;---------------------------------------------------------------------------
; Standing Light Punch
; CNS difficulty: easy
[Statedef 200]
type    = S				;State-type: S-stand, C-crouch, A-air, L-liedown
movetype= A				;Move-type: A-attack, I-idle, H-gethit
physics = S				;Physics: S-stand, C-crouch, A-air
juggle  = 1				;Number of air juggle points move takes
velset = 0,0			;Set velocity (x,y) (Def: no change)
ctrl = 0				;Set ctrl (Def: no change)
anim = 200				;Change animation (Def: no change)
poweradd = 20			;Power to add (Def: 0)
sprpriority = 2			;Set layering priority to 2 (in front)
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,29
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S6,1
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MAD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

;ヒットエフェクト
[State -2]
Type = helper
Trigger1 = movehit = 1 && p2movetype = H
Trigger1 = numhelper(6020) < 2
StateNo = 6003
ID = 10020
PosType = P2
Pos = -5,-65-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 202
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 203
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 204
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 210
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,30
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S6,0
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MA			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 211
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 212
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 213
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 214
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 8
anim = 215
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 210, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 65
ctrl = 0
velset = 0,0
anim = 220
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,28
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S6,3
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MA			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 12		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 221
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 222
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 223
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 224
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Strong Punch #2
; CNS difficulty: easy
[Statedef 225]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 65
ctrl = 0
velset = 0,0
anim = 225
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,33
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S6,3
volume = 255

[State 1120,07]
type = VelSet
trigger1 = AnimElem = 1
x = 5

[State 420, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 35,5
animtype = hard
guardflag = MA
hitflag = MAD
priority = 3, Hit
pausetime = 0, 3
GUARD.sparkno = S8335
sparkno = -1
sparkxy = -15, -46
hitsound = S7, 1
guardsound = s120, 0
ground.type = High
ground.slidetime = 4
ground.hittime  = 18
ground.velocity = -2,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 25
fall = 1
fall.recover = 1
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 221
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 222
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 223
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 224
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 420, ChangeState]
type = ChangeState
trigger1 = command = "holdup" && time >= 18 && var(7) = 0
trigger2 = var(7) = 1 && animelemtime(6)>0
value = 40
ctrl = 0

[State 225, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Jump Attack
; CNS difficulty: easy
[Statedef 230]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 65
ctrl = 0
velset = 0,0
anim = 230
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !TIME
value = S140,34
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 6
value = S3,9
volume = 255

[State 1120,16]
type = VelSet
trigger1 = AnimElem = 1
x = 4
y = -7.3

[State 1120,18]
type = VelSet
trigger1 = time = 99
x = .0

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 40, 5			;Damage that move inflicts, guard damage
animtype = hard		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAFD			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 25		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = s240
sparkxy = -30, 10		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3
palfx.time = 27
palfx.add = 50,30,130

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(8150)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8150
ID=8150
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 231
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 232
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 8
anim = 233
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 9
anim = 234
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 10
anim = 235
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 230, 3]
type = ChangeState
trigger1 = Time > 5
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
; Standing Jump Attack
; CNS difficulty: easy
[Statedef 270]
type    = A
movetype= A
physics = A
juggle  = 1
poweradd= 65
ctrl = 0
velset = 0,0
anim = 270
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 5
value = S140,34
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = ANIMELEM = 10
value = S3,9
volume = 255

[State 1120,16]
type = VelSet
trigger1 = AnimElem = 1
x = 4
y = -7.7

[State 1120,18]
type = VelSet
trigger1 = time = 99
x = .0

[State 420, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 45,5
animtype = hard
guardflag = MA
hitflag = MAD
priority = 3, Hit
pausetime = 0, 3
GUARD.sparkno = S8335
sparkno = -1
sparkxy = -15, -46
hitsound = S7, 1
guardsound = s120, 0
ground.type = High
ground.slidetime = 4
ground.hittime  = 18
ground.velocity = -2,-8
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1,-8
air.hittime = 25
fall = 1
fall.recover = 1
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1140, Flame Particles]
type=helper
triggerall = NumTarget
trigger1= !numhelper(8150)
trigger1= Movecontact
trigger1= !(target,hitshakeover)
trigger1= var(40):=(target,ID)
helpertype=normal
stateno=8150
ID=8150
name="Flame Particles"
postype=p2
ownpal=1
ignorehitpause=1

[State 200, Explod]
type = Explod
trigger1 = animelem = 10
anim = 271
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 11
anim = 272
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 12
anim = 273
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 13
anim = 274
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 300
removetime = -2
sprpriority = 4
removeongethit = 1

[State 230, 3]
type = ChangeState
trigger1 = Time > 5
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 52
;---------------------------------------------------------------------------
; Standing Strong Punch
; CNS difficulty: easy
[Statedef 12000]
type    = S
movetype= A
physics = S
juggle  = 1
poweradd= 65
ctrl = 0
velset = 0,0
anim = 12000
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S140,29
volume = 255

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S6,1
volume = 255
channel = 1

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MA			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 12		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 220, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 13000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 13000
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,30
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S6,0
volume = 255

[State 13000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MA			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 211
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 212
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 213
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 214
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 8
anim = 215
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 13000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 14000]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 14000
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,30
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S6,0
volume = 255

[State 13000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 40, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MA			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 14001
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 14002
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 14003
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 14006
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 8
anim = 14007
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 13000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 14010]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 14010
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,30
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 4
value = S6,0
volume = 255

[State 13000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MA			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 14011
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 14012
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 14013
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 14014
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 14015
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 8
anim = 14016
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 13000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; Standing Medium Punch
; CNS difficulty: easy
[Statedef 14020]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd= 65
ctrl = 0
velset = 0,0
anim = 14020
facep2=1
hitcountpersist = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,28
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S6,0
volume = 255

[State 13000, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MA			;Flags on how move is to be guarded against
hitflag = MA			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 14021
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 14022
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 14023
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 14024
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 14025
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 13000, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;-----------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 15000]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 15000
facep2=1
hitcountpersist = 1

[State 220, 1]
type = VelSet
trigger1 = AnimElem = 2
y = -1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,29
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S6,0
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAF			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 600, 5]
type = CtrlSet
trigger1 = Time = 25
value = 1
;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 15010]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 15010
facep2=1
hitcountpersist = 1

[State 220, 1]
type = VelSet
trigger1 = AnimElem = 2
y = -3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,30
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S6,0
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAF			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 12		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 601
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 602
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 603
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 604
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1
;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 15020]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 15020
facep2=1
hitcountpersist = 1

[State 220, 1]
type = VelSet
trigger1 = AnimElem = 3
y = -3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,34
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S6,0
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 45, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAF			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 16		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 15021
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 15022
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 15023
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 15024
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 8
anim = 15025
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Crouching Light Punch
; CNS difficulty: easy
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 5
poweradd= 15
ctrl = 0
anim = 400
facep2=1
hitcountpersist = 1

[State 400, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,4
volume = 300

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S1,1
volume = 900

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAFD			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 2, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 2		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-30
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 400, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Medium Punch
; CNS difficulty: easy
[StateDef 410]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 410
poweradd = 20
sprpriority = 2

[State 420, 1]
type = HitDef
trigger1 = TIME = 0
attr = S, NA
damage = 30,5
animtype = Light
guardflag = MAFD
hitflag = MAFD
priority = 3, Hit
pausetime = 2, 15
sparkno = s6005
Guard.Sparkno = S8335
sparkxy = -10, -26
hitsound = s7, 1
guardsound = s120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-30
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S3,0
volume = 900

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140, 29
volume = 900

[State 420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouching Strong Punch
; CNS difficulty: easy
[StateDef 420]
type = C
movetype= A
physics = C
juggle  = 1
velset = 0,0
ctrl = 0
anim = 420
poweradd = 20
sprpriority = 2

[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 45
animtype = Light
guardflag = MAFD
hitflag = MAFD
priority = 3, Hit
pausetime = 10, 10
sparkno = s7009
sparkxy = -10, -18
hitsound = s7, 1
guardsound = 120
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12


[State 420, end]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jump Light Punch
; CNS difficulty: easy
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 600
facep2=1
hitcountpersist = 1

[State 220, 1]
type = VelSet
trigger1 = AnimElem = 2
y = -3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,30
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S6,0
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 25, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAF			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 601
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 602
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 603
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 604
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 600, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Medium Punch
; CNS difficulty: easy
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 65
ctrl = 0
anim = 610
facep2=1
hitcountpersist = 1

[State 220, 1]
type = VelSet
trigger1 = AnimElem = 2
y = -3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 1
value = S140,22
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 2
value = S6,0
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 30, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAFD			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 2
anim = 611
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 3
anim = 612
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 613
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 614
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 615
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 616
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 8
anim = 617
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 610, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Jump Strong Punch
; CNS difficulty: easy
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 2
poweradd= 11
ctrl = 0
anim = 620
facep2=1
hitcountpersist = 1

[State 220, 1]
type = VelSet
trigger1 = AnimElem = 3
y = -3

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S140,28
volume = 255
channel = 1

[State 0, PlaySnd]
type = PlaySnd
trigger1 = animelem = 3
value = S6,1
volume = 255

[State 200, 1]
type = HitDef
trigger1 = Time = 0
attr = S, NA			;Attribute: Standing, Normal Attack
damage = 35, 5			;Damage that move inflicts, guard damage
animtype = Light		;Animation type: Light, Medium, Heavy, Back (def: Light)
guardflag = MAFD			;Flags on how move is to be guarded against
hitflag = MAFD			;Flags of conditions that move can hit
priority = 3, Hit		;Attack priority: 0 (least) to 7 (most), 4 default					;Hit/Miss/Dodge type (Def: Hit)
pausetime = 0, 8		;Time attacker pauses, time opponent shakes
guard.sparkno = S8335	        ;Spark anim no (Def: set above)
sparkno = -1
sparkxy = -20, -50		;X-offset for the "hit spark" rel. to p2,					;Y-offset for the spark rel. to p1
hitsound = s7, 1		;Sound to play on hit
guardsound = s120, 0		;Sound to play on guard
ground.type = High		;Type: High, Low, Trip (def: Normal)
ground.slidetime = 5		;Time that the opponent slides back
ground.hittime  = 12		;Time opponent is in hit state
ground.velocity = -4		;Velocity at which opponent is pushed
airguard.velocity = -1.9,-.8	;Guard velocity in air (def: (air.xvel*1.5, air.yvel/2))
air.type = High			;Type: High, Low, Trip (def: same as ground.type)
air.velocity = -1.4,-3		;X-velocity at which opponent is pushed,					;Y-velocity at which opponent is pushed
air.hittime = 12	        ;Time before opponent regains control in air
envshake.time = 7
envshake.ampl = 3

[State -1]
Type = Helper
Trigger1 = MoveHit
StateNo = 6003
ID = 6003
PosType = P2
Pos = 0,-50
Ownpal = 1
SprPriority = 5
IgnoreHitPause = 1
Persistent = 0
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 200, Explod]
type = Explod
trigger1 = animelem = 4
anim = 201
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1


[State 200, Explod]
type = Explod
trigger1 = animelem = 5
anim = 202
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 6
anim = 203
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 200, Explod]
type = Explod
trigger1 = animelem = 7
anim = 204
pos = 0,0
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = -1
removetime = -2
sprpriority = 4
removeongethit = 1

[State 620, 5]
type = CtrlSet
trigger1 = Time = 20
value = 1

;---------------------------------------------------------------------------
; Falling sword_Start
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd= 11
ctrl = 0
anim = 625
facep2=1
hitcountpersist = 1

[State 70002, muteki]
type = NotHitBy
trigger1 = 1
value = SAC, NT, ST, HT ,NA, SA, HA ,NP, SP, HP
time = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S140,22
volume = 255
channel = 1

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

[State 1160,04]
type                           = Changestate
trigger1                       = Animtime = 0
value                          = 626
ctrl                           = 1

[State 1120,20]
type                           = ChangeState
trigger1                       = Vel Y > 0 && Pos Y >= -10
value                          = 52

;---------------------------------------------------------------------------
; Falling sword_Falling
[Statedef 626]
type    = A
movetype= A
physics = A
juggle  = 4
velset = 2,8
poweradd= 70
ctrl = 0
anim = 626

[State 0, PlaySnd]
type = PlaySnd
trigger1 = !time
value = S6,3
volume = 255

[State 600, 1]
type = HitDef
trigger1 = time = 0
attr = S, NA
damage = 40,0
animtype = hard
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 0, 10
sparkno = S6011
sparkxy = -15, -50
hitsound = S7, 1
guardsound = S120, 0
ground.type = High
ground.slidetime = 5
ground.hittime  = 12
ground.velocity = -4
airguard.velocity = -1.9,-.8
air.type = High
air.velocity = -1.4,-3
air.hittime = 12
Fall = 1
envshake.time = 7
envshake.ampl = 3

[State -2]
Type = helper
Trigger1 = movehit = 1 && p2movetype = H
Trigger1 = numhelper(6020) < 2
StateNo = 6003
ID = 10020
PosType = P2
Pos = -5,25-Ceil(P2BodyDist Y)
Ownpal = 1
SprPriority = 4
IgnoreHitPause = 1
SuperMoveTime = 9999
PauseMoveTime = 9999

[State 1120,20]
type                           = ChangeState
trigger1                       = Vel Y > 0 && Pos Y >= -10
value                          = 52

;-------------------------------------------------------------------------------

