -1

[State 0, Explod]
type = Explod
trigger1 = Time = 54
anim = 30092
ID = 30003
pos = 15,0
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

[State 3800, end]
type = ChangeState
trigger1 = Time = 56
value = 3801
ctrl = 1
;------------------------------------------------------------
;elbowair
[StateDef 3801]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S1100,2
volume = 0
channel = 3
freqmul = 1.0
loop = 0
pan = 0

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 10
anim = 0
sound = -1
pos = 0,10000
movetime = 10
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 4100, pos]
type=posadd
trigger1=animelem = 1
x=p2dist x-5
y=p2dist y-250

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 3804, 1]
type = Explod
trigger1 = time = 1
anim = 3805
id = 3805
postype = p1
pos = -35,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 8
scale = 2.5,2.5
removetime = -2

[State 3800, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 2,1
sparkno = s4200 +(random%8)
guard.sparkno = s4101
sparkxy = 0,-10
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -0,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,-5
air.hittime = 12
persistent = 0
fall = 1
fall.recover = 0
down.bounce = 0
getpower = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = movehit
trigger1 = Pos Y >= 1 && Vel Y > 0
time = 15
freq = 60
ampl = -8
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 != time
x = 0
y = 22

[State 0, end]
type = ChangeState
trigger1 = movehit
value = 3803

[State 0, end]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3802
;------------------------------------------------------------
;elbowair
[StateDef 3803]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = -1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3805

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 10
anim = 0
sound = -1
pos = 0,10000
movetime = 10
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 4100, pos]
type=posadd
trigger1=animelem = 1
x=p2dist x-5
y=p2dist y-200

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 3804, 1]
type = Explod
trigger1 = time = 1
anim = 3805
id = 3806
postype = p1
pos = -35,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
sprpriority = 8
scale = 2.5,2.5
removetime = -2

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 3800, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,20
sparkno = s4200 +(random%8);s(var(1)+20)
guard.sparkno = s4101
sparkxy = 0, -10
hitsound = s1,6
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -0,-7
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,-5
air.hittime = 12
persistent = 0
fall = 1
fall.recover = 0
down.bounce = 0
getpower = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = movehit
trigger1 = Pos Y >= 1 && Vel Y > 0
time = 15
freq = 60
ampl = -6
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 != time
x = 0
y = 17

[State 0, end]
type = ChangeState
trigger1 = movehit
value = 3804

[State 0, end]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3802
;------------------------------------------------------------
;elbowair
[StateDef 3804]
type = A
movetype= A
physics = N
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3800
poweradd = 0
sprpriority = -1

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 30
TimeGap  = 2
FrameGap = 1
length = 5
PalBright = 3,3,3
PalContrast = 340,240,240
PalAdd = 0,0,0
PalMul = .5,.5,.5

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 10
anim = 0
sound = -1
pos = 0,10000
movetime = 10
darken = 0
p2defmul = 1
poweradd = 0
unhittable = 1

[State 4100, pos]
type=posadd
trigger1=animelem = 1
x=p2dist x-5
y=p2dist y-330

[State 0, PlayerPush]
type = PlayerPush
trigger1 != time
value = 0

[State 0, TargetBind]
type = TargetBind
triggerall = p2stateno = [5000,5999]
trigger1 = movehit
trigger1 != time
;trigger1 = AnimElem = 9
time = 1
id = -1
pos = -5,0

[State 0, Explod]
type = Explod
trigger1 = movehit = 1
anim =  4200 +(random%8)
ID = 7000
pos = 0,-50
postype = p2  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3806

[State 3804, 1]
type = Explod
trigger1 = time = 1
anim = 3806
id = 3807
postype = p1
pos = -20,0
ownpal = 1
bindtime = -1
ignorehitpause = 1
removetime = -2
sprpriority = 8
scale = 1.5,1.5

[State 0, Explod]
type = Explod
trigger1 = moveguarded = 1
anim =  4101
ID = 7000
pos = 10,-50
postype = p2
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove
pausemove
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 0
ignorehitpause = 1

[State 3800, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 0,0
animtype = Heavy
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 0,0
sparkno = -1;s4200 +(random%8)
guard.sparkno = -1
sparkxy = 0,0
hitsound = -1;s1,8
guardsound = s2,1
ground.type = High
ground.slidetime = 0
ground.hittime  = 12
ground.velocity = -0,5
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -0,17
air.hittime = 12
persistent = 1
fall = 1
fall.recover = 0
down.bounce = 0
getpower = 0

[State 0, TargetLifeAdd]
type = TargetLifeAdd
trigger1 = movehit = 1
value = -360
ID = -1
kill = 1
absolute = 0
persistent = 0

[State 0, EnvShake]
type = EnvShake
trigger1 = movehit
trigger1 = Pos Y >= 1 && Vel Y > 0
time = 25
freq = 60
ampl = -20
phase = 90

[State 0, VelSet]
type = VelSet
trigger1 != time
x = 0
y = 21

[State 0, end]
type = ChangeState
triggerall = movehit
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3806

[State 0, end]
type = ChangeState
trigger1 = Pos Y >= 0 && Vel Y > 0
trigger2 = pos y = 0
value = 3802
;-------------------------------------------------------------------
;elbow finish
[StateDef 3802]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3801
poweradd = 0
sprpriority = -1

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3890
ID =  30006
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id =  3805

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
y = 0

[State 3802, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-------------------------------------------------------------------
;elbow finish hit
[StateDef 3806]
type = S
movetype= A
physics = S
juggle  = 1
velset = 0,0
ctrl = 0
anim = 3803
poweradd = 0
sprpriority = -1

[State 0, Explod]
type = Explod
trigger1= p2stateno = 3807
trigger1 = time = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3890
ID =  30006
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3891
ID = 7502
pos = 0,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = -4,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999
pausemove = 999
scale = 1.1,1.1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = time = 1
anim = 3891
ID = 7503
pos = -10,20
postype = p1  ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 4,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 999
pausemove = 999
scale = 1.1,1.1
sprpriority = 9
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
persistent = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,1
volume = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S2000,2
volume = 50
channel = -1
freqmul = 1.0
loop = 0
pan = 0

[State 0, TargetState]
type = TargetState
trigger1 = p2stateno = [5000,5999]
trigger1 = animelem = 1
value = 3807
ID = -1

[State 0, PosSet]
type = PosSet
trigger1 = animelem = 1
y = 0

[State 3802, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hit by misogi
[Statedef 3807]
type    = A
movetype= H
physics = N
velset = 0,0
sprpriority = 5

[State 0, AssertSpecial]
type = AssertSpecial
trigger1 = 1
flag = noshadow

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

[State 0, NotHitBy]
type = NotHitBy
trigger1 = 1
value = SCA,NA,SA,HA,NP,SP,HP,NT,ST,HT
time = 2

[State 906, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = time <=70
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value =3804

[State 820,1]
type=SelfState
triggerall=!Alive
trigger1=Time=0
value=5110

[State 0, ChangeState]
type = SelfState
triggerall=Alive
trigger1 = time = 75
value = 5120
ctrl = 0
;-------------------------------------------------------
;Shin Hadou Combo
[StateDef 3900]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3900
poweradd = 0
sprpriority = 2

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=fvar(10)
ignorehitpause=1

[State 0, Explod]
type = Explod
trigger1 = numexplod(1709) = 0
trigger1 = animelem = 2
anim = 1709
ID = 1709
pos = -10,-20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove = 999
pausemove = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
persistent = 0

[State 0, Explod]
type = Explod
trigger1 = numexplod(17090) = 0
trigger1 = animelem = 2
anim = 1709
ID = 17090
pos = 35,-10
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -1
supermove = 999
pausemove = 999
scale = 1,1
sprpriority = 3
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
;ignorehitpause =
persistent = 0

[State 0, SuperPause]
type = SuperPause
trigger1 = animelem = 1
time = 55
anim = 0
sound = S1000,6
pos = 0,10000
movetime = 55
darken = 0
p2defmul = 1
poweradd = -1000
unhittable = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,37
volume = 0
channel = 2

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3881
name="Carga"
postype=p1
pos=23,-56
ownpal=1
persistent=0
supermovetime=9999

[State 3000, carga]
type=helper
trigger1=time = 1
helpertype=normal
stateno=3886
ID=3886
name="Carga"
postype=p1
pos=-16,-62
ownpal=1
persistent=0
supermovetime=9999


[State 0, Explod]
type = Explod
trigger1 = Time = 54
anim = 3891
ID = 30004
pos = 0,5
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 4
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
persistent = 0

[State 3900, end]
type = ChangeState
trigger1 = Time = 55
value = 3901
ctrl = 0
;-----------------------------------------------------------
;hadou combo dash
[StateDef 3901]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3901
poweradd = 0
sprpriority = 2

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=fvar(10)
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 1
value = S3,2
volume = 200
channel = -1

[State 3000, AfterImage]
type = AfterImage
trigger1 = time = 1
time = 2
length = 11
framegap = 3
trans = add1 ;"none","add1","sub"
PalContrast = 70,60,70

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 1709

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = 1
id = 17090

[State 440, 3]
type = HitDef
trigger1 != time
attr = C, NA
damage    = 0,2
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkno = -1 * (var(40):=8090)**0
sparkxy = -5,-50
hitsound   = s1,6
guardsound = s2,0
guard.sparkno = S4101
ground.type = trip
ground.slidetime = 15
ground.hittime = 20
ground.velocity = -1.5,-6
air.velocity = -3.3, -4
guard.ctrltime = 39
guard.velocity = -10
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
p2facing = 1
;yaccel = .43
envshake.time = 12
envshake.ampl = 3
persistent = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 16
y = 0

[State 3900, end]
type = ChangeState
trigger1 = movehit
value = 3902
ctrl = 0

[State 3900, end]
type = ChangeState
;trigger1 = movehit
trigger1 = Time = 10
value = 0
ctrl = 1
;--------------------------------------------------------------
;golpes en piso
[StateDef 3902]
type = S
movetype= A
physics = S
juggle  = 0
velset = 0,0
ctrl = 0
anim = 3902
poweradd = 0
sprpriority = 5

[State -2, Dampener]
type=attackmulset
trigger1= 1
value=fvar(10)
ignorehitpause=1

[State 0, PlaySnd]
type = PlaySnd
;triggerall = movehit
trigger1 = animelem  = 6
trigger2 = animelem  = 11
trigger3 = animelem  = 16
trigger4 = animelem  = 21
trigger5 = animelem  = 26
trigger6 = animelem  = 31
value = S0,4
channel = 15

[State 0, PlaySnd]
type = PlaySnd
;triggerall = movehit
trigger1 = animelem  = 6
trigger2 = animelem  = 11
trigger3 = animelem  = 16
trigger4 = animelem  = 21
trigger5 = animelem  = 26
;trigger6 = animelem  = 31
value = S3,2
channel = 14

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 29
value = S800,0
channel = 14

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 36
value = S0,5
channel = 14

[State 0, Explod]
type = Explod
trigger1= p2movetype = H  ;&& animelem = 36
trigger1 = movehit = 1
anim = 9996
ID = 9996
pos = 0,200
postype = back  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 1
supermove = 99999
pausemove = 99999
scale = 1,1
sprpriority = 10
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1

[State 0, TargetBind]
type = TargetBind
trigger1 = p2stateno = [5000,5999]
trigger1 = animelem = 1
time = 1
id = -1
pos = 40,0

[State 0, TargetState]
type = TargetState
trigger1 = p2stateno = [5000,5999]
trigger1 = animelem = 1
value = 3909
ID = -1

[State 0, VelSet]
type = VelSet
trigger1 = 1
x = 0
y = 0

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



[State 0, Explod]
type = Explod
trigger1 = numexplod(3492) = 0
trigger1 = movehit = 1
anim = 3492; +(random%3)
ID = 3492
pos = 0,0
postype = p2 ;p2,front,back,left,right
facing = -1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = numexplod(34932) = 0
trigger1 = movehit = 1
anim = 3492; +(random%3)
ID = 3493
pos = 30,0
postype = p2 ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
vel = 0,0
accel = 0,0
random = 0,0
removetime = -2
supermove = 9999
pausemove = 9999
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 1
ignorehitpause = 1
;persistent =

[State 0, Explod]
type = Explod
trigger1 = time = 13
anim = 3904
ID = 3903
pos = -1,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
vel = 0,0
accel = 0,0
random = 0,0
removetime = 61
supermove
pausemove
scale = 1,1
sprpriority = 0
ontop = 0
shadow = 0,0,0
ownpal = 0
removeongethit = 1
ignorehitpause = 0

[State 440, 3]
type = HitDef
trigger1 = animelem  = 6
trigger2 = animelem  = 11
trigger3 = animelem  = 16
trigger4 = animelem  = 21
trigger5 = animelem  = 26
trigger6 = animelem  = 31
;trigger7 = animelem  = 36
attr = C, NA
damage   = 46,5
hitflag = MAFD
guardflag = L
pausetime = 2,4
sparkno = -1 * (var(40):=8010)**0
sparkxy = var(42):=-46, var(43):=-5
hitsound   = s1,6
guardsound = s2,0
guard.sparkno = S4101
ground.type = high
ground.slidetime = 15
ground.hittime = 20
air.velocity = 0,0
guard.ctrltime = 39
guard.velocity = -10
animtype = light
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
p2facing = 1
;yaccel = .43
envshake.time = 12
envshake.ampl = 4
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0
getpower = 0
p2stateno = 3909

[State 0, Helper]
type = Helper
trigger1 = animelem = 30
helpertype = normal ;player
name = "carga"
ID = 3880
stateno = 3880
pos = 35,-70
postype = p1    ;p2,front,back,left,right
facing = 1
keyctrl = 0
ownpal = 0
supermove =999
pausemove =999

[State 440, 3]
type = HitDef
trigger1 = animelem  = 36
attr = C, NA
damage   = 55,5
hitflag = MAFD
guardflag = L
pausetime = 4,4
sparkno = -1 * (var(40):=8010)**0
sparkxy = var(42):=-46, var(43):=-5
hitsound   = s1,6
guardsound = s2,0
guard.sparkno = S4101
ground.type = high
ground.slidetime = 15
ground.hittime = 20
air.velocity = -4,-4
ground.velocity = -6,-8
guard.ctrltime = 39
guard.velocity = -10
animtype = light
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
;yaccel = .43
envshake.time = 18
envshake.ampl = 4
getpower = 0
air.cornerpush.veloff = 0
ground.cornerpush.veloff = 0
guard.cornerpush.veloff = 0
airguard.cornerpush.veloff = 0

[State 0, PosAdd]
type = PosAdd
trigger1 = AnimTime = 0
x = 30

[State 3900, end]
type = ChangeState
;trigger1 = movehit
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Hit by hadou combo
[Statedef 3909]
type    = S
movetype= H
physics = N
velset = 0,0
sprpriority = 0

;[State 1703, Turn]
;type = Turn
;trigger1 = P2bodydist x < -5

[State 0, HitBy]
type = HitBy
trigger1 != time
value = SCA,NA
time = 1

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

[State 906, ScreenBound]
type = ScreenBound
trigger1 = 1
value = 1

[State 0, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 0

[State 820, 1]
type = ChangeAnim2
Trigger1 = Time = 0
value =3804

[State 0, ChangeState]
type = SelfState
trigger1 = time = 48
value = 5120
ctrl = 0

