;---------------------------------------------------------------------------
; Stand Far Light Punch
[Statedef 200]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 200
poweradd = 20; = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random <= 400
trigger1 = animelem = 1
value = S3,2
channel = -1

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

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

[State 200, 1]
type = Hitdef
trigger1 != time
attr = S, NA
animtype = light
priority = 3,hit
damage = 20,5
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-85
hitsound = s1,5
guardsound = s2,0
ground.type=High
ground.slidetime=10
ground.hittime=10
ground.velocity=-4
ground.cornerpush.veloff=-6
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=60
yaccel=.5
envshake.time = 9
envshake.ampl = 1
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Stand Close Light Punch
[Statedef 205]
type    = S
movetype= A
physics = S
juggle  = 2
velset = 0,0
ctrl = 0
anim = 205
poweradd = 20; = 20
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random <= 400
trigger1 = animelem = 1
value = S3,2
channel = -1

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

[State 200, 1]
type = Hitdef
trigger1 != time
attr = S, NA
animtype = light
priority = 3,hit
damage = 20,5
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-95
hitsound = s1,5
guardsound = s2,0
ground.type = High
ground.slidetime=10
ground.hittime=10
ground.velocity=-4
ground.cornerpush.veloff=-6
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
envshake.time = 9
envshake.ampl = 1
getpower=60
yaccel=.5
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium punch
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd = 20;= 0
ctrl = 0
velset = 0,0
anim = 210
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,1
channel = -1

[State 210, 2]
type = HitDef
trigger1 != time
attr = S, NA
hitflag = MAF
animtype  =  medium
damage    = 40,5
guardflag = MA
pausetime = 8,8
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-75
hitsound   = s1,4
guardsound = s2,0
ground.type = High
ground.slidetime=13
ground.hittime=13
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
envshake.time = 10
envshake.ampl  = 2
getpower=120
yaccel=.5
persistent = 0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium punch close
[Statedef 215: clmp]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd = 20;= 0
ctrl = 0
velset = 0,0
anim = 215
sprpriority = -1

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,1
channel = -1

[State 210, 2]
type = HitDef
trigger1 != time
attr = S, NA
animtype  =  medium
damage    = 40,5
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-60
hitsound   = s1,4
guardsound = s2,0
ground.type = Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 10
envshake.ampl  = 2
getpower=120
persistent = 0

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------
;standing strong punch
[Statedef 220: ssp]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 220
poweradd = 20; = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
channel = -1

[State 200, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 65,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-86
hitsound = s1,6
guardsound = s2,0
ground.type = High
ground.slidetime = 8
ground.hittime = 20
ground.velocity  = -10,0
air.velocity= -3.1, -4
guard.ctrltime = 40
airguard.velocity = -3, -1.5
air.hittime=30
envshake.time = 12
envshake.ampl = 3
persistent = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;------------------------------------------------------------------------
[Statedef 225: sclsp]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 225
poweradd = 20; = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
channel = -1

[State 200, 1]
type = HitDef
trigger1 != time
attr = S, NA
damage = 65,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 10,10
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-80
hitsound = s1,6
guardsound = s2,0
ground.type = low
ground.slidetime = 15
ground.hittime = 20
ground.velocity  = -10,0
guard.velocity = -9
air.velocity = -.5,-6
guard.ctrltime = 39
air.hittime=30
animtype = heavy
p2facing = 1
getpower=195
envshake.time = 12
envshake.ampl = 3
persistent = 0
air.recover=1

[State 0, ChangeState]
type = ChangeState
trigger1 = movehit && command = "Up"
trigger2 = movehit && command = "holdup"
value = 40
ctrl = 0

;[State 0, PosAdd]
;type = PosAdd
;trigger1 = AnimTime = 0
;x = -1

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium punch forward
[Statedef 300:smpf]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 20;= 65
ctrl = 0
velset = 0,0
anim = 300
sprpriority = 2

[State 350, 10]
type = PosAdd
trigger1 = time = 0
x = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random <= 400
trigger1 = animelem = 3
value = S3,1
channel = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,1
channel = -1

[State 210, 2]
type = HitDef
trigger1 = animelem = 4
attr = S, NA
animtype  = Heavy
damage    = 35,5
guardflag = H
hitflag = MAF
pausetime = 12,13
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-75
hitsound   = s1,4
guardsound = s2,0
ground.type=High
ground.slidetime=13
ground.hittime=13
ground.velocity=-4
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=75*!var(20)
yaccel=.5
envshake.time = 10
envshake.ampl  = 2
persistent = 1

[State 210, 2]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
animtype = Heavy
damage = 35,5
guardflag = H
hitflag = MAF
pausetime = 12,13
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-45
hitsound   = s1,4
guardsound = s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=75
yaccel=.5
envshake.time = 10
envshake.ampl  = 2
persistent = 1

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

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------
;standing strong punch forward
[Statedef 310: sspf]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
anim = 310
poweradd = 20; = 0
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,5
channel = -1

[State 200, 1]
type = HitDef
trigger1 = animelem = 6
attr = S, NA
damage = 35,5
animtype = Hard
guardflag = MA
hitflag = MAF
priority = 3, Hit
pausetime = 11,14
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-56
hitsound = s1,6
guardsound = s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=100
yaccel=.5
envshake.time = 12
envshake.ampl = 3
persistent = 0

[State 200, 1]
type = HitDef
trigger1 = animelem = 8
attr = S, NA
damage = 35,5
animtype = Hard
guardflag = MAF
hitflag = MAF
priority = 3, Hit
pausetime = 10,12
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-56
hitsound = s1,6
guardsound = s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=100
yaccel=.5
envshake.time = 12
envshake.ampl = 3
persistent = 0

[State 350, 10]
type = PosAdd
trigger1 = time = 0
x = 15

;[State 0, VelSet]
;type = VelSet
;trigger1 = time <= 6
;x = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = [7,10]
x = 1

[State 0, VelSet]
type = VelSet
trigger1 = time = 16
x = 0

[State 200, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing light kick
[Statedef 230:slk]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd = 20; = 0
ctrl = 0
velset = 0,0
anim = 230
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random <= 400
trigger1 = animelem = 1
value = S3,2
channel = -1

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,0

[State 230, 2]
type = Hitdef
trigger1 != time
attr = S, NA
animtype = Light
priority = 3,hit
damage = 20,5
hitflag = MAF
guardflag = MA
pausetime = 6,6
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-32
hitsound = s1,2
guardsound = s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=-4
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 9
envshake.ampl = 1
getpower=60
persistent = 0

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------
;stand medium kick
[Statedef 240: smk]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd = 20;= 65
ctrl = 0
velset = 0,0
anim = 240
sprpriority = 2

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

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,2

[State 240, 2]
type = HitDef
trigger1 != time
attr = S, NA
animtype  = medium
damage    = 30,5
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-60
hitsound   = s1,4
guardsound = s2,0
ground.type = Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
yaccel=.5
envshake.time = 10
envshake.ampl  = 2
getpower=120
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = -4*const(size.xscale)

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;------------------------------------------------------------------------
;stand close medium kick
[Statedef 245: sclmk]
type    = S
movetype= A
physics = S
juggle  = 3
poweradd = 20;= 0
ctrl = 0
velset = 0,0
anim = 245
sprpriority = 2

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

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,2

[State 240, 2]
type = HitDef
trigger1 != time
attr = S, NA
animtype  = Medium
damage    = 30,5
hitflag = MAF
guardflag = MA
pausetime = 8,8
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-20, var(43):=-66
hitsound   = s1,4
guardsound = s2,0
ground.type=Low
ground.slidetime=13
ground.hittime=13
ground.velocity=-7
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=120
yaccel=.5
envshake.time = 10
envshake.ampl  = 2
getpower=120
persistent = 0

[State -2, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(3) = 0
trigger3 = animelemtime(4) = 0
x = 4*const(size.xscale)

[State -2, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
trigger2 = animelemtime(9) = 0
trigger3 = animelemtime(10) = 0
x = -4*const(size.xscale)

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong kick
[Statedef 250: ssk]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 20;= 65
ctrl = 0
velset = 0,0
anim = 250;ifelse(p2bodydist x <=15,255,250)
sprpriority = 2

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

[State 240, 1]
type = PlaySnd
trigger1 = Time = 5
value = s0,5

[State 240, 2]
type = HitDef
trigger1 != time
attr = S, NA
damage = 40,5
animtype = Hard
guardflag = MA
hitflag = MAF;
priority = 3, Hit
pausetime = 10, 10
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-80
hitsound = s1,6
guardsound = s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=180
yaccel=.5
envshake.time = 12
envshake.ampl = 3
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(6) = 0
x = 6*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
trigger2 = animelemtime(5) = 0
x = 4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
trigger2 = animelemtime(13) = 0
x = -4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
trigger2 = animelemtime(14) = 0
trigger3 = animelemtime(15) = 0
x = -2*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
x = -6*const(size.xscale)

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing strong kick
[Statedef 255: cssk]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd = 20;= 65
ctrl = 0
velset = 0,0
anim = 255;ifelse(p2bodydist x <=15,255,250)
sprpriority = 2

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

[State 240, 1]
type = PlaySnd
trigger1 = Time = 5
value = s0,5

[State 240, 2]
type = HitDef
trigger1 = (AnimElemtime(3) >= 0) && (AnimElemtime(6) < 0)
attr = S, NA
damage = 40,5
air.animtype = up
guardflag = M
hitflag = MAF;F
priority = 3, Hit
pausetime = 10, 10
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-80
hitsound = s1,6
guardsound = s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=180
yaccel=.5
envshake.time = 12
envshake.ampl = 3
persistent = 0

[State 240, 2]
type = HitDef
trigger1 = (AnimElemtime(8) >= 0) && (AnimElemtime(12) < 0)
attr = S, NA
damage = 40,5
animtype = hard
air.animtype = back
guardflag = H
hitflag = MAF;F
priority = 3, Hit
pausetime = 10, 10
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-80
hitsound = s1,6
guardsound = s2,0
ground.type=High
ground.slidetime=16
ground.hittime=16
ground.velocity=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=180
yaccel=.5
envshake.time = 12
envshake.ampl = 3
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 33*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
x = 2*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(8) = 0
x = 4*const(size.xscale)
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
x = -9*const(size.xscale)
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(13) = 0
x = -9*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(14) = 0
trigger2 = animelemtime(15) = 0
trigger3 = animelemtime(16) = 0
x = -7*const(size.xscale)

[State 240, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Crouching light punch
[Statedef 400: clp]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd = 20;= 15
ctrl = 0
anim = 400
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random <= 400
trigger1 = animelem = 1
value = S3,2
channel = -1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0,0

[State 400, 2]
type = Hitdef
trigger1 != time
attr = C, NA
animtype = light
pausetime = 6,6
damage = 20,5
guardflag = L
hitflag = MAF;
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-50
hitsound = s1,0
guardsound = s2,0
ground.slidetime=10
ground.hittime=10
ground.velocity=ifelse(prevstateno=430,-6,-4)
ground.cornerpush.veloff=-6
air.type=Low
ground.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=60
yaccel=.5
envshake.time = 9
envshake.ampl = 1
persistent = 0

[State 400, 3]
type = CtrlSet
trigger1 = Time = 5
value = 1

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
;---------------------------------------------------------------------------
;Crouching medium punch
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd = 0
ctrl = 0
anim = 410
sprpriority = 2

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

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0,1

[State 410, 2]
type = Hitdef
trigger1 != time
attr = C, NA
pausetime = 8,8
animtype = medium
damage  = 40,5
guardflag  = L
hitflag = MAF;
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-50
hitsound = s1,4
guardsound = s2,0
ground.slidetime=13
ground.hittime=13
ground.velocity=-7
air.type=Low
ground.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=120
yaccel=.5
envshake.time = 10
envshake.ampl  = 2
persistent = 0

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;----------------------------------------------
;Crouching strong punch
[Statedef 420: csp]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd = 20;= 50
ctrl = 0
anim = 420
sprpriority = 2

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

[State 240, 1]
type = PlaySnd
trigger1 = Time = 2
value = s0,5

[State 440, 1]
type = Hitdef
trigger1 != time
attr = C, NA
pausetime = 10,10
animtype = hard
damage = 60,5
guardflag = MAF
hitflag = MAF;F
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-65
hitsound = s1,6
guardsound = s2,0
ground.type=Low
ground.slidetime=16
ground.hittime=16
ground.velocity=-10
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=180
yaccel=.5
envshake.time = 12
envshake.ampl  = 3
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
trigger2 = animelemtime(5) = 0
x = 1*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(4) = 0
x = 2*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
x = -1*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = -3*const(size.xscale)

[State 410, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Crouching light kick
[Statedef 430:clk]
type    = C
movetype= A
physics = C
juggle  = 2
poweradd = 20;= 22
ctrl = 0
anim = 430
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random <= 400
trigger1 = animelem = 1
value = S3,2
channel = -1

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0,0

[State 430, 2]
type = Hitdef
trigger1 != time
attr = C, NA
animtype = light
damage = 20,5
pausetime = 6,6
guardflag = L
hitflag= MAFD
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-5
hitsound = s1,2
guardsound = s2,0
ground.type=Low
ground.slidetime=10
ground.hittime=10
ground.velocity=ifelse(prevstateno=400,-6,-4)
air.type=Low
air.hittime=12
air.velocity=-7,-5
;air.cornerpush.veloff=0
down.velocity=-2,-2
getpower=60
yaccel=.5
fall.recover = 1
envshake.time = 9
envshake.ampl = 1
persistent = 0

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 440: cmk]
type    = C
movetype= A
physics = C
juggle  = 3
poweradd = 20;= 70
ctrl = 0
anim = 440
sprpriority = 2

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

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0,2

[State 440, 3]
type= Hitdef
trigger1 != time
attr= C, NA
pausetime = 8,8
animtype  = medium
damage  = 40,5
guardflag = L
hitflag = MAF;
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-8
hitsound  = s1,4
guardsound = s2,0
ground.type= Low
ground.slidetime = 9
ground.hittime = 20
ground.velocity = -7
air.velocity = -3.3, -4
guard.ctrltime = 39
airguard.velocity = -3, -1.5
envshake.time = 10
envshake.ampl = 2
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(2) = 0
x = 12*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(9) = 0
x = -4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
trigger2 = animelemtime(12) = 0
x = -12*const(size.xscale)

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
[Statedef 450:csk]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd = 20;= 70
ctrl = 0
anim = 450
sprpriority = 2

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

[State 240, 1]
type = PlaySnd
trigger1 = Time = 1
value = s0,5

[State 440, 3]
type = HitDef
trigger1 != time
attr = C, NA
animtype = hard
damage    = 60,5
hitflag = MAF;F
guardflag = L
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-5, var(43):=-10
hitsound   = s1,6
guardsound = s2,0
guard.sparkno = S4100
ground.type=Trip
ground.slidetime=16
ground.hittime=16
ground.velocity=-1.33,-4
air.type=Low
air.hittime=12
air.velocity=-1.33,-3
air.cornerpush.veloff=0
down.velocity=-4,-4
getpower=180
yaccel=.5
fall = 1
fall.recover = 0
air.fall = 1
air.recover = 0
envshake.time = 12
envshake.ampl = 3
persistent = 0

[State 240, posadd]
type = posadd
trigger1 = animelemtime(1) = 0
trigger2 = animelemtime(2) = 0
x = 16*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(3) = 0
trigger2 = animelemtime(7) = 0
x = 4*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(10) = 0
x = -3*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(11) = 0
x = -11*const(size.xscale)

[State 240, posadd]
type = posadd
trigger1 = animelemtime(12) = 0
trigger2 = animelemtime(13) = 0
x = -13*const(size.xscale)

[State 440, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;---------------------------------------------------------------------------
;Jump Light Punch
[Statedef 600: jlp]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd = 20;= 30
ctrl = 0
anim = 600
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random <= 400
trigger1 = animelem = 2
value = S3,2
channel = -1

[State 240, 1]
type = PlaySnd
trigger1  = animelem = 2
value = s0,0

[State 600, 2]
type = HitDef
trigger1 != time
attr = A, NA
animtype = light
damage = 25,2
priority = 7, Hit
guardflag = HA
pausetime = 6,6
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-70
hitsound  = s1,0
guardsound = s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-4.5
air.type=Low
air.hittime=12
air.velocity=-3,-3
air.cornerpush.veloff=0
getpower=75
yaccel=.5
envshake.time = 9
envshake.ampl = 1
persistent = 0
;---------------------------------------------------------------------------
;Jump Medium Punch
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd = 20;= 65
ctrl = 0
anim = 620
sprpriority = 2

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

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S0,1
channel = -1

[State 610, 3]
type = HitDef
trigger1 != time
attr = A, NA
animtype = medium
damage = 35,5
pausetime = 8,8
hitflag = MAF;F
guardflag = HA
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-90
hitsound = s1,4
guardsound = s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-4.5
air.type=high
air.hittime=12
air.velocity=(ifelse(prevstateno=600,-.2,-5)),ifelse(prevstateno=600,((vel y) +.5),-7)
air.cornerpush.veloff=0
getpower=105
yaccel=.5
envshake.time = 10
envshake.ampl = 2
persistent = 0
yaccel = .55

;---------------------------------------------------------------------------
;Jump Strong Punch
[Statedef 620: jsp]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd = 20;= 65
ctrl = 0
anim = 625
sprpriority = 2

[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 610, 3]
type = HitDef
trigger1 != time
attr = A, NA
pausetime = 10,10
animtype = hard
damage = 60,5
guardflag = HA
hitflag = MAF;F
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-65
hitsound = s1,6
guardsound = s2,0
ground.type = high
ground.slidetime = 9
ground.hittime = 35
ground.velocity = -10.5
airtype = low
air.velocity=-5,4;(ifelse(prevstateno=200,-.5,-3.5)),ifelse(prevstateno=610,((vel y) -.2),-4)
guard.ctrltime = 39
airguard.velocity = -3, -1.5
fall.recover = 1
fall = 1
air.fall = 0
air.recover = 1
yaccel = .40
fall.recovertime = 30
envshake.time = 12
envshake.ampl = 3
persistent = 0
;---------------------------------------------------------------------------
;Jump Light Kick
[Statedef 630]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd = 20;= 20
ctrl = 0
anim = 630
sprpriority = 2

[State 0, PlaySnd]
type = PlaySnd
trigger1 = random <= 400
trigger1 = animelem = 1
value = S3,2
channel = -1

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,0

[State 630, 2]
type = HitDef
trigger1 != time
attr = A, NA
animtype = light
pausetime  = 6,6
damage = 25,2
guardflag = HA
hitflag = MAF;F
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-15, var(43):=-50
hitsound = s1,0
guardsound = s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-4.5
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=75
yaccel=.5
envshake.time = 9
envshake.ampl = 1
persistent = 0
;---------------------------------------------------------------------------
;Jump Medium Kick
[Statedef 640: jmk]
type    = A
movetype= A
physics = A
juggle  = 3
poweradd = 20;= 65
ctrl = 0
anim = 640
sprpriority = 2

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

[State 230, 1]
type = PlaySnd
trigger1 = Time = 1
value = S0,2

[State 640, 3]
type = HitDef
trigger1 != time
attr = A, NA
animtype = medium
damage = 40,5
hitflag = MAF;F
guardflag = HA
pausetime = 8,8
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-55
hitsound = s1,4
guardsound = s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-4.5
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=120
yaccel=.5
envshake.time = 10
envshake.ampl = 2
persistent = 0
;---------------------------------------------------------------------------
;Jump Strong Kick
[Statedef 650: jsk]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd = 20;= 65
ctrl = 0
anim = 650
sprpriority = 2

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

[State 240, 1]
type = PlaySnd
trigger1 = Time = 5
value = s0,5

[State 640, 3]
type = HitDef
trigger1 != time
attr = A, NA
animtype = hard
damage = 60,5
hitflag = MAF;F
guardflag = HA
pausetime = 10,10
sparkno = -1 * (var(40):=8010)**0
guard.sparkno = s4100
sparkxy = var(42):=-10, var(43):=-80
hitsound = s1,6
guardsound = s2,0
ground.type=High
ground.hittime=12
ground.slidetime=12
ground.velocity=-4.5
air.type=Low
air.hittime=12
air.velocity=-5,-7
air.cornerpush.veloff=0
getpower=180
yaccel=.5
envshake.time = 12
envshake.ampl = 3
persistent = 0

