;Weak punch
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200 
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

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

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

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = light
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-93
hitsound = S0,5
guardsound = S3,0
pausetime = 12,12
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 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Weak punch close
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

;[State 210, pos]
;type = Velset
;trigger1 = time = 0
;x = 6

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,0

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 20
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-75
hitsound = S0,5
guardsound = S3,0
pausetime = 12,12
ground.type = high
ground.slidetime = 22
ground.hittime  = 25
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Strong punch
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
poweradd = 30
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -15,-85
hitsound = S0,7
guardsound = S3,0
pausetime = 12,13
ground.type = high
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

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


;Strong punch close
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
poweradd = 30
juggle = 5;10
velset = 0
ctrl = 0
facep2 = 1

[State 230, pos]
type = Velset
trigger1 = time = 0
x = 3

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -30,-90
hitsound = S0,7
guardsound = S3,0
pausetime = 12,12
ground.type = high
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Weak kick
[Statedef 250]
type = S
movetype = A
physics = S
anim = 250
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 250, pos]
type = Velset
trigger1 = time = 0
x = 2.3

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 250, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,1

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = light
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-93
hitsound = S0,6
guardsound = S3,0
pausetime = 12,12
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = -6.3
air.velocity = -3,-4

[State 250, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Weak kick close
[Statedef 260]
type = S
movetype = A
physics = S
anim = 260
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 260, pos]
type = Velset
trigger1 = time = 0
x = 3

[State 260, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 260, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,1

[State 260, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 30
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -35,-93
hitsound = S0,6
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 15
ground.velocity = -6
air.velocity = -3,-4

[State 260, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Strong kick
[Statedef 270]
type = S
movetype = A
physics = S
anim = 270
juggle = 10
poweradd = 30
velset = 0
ctrl = 0
facep2 = 1

[State 270, pos]
type = Velset
trigger1 = time = 0
x = 3

[State 270, pos]
type = Velset
trigger1 = AnimElem = 4
x = 5

[State 270, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 270, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,3

[State 270, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 0,0

[State 270, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 45
animtype = medium
hitflag = MAF
guardflag = MA
sparkxy = -20,-95
sparkno = s4150
guard.sparkno = s4500
hitsound = S0,8
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -2.3
air.velocity = -3,-4

[State 270, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, NA
damage = 35
animtype = hard
hitflag = MAF
guardflag = MA
sparkxy = -20,-90
sparkno = s4150
guard.sparkno = s4500
hitsound = S0,5
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -12.3
air.velocity = -6,-4

[State 270, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Strong kick close
[Statedef 280]
type = S
movetype = A
physics = S
anim = 280
poweradd = 30
juggle = 1;5
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 2

[State 280, pos]
type = Velset
trigger1 = time = 0
x = 3

[State 280, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,3

[State 280, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 280, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60
animtype = diagup
hitflag = MAF
guardflag = MA
pausetime = 13,12
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-110
hitsound = S1,3
guardsound = S3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-9
air.velocity = -7.2,-2.2
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 13
envshake.freq = 120
envshake.ampl = 6

[State 280, jump] ;ƒWƒƒƒ“ƒvƒLƒƒƒ“ƒZƒ‹
type = ChangeState
trigger1 = movecontact && Command = "holdup"
trigger1 = moveguarded = 0
value = 40
ctrl = 1
var(5) = 1

[State 280, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Crouching weak kick
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

[State 410, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,0

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 20
animtype = light
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -10,-60
hitsound = S0,5
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 7
ground.velocity = -6
air.velocity = -2,-3.5

[State 410, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;Crouching strong kick
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
poweradd = 30
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

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

[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -10,-62
hitsound = S0,7
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -6.3
air.velocity = -3,-4

[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;Crouching weak kick
[Statedef 420]
type = S
movetype = A
physics = S
anim = 550
juggle = 10
poweradd = 20
velset = 0
ctrl = 0
facep2 = 1

[State 450, pos]
type = Velset
trigger1 = time = 0
x = 3

[State 450, pos]
type = Velset
trigger1 = time = 2
x = 4

[State 450, pos]
type = Velset
trigger1 = time = 4
x = 5

[State 450, pos]
type = Velset
trigger1 = animelem = 3
x = 9

[State 450, pos]
type = Velset
trigger1 = animelem = 4
x = 5

[State 450, pos]
type = Velset
trigger1 = animelem = 5
x = 2

[State 450, pos]
type = Velset
trigger1 = animelem = 6
x = 1

[State 450, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4

[State 450, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 450, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -5,-5
hitsound = S0,7
guardsound = S3,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -6.3
air.velocity = -3,-4


[state 450, dust2]
type = explod
trigger1 = time = 0;> 0
pos = 0,0
pos2 = -2,0
spacing = 1
anim = 4030
bindtime = -1
ownpal = 1

[State 450, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

 
;Crouching strong kick
[Statedef 450]
type = S
movetype = A
physics = S
anim = 421
juggle = 10
poweradd = 30
velset = 0
ctrl = 0
facep2 = 1

[State 450, pos]
type = Velset
trigger1 = time = 0
x = 3

[State 450, pos]
type = Velset
trigger1 = time = 2
x = 4

[State 450, pos]
type = Velset
trigger1 = time = 4
x = 5

[State 450, pos]
type = Velset
trigger1 = animelem = 3
x = 9

[State 450, pos]
type = Velset
trigger1 = animelem = 4
x = 5

[State 450, pos]
type = Velset
trigger1 = animelem = 5
x = 2

[State 450, pos]
type = Velset
trigger1 = animelem = 6
x = 1

[State 450, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4

[State 450, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 450, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 60
animtype = heavy
hitflag = MAFd
guardflag = L
pausetime = 12,13
sparkno = s4150
guard.sparkno = s4500
sparkxy = -5,-5
hitsound = S0,8
guardsound = S3,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2,-2.2
air.velocity = -2.2,-3.2
ground.hittime  = 17
fall = 1
air.fall = 1
fall.recover = 0
;yaccel = .5


[state 450, dust2]
type = explod
trigger1 = time = 0;> 0
pos = 0,0
pos2 = -2,0
spacing = 1
anim = 4030
bindtime = -1
ownpal = 1

[State 450, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1



;Jumping weak punch vertical
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
poweradd = 20
juggle = 1
ctrl = 0
sprpriority = 2 

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

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

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20
animtype = light
;hitflag = MAF
guardflag = HA
priority = 3
sparkno = s4150
guard.sparkno = s4500
sparkxy = -10,-60
hitsound = S0,5
guardsound = S3,0
pausetime = 11,13
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1,-1.5


;Jumping weak kick
[Statedef 610]
type = A
movetype = A
physics = A
anim = 610
poweradd = 20
juggle = 1
ctrl = 0
sprpriority = 2 

[State 610, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

[State 210, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,0

[State 610, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 20
animtype = light
;hitflag = MAF
guardflag = HA
priority = 3
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-42
hitsound = S0,5
guardsound = S3,0
pausetime = 11,13
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -4
air.velocity = -1.5,-1.5

;Jumping strong kick
[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
poweradd = 30
juggle = 1
ctrl = 0
sprpriority = 2 

[State 620, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 620, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 620, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 60
animtype = hard
hitflag = MAF
guardflag = HA
priority = 3
sparkno = s4150
guard.sparkno = s4500
sparkxy = -10,-60
hitsound = S0,7
guardsound = S3,0
pausetime = 11,13
ground.type = low
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -5
air.velocity = -2.5,1


;Jumping weak kick vertical
[Statedef 635]
type = A
movetype = A
physics = A
juggle = 1
anim = 635
poweradd = 20
ctrl = 0
sprpriority = 2 

[State 635, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 635, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,1

[State 635, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 30
animtype = light
hitflag = MAF
guardflag = HA
priority =3
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-85
hitsound = S0,6
guardsound = S3,0
pausetime = 11,12
ground.type = low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -4
air.velocity = -1.3, -1


;Jumping weak kick
[Statedef 630]
type = A
movetype = A
physics = A
juggle = 1
anim = 630
poweradd = 20
ctrl = 0
sprpriority = 2 

[State 630, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,1

[State 630, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,1

[State 630, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 30
animtype = light
;hitflag = MAF
guardflag = HA
priority = 3
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-50
hitsound = S0,6
guardsound = S3,0
pausetime = 11,12
ground.type = low
ground.slidetime = 6
ground.hittime  = 6
ground.velocity = -4
air.velocity = -2,-.8


;Jumping strong kick vertical
[Statedef 640]
type = A
movetype = A
physics = A
juggle = 1
anim = 640
poweradd = 30
ctrl = 0
sprpriority = 2 

[State 640, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,3

[State 640, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 640, hit1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 35
animtype = hard
hitflag = MAF
guardflag = HA
priority = 5
sparkno = s4150
guard.sparkno = s4500
sparkxy = -10,-50
hitsound = S0,8
guardsound = S3,0
pausetime = 11,12
ground.type = high
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -4
air.velocity = -1, 1
fall.recover = 0

[State 640, hit2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 40
animtype = hard
hitflag = MAF
guardflag = HA
priority = 5
sparkno = s4150
guard.sparkno = s4500
sparkxy = -10,-30
hitsound = S0,8
guardsound = S3,0
pausetime = 11,12
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -5
air.velocity = -5,8
air.fall = 1


;Jumping strong kick
[Statedef 650]
type = A
movetype = A
physics = A
juggle = 1
anim = 640
poweradd = 30
ctrl = 0
sprpriority = 2 

[State 650, sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,4

[State 650, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 650, hit1]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage = 40
animtype = hard
hitflag = MAF
guardflag = HA
priority = 5
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-30
hitsound = S0,8
guardsound = S3,0
pausetime = 11,12
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,2.5

[State 650, hit2]
type = HitDef
trigger1 = AnimElem = 5
attr = A, NA
damage = 35
animtype = hard
hitflag = MAF
guardflag = HA
priority = 5
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-30
hitsound = S0,8
guardsound = S3,0
pausetime = 11,12
ground.type = high
ground.slidetime = 17
ground.hittime  = 20
ground.velocity = -5
air.velocity = -3,3



;Dashing tail whip
[Statedef 500]
type = S
movetype = A
physics = S
anim = 210
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 500, pos]
type = Velset
trigger1 = time = 0
x = 9

[State 500, pos]
type = Velset
trigger1 = time = 2
x = 10.5

[State 500, stop]
type = Velset
trigger1 = animelem = 6
x = 0

[State 500, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

[State 500, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,0

[State 500, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 20
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-80
hitsound = S0,5
guardsound = S3,0
pausetime = 12,12
ground.type = high
ground.slidetime = 22
ground.hittime  = 25
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 500, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[State 500, line1];ƒXƒs[ƒhƒ‰ƒCƒ“‚P
type = Explod
trigger1 = Time % 4 = 0
anim = 4055  
postype = p1
pos = 0, -60
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 500, line2];ƒXƒs[ƒhƒ‰ƒCƒ“‚Q
type = Explod
trigger1 = Time % 4 = 0
anim = 4056  
postype = p1
pos = -5, -45
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 500, line3];ƒXƒs[ƒhƒ‰ƒCƒ“‚R
type = Explod
trigger1 = Time %4 = 0
anim = 4057  
postype = p1
pos = -5, -25
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 500, line4];ƒXƒs[ƒhƒ‰ƒCƒ“‚S
type = Explod
trigger1 = Time %4 = 0 
anim = 4058
postype = p1
pos = 15, -75
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
scale = 1.5,1.5



;Dashing tail slash (start)
[Statedef 510]
type = S
movetype = A
physics = S
anim = 510
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 510, dust]
type = Explod
trigger1 = time = 12
anim = 4010
ID = 1000
postype = p1
pos = -10,6
bindtime = 1
sprpriority = 2
ownpal = 1

[State 510, end]
type = ChangeState
trigger1 = animtime = 0
value = 511


;Dashing tail slash (attack)
[Statedef 511]
type = A
movetype = A
physics = S
anim = 400
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 511, vel]
type = Velset
trigger1 = 1
x = 6

[State 511, vel]
type = Velset
trigger1 = time < 2
y = -7

[State 511, vel]
type = Velset
trigger1 = animelem = 5
x = 18

[State 511, vel]
type = Veladd
trigger1 = time > 1
x = -.9
y = .9

[State 511, snd]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4

[State 511, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 511, hit1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 35
animtype = medium
hitflag = MAF
guardflag = HA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -30,-70
hitsound = S0,8
guardsound = S3,0
pausetime = 12,12
ground.type = high
ground.slidetime = 22
ground.hittime  = 25
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 511, hit2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage = 35
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -30,-35
hitsound = S0,8
guardsound = S3,0
pausetime = 12,12
ground.type = trip
ground.slidetime = 22
ground.hittime  = 22
ground.velocity = -6.5;,-.5
air.velocity = -4.5,-4
fall = 1
air.fall = 1
fall.recover = 0
guard.pausetime = 18,8
guard.slidetime = 10
guard.hittime = 10


[State 511, end]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y >= 0
value = 512


;Dashing tail slash (landing)
[Statedef 512]
type = S
movetype = A
physics = S
anim = 512
velset = 0,0
ctrl = 0

[State 512, land]
type = PlaySnd
trigger1 = AnimElem = 1
value = 52,0

[State 512, pos]
type = posset
trigger1 = time = 0
y = 0

[State 512, landdust1]
type = explod
trigger1 = Time = 0
postype = p1
pos = -17,0
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5

[State 512, landdust]
type = explod
trigger1 = Time = 0
postype = p1
pos = 20,0
facing = -1
spacing = 1
anim = 4010
ownpal = 1
scale = .5, .5

[State 512, end]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1


;Dashing double kick
[Statedef 525]
type = S
movetype = A
physics = S
anim = 525
poweradd = 30
juggle = 1
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 2

[State 525, pos]
type = Velset
trigger1 = time = 0
x = 9

[State 525, pos]
type = Velset
trigger1 = time = 2
x = 12

[State 525, pos]
type = Velset
trigger1 = animelem = 5
x = 6

[State 525, snd]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 4
value = 0,3

[State 525, voice]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 525, hit1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 35
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -30,-70
hitsound = S0,8
guardsound = S3,0
pausetime = 9,12
ground.type = high
ground.slidetime = 22
ground.hittime  = 25
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 525, hit2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 50
animtype = diagup
hitflag = MAF
guardflag = MA
pausetime = 12,13
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-110
hitsound = S1,3
guardsound = S3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-9
air.velocity = -7.2,-2.2
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 13
envshake.freq = 120
envshake.ampl = 6
guard.pausetime = 18,8
guard.slidetime = 10
guard.hittime = 10

[State 525, jump] ;ƒWƒƒƒ“ƒvƒLƒƒƒ“ƒZƒ‹
type = ChangeState
trigger1 = movecontact && Command = "holdup" && time > 25
trigger1 = moveguarded = 0
value = 40
ctrl = 1
var(5) = 1

[State 525, line1];ƒXƒs[ƒhƒ‰ƒCƒ“‚P
type = Explod
trigger1 = Time % 4 = 0
anim = 4055  
postype = p1
pos = 5, -55
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 525, line2];ƒXƒs[ƒhƒ‰ƒCƒ“‚Q
type = Explod
trigger1 = Time % 4 = 0
anim = 4056  
postype = p1
pos = 0, -45
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 525, line3];ƒXƒs[ƒhƒ‰ƒCƒ“‚R
type = Explod
trigger1 = Time % 4 = 0
anim = 4057  
postype = p1
pos = -5, -25
velocity = 0, 0
accel = 0, 0
random = 20, 20
removetime = -2
ownpal = 1
sprpriority = 2
scale = 1.5,1.5

[State 525, line4];ƒXƒs[ƒhƒ‰ƒCƒ“‚S
type = Explod
trigger1 = Time % 4 = 0 
anim = 4058
postype = p1
pos = 15, -75
velocity = 0, 0
accel = 0, 0
random = 40, 15
removetime = -2
ownpal = 1
scale = 1.5,1.5

[State 525, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Dashing slide
[Statedef 550]
type = S
movetype = A
physics = S
anim = 550
poweradd = 30
juggle = 1
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 2

[State 550, pos]
type = Velset
trigger1 = time = 0
x = 3

[State 550, pos]
type = Velset
trigger1 = time = 2
x = 4

[State 550, pos]
type = Velset
trigger1 = time = 4
x = 5

[State 550, pos]
type = Velset
trigger1 = animelem = 3
x = 14

[State 550, pos]
type = Velset
trigger1 = animelem = 4
x = 5

[State 550, pos]
type = Velset
trigger1 = animelem = 5
x = 2

[State 550, pos]
type = Velset
trigger1 = animelem = 6
x = 1

[State 550, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,4

[State 550, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 550, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = c, NA
damage = 60
animtype = heavy
hitflag = MAFd
guardflag = L
pausetime = 12,13
sparkno = s4150
guard.sparkno = s4500
sparkxy = -10,-30
hitsound = S0,8
guardsound = S3,0
ground.type = trip
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -2.2,-2.2
air.velocity = -2.2,-3.2
ground.hittime  = 17
fall = 1
air.fall = 1
fall.recover = 0
;yaccel = .5


[state 550, dust2]
type = explod
trigger1 = time = 0;> 0
pos = 0,0
pos2 = -2,0
spacing = 1
anim = 4030
bindtime = -1
ownpal = 1
removeongethit = 1

[State 550, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1


;Throw
[Statedef 700]
type = S
movetype = A
physics = S
anim = 220
poweradd = 30
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -15,-85
hitsound = S0,7
guardsound = S3,0
pausetime = 12,13
ground.type = high
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

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


;Throw (grab)
[Statedef 701]
type = S
movetype = A
physics = S
anim = 230
poweradd = 30
juggle = 5;10
velset = 0
ctrl = 0
facep2 = 1

[State 230, pos]
type = Velset
trigger1 = time = 0
x = 3

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 230, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -30,-90
hitsound = S0,7
guardsound = S3,0
pausetime = 12,12
ground.type = high
ground.slidetime = 12
ground.hittime  = 16
ground.velocity = -5.5
air.velocity = -2.5,-4

[State 230, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1


;Throw (P2 grabbed)
[Statedef 705]
type = A
movetype = H
physics = N
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1
sprpriority = 1

[State 1305, screen]
type = ScreenBound
trigger1 = 1
value = 0

[State 1305, anim]
type = changeanim2
trigger1 = time = 0
value = 705

[State 705, quake]
type = EnvShake
trigger1 = animelem = 12
time = 15
ampl = 6
freq = 140

[State 0, LifeAdd]
type = LifeAdd
trigger1 = time = 50 || time = 62 || time = 74
value = -30
kill = 0

[State 1305, life2]
type = lifeadd
trigger1 = animelem = 12
kill = 1
value = -30


[State 705, 39]
type = ChangeState
trigger1 = AnimTime = 0
value = 706

[Statedef 706]
type = A
movetype = H
physics = N
velset = 5,-6

[State 706, 2]
type = VelAdd
trigger1 = 1
y = .6

[State 706, 4]
type = ChangeAnim
trigger1 = Time = 0
value = 5050

[State 706, 5]
type = SelfState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 5100


;Throw (failed)
[Statedef 702]
type = S
physics = S
anim = 702
poweradd = 0
velset = 0
ctrl = 0
sprpriority = 2

[State 1302]
type = playsnd
trigger1 = time = 0
value = s0,3
volume = 255

[State 1302, state]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1


;Cruel stomp (counter move)
[Statedef 800000]
type = a
movetype = A
physics = S
anim = 800
poweradd = -1000
velset = 0,0
ctrl = 0

[State 305, pause]
type = SuperPause
trigger1 = Animelem = 1
time = 20
movetime = 20
anim = -1
darken = 0
p2defmul = 1

[State 305, pos]
type = Posadd
trigger1 = Animelem = 1 , =1
x = p2bodydist X + 30
y = p2bodydist Y - 120

[State 305, BindToTarget]
type = playerpush
trigger1 = 1
value = 0
time = 23

[State 305, nothit]
type = NotHitBy
trigger1 = 1
value = SCA

[State 305, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 700,0

[State 0, PlaySnd]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1000,4



[State 305, image1]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 305, image2]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 0, VelAdd]
type = VelAdd
trigger1 = Animelem = 8
x = 0
y = 10
;ignorehitpause = 
;persistent = 

[State 305, hit]
type = HitDef
trigger1 = Animelem = 8
attr = S, SA
damage = 150
animtype = back;heavy
hitflag = MAF
guardflag = MA
sparkxy = 0,0
sparkno = s4200
guard.sparkno = s4500
hitsound = s1,1
guardsound = S3,0
pausetime = 0,10
ground.hittime = 20
ground.type = high
ground.slidetime = 20
ground.velocity = -2,6
air.velocity = -2,6
fall = 1
fall.recover = 0
air.juggle = 10
yaccel = .5
p2facing = 1
envshake.time = 25
envshake.ampl = 5

[State 305, speedlines1]
type = Explod
trigger1 = AnimElem = 1
anim = 363
postype = p1
pos = 0,0
bindtime = 1
sprpriority = 3
ownpal = 1
removetime = 8
supermovetime = 8
scale = 1.08, 1.1

[State 305, speedlines2]
type = Explod
trigger1 = time = 0
anim = 363
postype = p1
pos = -5,-16
bindtime = -1
sprpriority = 3
ownpal = 1
removetime = 25
supermovetime = 20
scale = 1.08, 1.1

[State 0, ChangeState]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 805



;Cruel stomp (landing)
[Statedef 80500]
type = S
physics = S
anim = 805
velset = 0,0
ctrl = 0

[State 191, quake]
type = explod
trigger1 = AnimElem = 1
postype = p1
pos = 0,0
spacing = 1
anim = 4400
ownpal = 1
sprpriority = 3

[State 305, snd]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5

[State 191, dust]
type = explod
trigger1 = AnimElem = 1
postype = p1
pos = 0,0
spacing = 1
anim = 4025
ownpal = 1
sprpriority = 5

[State 191, stones]
type = explod
trigger1 = AnimElem = 1
postype = p1
pos = 0,0
spacing = 1
anim = 2005
ownpal = 1
sprpriority = 4

[State 191, Shake]
type = EnvShake
trigger1 = AnimElem = 1
time = 34
phase = 10
freq = 150
ampl = -2

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


[Statedef 282]
type = S
movetype = A
physics = S
anim = 282
poweradd = 30
juggle = 1;5
velset = 0,0
ctrl = 0
facep2 = 1
sprpriority = 2
 
[State 280, pos]
type = Velset
trigger1 = time = 0
x = 3

[State 280, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,3

[State 280, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,3

[State 280, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage = 60
animtype = diagup
hitflag = MAF
guardflag = MA
pausetime = 13,12
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-110
hitsound = S1,3
guardsound = S3,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 15
ground.velocity = -1,-9
air.velocity = -7.2,-2.2
fall = 1
air.fall = 1
fall.recover = 0
envshake.time = 13
envshake.freq = 120
envshake.ampl = 6

[State 280, jump] ;ƒWƒƒƒ“ƒvƒLƒƒƒ“ƒZƒ‹
type = ChangeState
trigger1 = movecontact && Command = "holdup"
trigger1 = moveguarded = 0
value = 40
ctrl = 1
var(5) = 1

[State 280, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 422]
type = S
movetype = A
physics = S
anim = 420
juggle = 10
poweradd = 20
velset = 0
ctrl = 0
facep2 = 1

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,1

[State 420, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,1

[State 450, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 30
animtype = light
hitflag = MAF
guardflag = L
sparkxy = 0,-5
sparkno = s4150
guard.sparkno = s4500
hitsound = S0,8
guardsound = S3,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 6
ground.velocity = -5
air.velocity = -4,-6
yaccel = .5
down.velocity = -5,0
down.hittime = 20
fall=1

[State 450, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;Crouching strong kick
[Statedef 402]
type = C
movetype = A
physics = C
anim = 402
poweradd = 30
juggle = 10
velset = 1,0
ctrl = 0
facep2 = 1

[State 9368]
type = Explod
trigger1 =animelem=3
anim = 2330
ID = 2330
pos = 77,-67 
postype = p1
sprpriority = 5
supermove = 1
removeongethit = 1
scale = 0.1,0.1
removetime = 10
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

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


[State 400, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -10,-62
hitsound = S0,7
guardsound = S3,0
pausetime = 12,13
ground.hittime = 5
ground.type = high
ground.slidetime = 5
ground.velocity = -15
air.velocity = -3,-25
fall=1
Palfx.time          = 90
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1
[State 400, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

[Statedef 290]
type = S
movetype = A
physics = S
anim = 228
poweradd = 30
juggle = 10
velset = 10,0
ctrl = 0
facep2 = 1

[State 9368]
type = Explod
trigger1 =animelem=4
anim = 2330
ID = 2330
pos = 137,-97
postype = p1
sprpriority = 5
supermove = 1
scale = 0.1,0.1
removeongethit = 1
removetime = 10
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,2

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 200,2

[State 220, 1]
type = explod
trigger1 = AnimElem = 1
anim = 4010


[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 60
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = s4150
guard.sparkno = s4500
sparkxy = -15,-90
hitsound = S0,7
guardsound = S3,0
pausetime = 12,13
ground.type = high
ground.slidetime = 12
ground.hittime  = 30
ground.velocity = -10.5
air.velocity = -2.5,-4
fall=1
Palfx.time          = 90
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1

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


[Statedef 670]
type = A
movetype = A
physics = A
anim = 670
poweradd = 20
juggle = 1
ctrl = 0
sprpriority = 2 

[State 9368]
type = Explod
trigger1 =animelem=2
anim = 2330
ID = 2330
pos = 100,-78 
postype = p1
sprpriority = 5
supermove = 1
scale = 0.1,0.1
removetime = 10
removeongethit = 1
ignorehitpause = 1
ownpal = 1
bindtime = -1
persistent = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 0,0

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

[State 600, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage = 20
animtype = light
;hitflag = MAF
guardflag = HA
priority = 3
sparkno = s4150
guard.sparkno = s4500
sparkxy = -20,-67
hitsound = S0,5
guardsound = S3,0
pausetime = 11,13 
ground.type = high
ground.slidetime = 5
ground.hittime  = 5
ground.velocity = -10
air.velocity = -10,-6
fall=1
Palfx.time          = 90
Palfx.add           = 0,-200,-200
Palfx.sinadd        = 40,80,40,10
Palfx.color         = 0
Palfx.invertall     = 1