;===============================================================================
; Frezaa Rush
;===============================================================================
; Frezaa Rush - adelante piso
[Statedef 1100]
type = S
movetype = A
physics = S
;velset = 0,0
ctrl = 0
anim = 1100
poweradd = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,7
volume = 50
channel = 3

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 10
y = 0

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 5
x = 0.2

[State 3000, Super Charge]
type = Explod
trigger1 = Animelem = 2
anim = 6200
ID = 6200
pos = 35,-32
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = high
damage    = 80,10
guardflag = MA
pausetime = 8,12
sparkno = s6111
guard.sparkno = s6004
sparkxy = -8,-50
hitsound   = S1,10
guardsound = S0,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -4.5,-4
fall = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Movecontact = 1
id = 6200


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact = 1
value = 1150
ctrl = 1

;--------------------------------
;Frezaa Rush - rebote
[Statedef 1150]
type    = A
physics = N
juggle  = 0
poweradd = 0
ctrl = 1
anim = 1150
sprpriority = 2

[State 1251:	VelSet]
type			= VelSet
trigger1		= time = 0
x			= -0.5
y			= -5

[State 1251:	VelAdd]
type			= VelAdd
trigger1		= time > 0
x			= -0.05
y			= 0.3

[State 1251, CtrlSet]
type = CtrlSet
trigger1 =  time >=10
value = 1

[State 1251, 3]
type = Changestate
triggerall = time >=10
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 50
ctrl = 1

;------------------------------------------------------------------------
; Frezaa Rush - arriba piso
[Statedef 1110]
type = S
movetype = A
physics = S
;velset = 0,0
ctrl = 0
anim = 1100
poweradd = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,7
volume = 50
channel = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  40;(winmugen only)
;scale =  (winmugen only)



[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 8
y = -5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 5
x = 0.2

[State 3000, Super Charge]
type = Explod
trigger1 = Animelem = 2
anim = 6201
ID = 6201
pos = 7,-47
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = high
damage    = 80,10
guardflag = MA
pausetime = 8,12
sparkno = s6111
guard.sparkno = s6004
sparkxy = -8,-50
hitsound   = S1,10
guardsound = S0,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -4.5,-4
fall = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Movecontact = 1
id = 6201


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 15
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact = 1
value = 1150
ctrl = 1

;--------------------------------------------------------------------------
; Frezaa Rush - adelante aire
[Statedef 1130]
type = A
movetype = A
physics = A
;velset = 0,0
ctrl = 0
anim = 1100
poweradd = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,7
volume = 50
channel = 3

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 10
y = -1

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 5
x = 0.2

[State 3000, Super Charge]
type = Explod
trigger1 = Animelem = 2
anim = 6200
ID = 6200
pos = 35,-32
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = high
damage    = 80,10
guardflag = MA
pausetime = 8,12
sparkno = s6111
guard.sparkno = s6004
sparkxy = -8,-50
hitsound   = S1,10
guardsound = S0,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -4.5,-4
fall = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Movecontact = 1
id = 6200


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 30
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact = 1
value = 1150
ctrl = 1

;------------------------------------------------------------------------
; Frezaa Rush - abajo aire
[Statedef 1140]
type = A
movetype = A
physics = A
;velset = 0,0
ctrl = 0
anim = 1100
poweradd = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,7
volume = 50
channel = 3

[State 0, AngleDraw]
type = AngleDraw
trigger1 = time >= 0
value =  -40;(winmugen only)
;scale =  (winmugen only)



[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 10
y = 6

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 5
x = 0.2

[State 3000, Super Charge]
type = Explod
trigger1 = Animelem = 2
anim = 6202
ID = 6202
pos = 50,0
sprpriority = 2
supermove = 1
removetime = -2
bindtime = -1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = high
damage    = 80,10
guardflag = MA
pausetime = 8,12
sparkno = s6111
guard.sparkno = s6004
sparkxy = -20,-30
hitsound   = S1,10
guardsound = S0,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -4.5,-4
fall = 1

[State 0, RemoveExplod]
type = RemoveExplod
trigger1 = Movecontact = 1
id = 6202


[State 0, ChangeState]
type = ChangeState
trigger1 = time = 26
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Movecontact = 1
value = 1150
ctrl = 1
;===============================================================================
; Voltereta
;===============================================================================
; Voltereta Alta
[Statedef 1200]
type 		= A
movetype	= A
physics		= N
anim		= 1200
;velset		= 0,0
ctrl		= 0
poweradd = 90
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 2

[State 1350:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 2)
value			= S0,0

[State 1350:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 3) || (AnimElem = 4)
value			= S0,2


[State 1300:	VelSet]
type			= VelSet
trigger1		= time = 0
x			= 1
y			= -11

[State 1300:	VelAdd]
type			= VelAdd
trigger1		= time > 0
x			= 0
y			= 0.6

[State 60, Explod atras]
type = Explod
triggerall = pos y >= -2
trigger1 = time = 0
anim = 7110
ID =  7110
pos = 0,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.7, 0.7
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1


[State 1350:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 3)
attr		= A, SA
hitflag		= MAF
guardflag	= M
animtype	= Back
air.animtype	= Back
priority	= 5, Hit
damage		= 20,5
pausetime	= 6,8
guard.pausetime	= 5,8
sparkno		= -1;S6111
guard.sparkno	= S6004
sparkxy		= -30,-50
hitsound	= S1,3
guardsound	= S0,7
ground.type	= Trip
air.type	= Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel		= 0.45
ground.velocity	= -4,-5.7
guard.velocity	= -4
air.velocity	= -4,-4.7
airguard.velocity = -4,-4.7
ground.cornerpush.veloff = -5
fall		= 0
getpower	= 30
givepower	= 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 2
triggerall = hitcount = 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 30,-34
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 1
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 30,-34
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1350:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 4)
attr		= A, SA
hitflag		= MAF
guardflag	= M
animtype	= Back
air.animtype	= Back
priority	= 5, Hit
damage		= 20,5
pausetime	= 6,8
guard.pausetime	= 5,8
sparkno		= -1;S6000
guard.sparkno	= S6004
sparkxy		= -40,-20
hitsound	= S1,2
guardsound	= S0,7
ground.type	= Trip
air.type	= Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel		= 0.45
ground.velocity	= -6,-2
guard.velocity	= -4
air.velocity	= -6,-2
airguard.velocity = -4,-4.7
ground.cornerpush.veloff = -5
fall		= 0
getpower	= 30
givepower	= 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
triggerall = hitcount = 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 40,-24
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 40,-24
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 1350:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 5)
attr		= A, SA
hitflag		= MAF
guardflag	= M
animtype	= Back
air.animtype	= Back
priority	= 5, Hit
damage		= 20,5
pausetime	= 6,8
guard.pausetime	= 5,8
sparkno		= -1;S6111
guard.sparkno	= S6004
sparkxy		= -30,-20
hitsound	= S1,5
guardsound	= S0,7
ground.type	= Trip
air.type	= Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel		= 0.45
ground.velocity	= -8,-2
guard.velocity	= -4
air.velocity	= -8,-2
airguard.velocity = -4,-4.7
ground.cornerpush.veloff = -5
fall		= 0
getpower	= 30
givepower	= 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7003) < 2
triggerall = hitcount = 3
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 45,-14
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 3
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 45,-14
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1650,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 1350:	ChangeState]
type		= ChangeState
trigger1	= (!AnimTime)
value		= 50


;----------------------------------------------------------------------
; Voltereta Larga
[Statedef 1220]
type 		= A
movetype	= A
physics		= N
anim		= 1200
;velset		= 0,0
ctrl		= 0
poweradd = 90
juggle		= 3
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 2

[State 1350:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 2)
value			= S0,0

[State 1350:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 3) || (AnimElem = 4)
value			= S0,2

[State 1350, 2]
type = PlaySnd
trigger1 = Time = 0
value = 3, 3
volume = 10

[State 1350:	VelSet]
type			= VelSet
trigger1		= time = 0
x			= 5
y			= -5

[State 1350:	VelAdd]
type			= VelAdd
trigger1		= time > 0
x			= 0.1
y			= 0.3



[State 1350:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 3)
attr		= A, SA
hitflag		= MAF
guardflag	= M
animtype	= Back
air.animtype	= Back
priority	= 5, Hit
damage		= 20,5
pausetime	= 6,8
guard.pausetime	= 5,8
sparkno		= -1;S6111
guard.sparkno	= S6004
sparkxy		= -30,-50
hitsound	= S1,3
guardsound	= S0,7
ground.type	= Trip
air.type	= Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel		= 0.45
ground.velocity	= -4,-5.7
guard.velocity	= -4
air.velocity	= -4,-4.7
airguard.velocity = -4,-4.7
ground.cornerpush.veloff = -5
fall		= 0
getpower	= 30
givepower	= 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 2
triggerall = hitcount = 1
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 30,-34
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 1
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 30,-34
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1350:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 4)
attr		= A, SA
hitflag		= MAF
guardflag	= M
animtype	= Back
air.animtype	= Back
priority	= 5, Hit
damage		= 20,5
pausetime	= 6,8
guard.pausetime	= 5,8
sparkno		= -1;S6000
guard.sparkno	= S6004
sparkxy		= -40,-20
hitsound	= S1,2
guardsound	= S0,7
ground.type	= Trip
air.type	= Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel		= 0.45
ground.velocity	= -6,-2
guard.velocity	= -4
air.velocity	= -6,-2
airguard.velocity = -4,-4.7
ground.cornerpush.veloff = -5
fall		= 0
getpower	= 30
givepower	= 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
triggerall = hitcount = 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 40,-24
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 40,-24
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 1350:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 5)
attr		= A, SA
hitflag		= MAF
guardflag	= M
animtype	= Back
air.animtype	= Back
priority	= 5, Hit
damage		= 20,5
pausetime	= 6,8
guard.pausetime	= 5,8
sparkno		= -1;S6111
guard.sparkno	= S6004
sparkxy		= -30,-20
hitsound	= S1,5
guardsound	= S0,7
ground.type	= Trip
air.type	= Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel		= 0.45
ground.velocity	= -8,-2
guard.velocity	= -4
air.velocity	= -8,-2
airguard.velocity = -4,-4.7
ground.cornerpush.veloff = -5
fall		= 0
getpower	= 30
givepower	= 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7003) < 2
triggerall = hitcount = 3
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 45,-14
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 3
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 45,-14
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 1650,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 1350:	ChangeState]
type		= ChangeState
trigger1	= (!AnimTime)
value		= 50

;===============================================================================
;----------------------------------------------------------------------
; Cola Tornado adelante
[Statedef 1300]
type 		= A
movetype	= A
physics		= N
anim		= 1300
;velset		= 0,0
ctrl		= 0
poweradd = 90
juggle		= 1
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 2

[State 1350:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 2)
value			= S0,0

[State 1350:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 1) || (AnimElem = 3)
value			= S0,2

[State 1350:	PlaySnd]
type			= PlaySnd
trigger1		= (time = 0)
value			= S4,1

[State 1350:	VelSet]
type			= VelSet
trigger1		= time = 0
x			= 1.7
y			= 0

[State 1350:	VelAdd]
type			= VelAdd
trigger1		= time > 0
x			= 0.05
y			= 0

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
animtype  = Hard
damage    = 30,5
getpower  = 0
priority = 5, Hit
guardflag = MA
pausetime = 6,8
sparkno = -1;S6111
guard.sparkno = S6004
sparkxy = -15,-35
hitsound = S1,3
guardsound = S0,7
ground.type = high
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
ground.velocity = -2.9
air.velocity = -2.9,-3.4

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 2
triggerall = hitcount = 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 40,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 1
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 40,-45
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype  = Hard
damage    = 30,5
getpower  = 0
priority = 5, Hit
guardflag = MA
pausetime = 6,12
sparkno	= -1;S6111
guard.sparkno = S6004
sparkxy = -15,-45
hitsound = S1,2
guardsound = S0,7
ground.type = low
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
ground.velocity = -2.9
air.velocity = -2.9,-3.4

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
triggerall = hitcount = 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 45,-35
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 45,-35
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype  = Hard
damage    = 30,5
getpower  = 0
priority = 5, Hit
guardflag = MA
pausetime = 6,8
sparkno = -1; S6111
guard.sparkno = S6004
sparkxy = -15,-35
hitsound = S1,3
guardsound = S0,7
ground.type = high
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
ground.velocity = -2.9
air.velocity = -2.9,-3.4

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 2
triggerall = hitcount = 3
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 40,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 3
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 40,-45
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 8
attr = S, SA
animtype  = Hard
damage    = 30,5
getpower  = 0
priority = 5, Hit
guardflag = MA
pausetime = 8,12
sparkno	= -1;S6111
guard.sparkno = S6004
sparkxy = -15,-45
hitsound = S1,2
guardsound = S0,7
ground.type = low
ground.slidetime = 12
guard.slidetime = 1
ground.hittime = 12
guard.hittime = 1
air.hittime = 12
ground.velocity = -2.9
air.velocity = -2.9,-3.4

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7003) < 2
triggerall = hitcount = 4
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 30,-35
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 4
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 30,-35
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 1650,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 1350:	ChangeState]
type		= ChangeState
trigger1	= animtime = 0
value		= 0
ctrl = 1

;----------------------------------------------------------------------
; Cola Tornado  arriba
[Statedef 1310]
type 		= A
movetype	= A
physics		= N
anim		= 1310
;velset		= 0,0
ctrl		= 0
poweradd = 90
juggle		= 1
facep2		= 1
hitdefpersist	= 0
movehitpersist	= 0
hitcountpersist	= 0
sprpriority		= 2

[State 1350:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 2)
value			= S0,0

[State 1350:	PlaySnd]
type			= PlaySnd
trigger1		= (AnimElem = 1) || (AnimElem = 3)
value			= S0,2

[State 2700,1]
type = VelSet
trigger1 = time = 0
x = 2
y = -4

[State 1350:	VelAdd]
type			= VelAdd
trigger1		= time > 0
x			= 0.05

[State 1350:	VelAdd]
type			= VelAdd
trigger1		= time > 10
y			= -0.1

[State 1350:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 1)
attr		= A, SA
hitflag		= MAF
guardflag	= M
animtype	= Back
air.animtype	= Back
priority	= 5, Hit
damage		= 20,5
pausetime	= 6,8
guard.pausetime	= 5,8
sparkno		= -1;S6111
guard.sparkno	= S6004
sparkxy		= -30,-50
hitsound	= S1,3
guardsound	= S0,7
ground.type	= Trip
air.type	= Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel		= 0.45
ground.velocity	= -4,-5.7
guard.velocity	= -4
air.velocity	= -4,-6.7
airguard.velocity = -4,-6.7
ground.cornerpush.veloff = -5
fall		= 1
getpower	= 30
givepower	= 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7000) < 2
triggerall = hitcount = 1
trigger1 = Movehit = 1
anim = 7000
ID = 7000
postype = P1
pos = 30,-35
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 1
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 30,-35
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 1350:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 2)
attr		= A, SA
hitflag		= MAF
guardflag	= M
animtype	= Back
air.animtype	= Back
priority	= 5, Hit
damage		= 20,5
pausetime	= 6,8
guard.pausetime	= 5,8
sparkno		= -1;S6000
guard.sparkno	= S6004
sparkxy		= -40,-20
hitsound	= S1,2
guardsound	= S0,7
ground.type	= Trip
air.type	= Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel		= 0.45
ground.velocity	= -6,-2
guard.velocity	= -4
air.velocity	= -6,-6
airguard.velocity = -4,-6.7
ground.cornerpush.veloff = -5
fall		= 1
getpower	= 30
givepower	= 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
triggerall = hitcount = 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 40,-45
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 40,-45
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 1350:	HitDef]
type		= HitDef
trigger1	= (AnimElem = 3)
attr		= A, SA
hitflag		= MAF
guardflag	= M
animtype	= Back
air.animtype	= Back
priority	= 5, Hit
damage		= 20,5
pausetime	= 6,8
guard.pausetime	= 5,8
sparkno		= -1;S6111
guard.sparkno	= S6004
sparkxy		= -30,-20
hitsound	= S1,5
guardsound	= S0,7
ground.type	= Trip
air.type	= Trip
ground.slidetime = 30
guard.slidetime = 1
ground.hittime = 30
guard.hittime = 1
air.hittime = 30
yaccel		= 0.45
ground.velocity	= -8,-2
guard.velocity	= -4
air.velocity	= -8,-6
airguard.velocity = -4,-6.7
ground.cornerpush.veloff = -5
fall		= 1
getpower	= 30
givepower	= 30

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 2
triggerall = hitcount = 3
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 32,-42
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 3
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 32,-42
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 3000, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype  = Hard
damage    = 30,5
getpower  = 0
priority = 5, Hit
guardflag = MA
pausetime = 6,8
sparkno	= -1;S6111
guard.sparkno = S6004
sparkxy = -15,-45
hitsound = S1,2
guardsound = S0,7
ground.type = low
ground.slidetime = 12
guard.slidetime = 1
ground.hittime = 12
guard.hittime = 1
air.hittime = 12
ground.velocity = -2.9
air.velocity = -2.9,-6.4
fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7003) < 2
triggerall = hitcount = 4
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 30,-35
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
triggerall = hitcount = 4
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 30,-35
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1


[State 2700,1]
type = VelSet
trigger1 = animelem = 5
x = 0


[State 1650,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 60, Explod atras]
type = Explod
trigger1 = time = 0
anim = 7111
ID =  7111
pos = 0,20
postype = p1  ;p2,front,back,left,right
facing = 1
vfacing = 1
bindtime = 1
removetime = -2
supermove = 1
pausemove =1
scale = 0.7, 0.7
sprpriority = 1
ontop = 0
shadow = 0,0,0
ownpal = 1
removeongethit = 0
ignorehitpause = 1

[State 1350:	ChangeState]
type = ChangeState
trigger1 = animtime = 0
value = 50
ctrl = 1

;==========================================================================
;--------------------------------------------------------------------------
; Pataditas Start Deviles
[Statedef 1400]
type = A
movetype = A
physics = A
;velset = 0,0
ctrl = 0
anim = 1400
poweradd = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,7
volume = 50
channel = 3

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 5
y = 7

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 5
y = 0.2

[State 1650,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = high
damage    = 20,10
guardflag = MA
pausetime = 8,12
sparkno = -1
guard.sparkno = s6004
sparkxy = -8,-50
hitsound   = S1,2
guardsound = S0,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-4
;fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 20,-10
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 20,-10
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
triggerall = (Movecontact = 1)
trigger1 = Command = "a" || Command = "b"
value = 1401
ctrl = 1

;--------------------------------------------------------------------------
; Pataditas - Patada A
[Statedef 1401]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
anim = 1401
poweradd = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,0
volume = 50
channel = 2

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.5
y = 0.6

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = high
damage    = 20,5
guardflag = MA
pausetime = 8,12
sparkno = -1
guard.sparkno = s6004
sparkxy = -8,-50
hitsound   = S1,3
guardsound = S0,7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3
;fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 2
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 5,-10
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 5,-10
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
triggerall = (Movecontact = 1)
trigger1 = Command = "a" || Command = "b"
value = 1402
ctrl = 1

;--------------------------------------------------------------------------
; Pataditas - Patada B
[Statedef 1402]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
anim = 1402
poweradd = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,0
volume = 50
channel = 2

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.5
y = 0.6

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = high
damage    = 20,5
guardflag = MA
pausetime = 8,12
sparkno = -1
guard.sparkno = s6004
sparkxy = -8,-50
hitsound   = S1,4
guardsound = S0,7
ground.type = Low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3
;fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7003) < 2
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 20,-10
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 20,-10
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
triggerall = (Movecontact = 1)
trigger1 = Command = "a" || Command = "b"
value = 1403
ctrl = 1

;--------------------------------------------------------------------------
; Pataditas - Patada C
[Statedef 1403]
type = A
movetype = A
physics = A
velset = 0,0
ctrl = 0
anim = 1401
poweradd = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,0
volume = 50
channel = 2

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.5
y = 0.6

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = high
damage    = 20,5
guardflag = MA
pausetime = 8,12
sparkno = -1
guard.sparkno = s6004
sparkxy = -8,-50
hitsound   = S1,3
guardsound = S0,7
ground.type = low
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-3
;fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7002) < 2
trigger1 = Movehit = 1
anim = 7002
ID = 7002
postype = P1
pos = 5,-10
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 5,-10
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
triggerall = (Movecontact = 1)
trigger1 = Command = "a" || Command = "b"
value = 1460
ctrl = 1

;--------------------------------------------------------------------------
; Pataditas Start Fuertes
[Statedef 1450]
type = A
movetype = A
physics = A
;velset = 0,0
ctrl = 0
anim = 1450
poweradd = 100

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S2,7
volume = 50
channel = 3

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 8
y = 6.5

[State 0, VelAdd]
type = VelAdd
trigger1 = time > 5
x = 0.2

[State 1650,0]
type = AfterImage
trigger1 = Time = 0
time = 30
trans = add1
TimeGap  = 2
FrameGap = 2
length = 6
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =   1,  1,  1

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype  = high
damage    = 20,10
guardflag = MA
pausetime = 8,12
sparkno = -1
guard.sparkno = s6004
sparkxy = -8,-50
hitsound   = S1,2
guardsound = S0,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1
air.velocity = -2,-4
;fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7001) < 2
trigger1 = Movehit = 1
anim = 7001
ID = 7001
postype = P1
pos = 20,-10
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 20,-10
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1

[State 0, ChangeState]
type = ChangeState
triggerall = (Movecontact = 1)
trigger1 = Command = "a" || Command = "b"
value = 1401
ctrl = 1


;--------------------------------------------------------------------------
; Pataditas - Patada Remate
[Statedef 1460]
type = A
movetype = A
physics = A
;velset = 0,0
ctrl = 0
anim = 1450
poweradd = 10

[State 0, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = S0,0
volume = 50
channel = 2

[State 0, VelSet]
type = VelSet
trigger1 = time > 0
x = 0.5
y = 0.5

[State 210, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = high
damage    = 80,10
guardflag = MA
pausetime = 8,12
sparkno = s6111
guard.sparkno = s6004
sparkxy = -8,-15
hitsound   = S1,10
guardsound = S0,7
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -3,-6
air.velocity = -4.5,-4
fall = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(7003) < 2
trigger1 = Movehit = 1
anim = 7003
ID = 7003
postype = P1
pos = 20,-10
facing = 1
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 0.4,0.4
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 200, Spark CVS]
type = Explod
triggerall = Numexplod(6000) < 2
trigger1 = Movehit = 1
anim = 6000
ID = 6000
postype = P1
pos = 20,-10
sprpriority = 2
supermove = 1
removetime = -2
bindtime = 1
ownpal = 1
scale = 1,1
removeongethit = 1
ontop = 1
supermovetime 	= 999
ignorehitpause  = 1

[State 0, ChangeState]
type = ChangeState
trigger1 = Movehit = 1
value = 1150
ctrl = 1


[State 0, ChangeState]
type = ChangeState
trigger1 = Animtime = 0
value = 50
ctrl = 1



