;---------------------------------------------------------------------------
;Dash A
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd = 30*(1-var(53))
velset = 0,0
ctrl = 0
anim = 1000+(5*(Cond(Var(44),NumExplod(90000210) != 0,NumExplod(90000240) != 0) || Var(53)))
sprpriority = 2
facep2 = 1

[State 1000, 1]
type = VarSet
trigger1 = !Var(59) && !Time
trigger2 = var(59)
trigger2 = abs(P2BodyDist X) > 43.6 && P2StateType = L
var(10) = NumExplod(90000240) != 0 || Var(53)

[State 1000, 2]
type = PosAdd
trigger1 = !Var(10) && ((AnimElemTime(3) >= 0 && AnimElemTime(4) < 0) || AnimElem = 4)
trigger2 = Var(10) && (AnimElemTime(4) >= 0 && AnimElemTime(5) < 0)
x = Cond(Var(10),(((55-(35*(P2BodyDist X < 30)))/2)),(8-(4*(AnimElem = 4))))*const(size.xscale)

[State 1005, 3]
type = PosAdd
trigger1 = Var(10) && AnimElemTime(5) >= 0 && AnimElemTime(6) < 0
x = 6*const(size.xscale)

[State 1000, 4]
type = VelSet
trigger1 = (!Var(10) && AnimElem = 5) || (Var(10) && AnimElem = 6)
x = 6.5*const(size.xscale)

[State 1000, 5]
type = PlaySnd
trigger1 = (!Var(10) && !Time) || (Var(10) && AnimElem = 3)
value = S1000,0

[State 1000, 6]
type = ChangeState
triggerall = Time > 10+(10*Var(10)) && Power >= 500
trigger1 = !Var(59) && !Var(44)
trigger1 = (Command = "holda" && Command = "holdb") || (NumExplod(90000230) && NumExplod(90000240))
trigger2 = !Var(59) && Var(44)
trigger2 = (Command = "holdx" && Command = "holdy") || (NumExplod(90000200) && NumExplod(90000210))
trigger3 = Var(59)
trigger3 = abs(P2BodyDist X <= 22.1) && P2StateType = S
trigger3 = !Inguarddist 
trigger3 = random<var(50)*1.4
value = 1010

[State 1000, 7]
type = ChangeState
triggerall = Time > 10+(10*Var(10))
trigger1 = !Var(59)
trigger1 = (NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007))
trigger2 = Var(59)
trigger2 = abs(P2BodyDist X <= 22.1) && P2StateType = C
trigger2 = !Inguarddist 
trigger2 = random<var(50)*1.6
value = 1003

[State 1000, 8]
type = ChangeState
triggerall = Time > 10+(10*Var(10))
trigger1 = !Var(59)
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59)
trigger2 = abs(P2BodyDist X <= 22.1) && P2StateType != A && P2StateType != L 
trigger2 = !Inguarddist 
trigger2 = random<var(50)*1.1
value = 1002

[State 1000, 9]
type = ChangeState
triggerall = Time > 10+(10*Var(10))
trigger1 = !Var(59)
trigger1 = Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59)
trigger2 = abs(P2BodyDist X <= 22.1) && P2StateType = S
trigger2 = !Inguarddist 
trigger2 = random<var(50)*1.4
value = 1001

[State 1000, 10]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8030
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1000, 11]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8030
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1000, 12]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1000, 13]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Dash Straight
[Statedef 1001]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1001
poweradd = 30*(1-var(53))
sprpriority = 2

[State 1001, 1]
type = HitDef
trigger1 = var(5) < 6 && AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 120*(1-var(53)),60*(1-var(53))
givepower = 60, 30
priority = 4,Hit
damage = ceil(100*Fvar(20)),25
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 13
guard.slidetime = 11
ground.hittime = 15
guard.hittime = 13
ground.velocity = -5.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -3.2*const(size.xscale), -1.1*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
id = 1001
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1001, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1001, 3]
type = StateTypeSet
trigger1 = AnimElem = 4
movetype = I

[State 1001, 4]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,3

[State 1001, 5]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1001, 6]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dash Low
[Statedef 1002]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1002
poweradd = 30*(1-var(53))
sprpriority = 2

[State 1001, 1]
type = HitDef
trigger1 = var(5) < 6 && AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = LA
animtype = Hard
getpower = 120*(1-var(53)), 60*(1-var(53))
givepower = 60, 30
priority = 4,Hit
damage = ceil(110*Fvar(20)),28
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-10*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = Trip
ground.slidetime = 13
guard.slidetime = 9
ground.hittime = 15
guard.hittime = 11
ground.velocity = -4.3*const(size.xscale), -3.1*const(size.yscale)
guard.velocity = -5.6*const(size.xscale)
air.type = Trip
air.hittime = 16
air.velocity = -2.3*const(size.xscale), -3.1*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 1002
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1002, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1002, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,3

[State 1002, 4]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1002, 5]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1002, 6]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dash Overhead
[Statedef 1003]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1003
poweradd = 50*(1-var(53))
sprpriority = 2

[State 1003, 1]
type = HitDef
trigger1 = var(5) < 6 && AnimElem = 4
attr = S,SA
hitflag = MAF
guardflag = HA
animtype = Hard
getpower = 120*(1-var(53)), 60*(1-var(53))
givepower = 60, 30
priority = 4,Hit
damage = ceil(120*Fvar(20)),30
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9, ceil(-22*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 18
guard.hittime = 10
ground.velocity = -5.6*const(size.xscale)
air.type = High
air.hittime = 16
air.velocity = -2.3*const(size.xscale), 5.7*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
air.fall = 1
fall.recover = 0
id = 1003
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1003, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1003, 3]
type = PlaySnd
trigger1 = AnimElem = 4
value = S0,3

[State 1003, 4]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1003, 5]
type = StateTypeSet
trigger1 = AnimElem = 6
movetype = I

[State 1003, 6]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dash A
[Statedef 1004]
type    = S
movetype= A
physics = S
velset = 0,0
poweradd = 30
ctrl = 0
anim = 1004
sprpriority = 2
facep2 = 1

[State 1004, 1]
type = PosAdd
trigger1 = (AnimElemTime(1) >= 0 && AnimElemTime(2) < 0) || AnimElem = 2
x = (10-(2*(AnimElem = 2)))*const(size.xscale)

[State 1004, 2]
type = VelSet
trigger1 = AnimElem = 3
x = 8.5*const(size.xscale)

[State 1004, 3]
type = PlaySnd
trigger1 = !Time
value = S1000,0

[State 1000, 6]
type = ChangeState
triggerall = Time > 8 && Power >= 500
trigger1 = !Var(59) && !Var(44)
trigger1 = (Command = "holda" && Command = "holdb") || (NumExplod(90000230) && NumExplod(90000240))
trigger2 = !Var(59) && Var(44)
trigger2 = (Command = "holdx" && Command = "holdy") || (NumExplod(90000200) && NumExplod(90000210))
trigger3 = Var(59)
trigger3 = abs(P2BodyDist X <= 22.1) && P2StateType = S
trigger3 = !Inguarddist 
trigger3 = random<var(50)*1.4
value = 1010

[State 1000, 7]
type = ChangeState
triggerall = Time > 8
trigger1 = !Var(59)
trigger1 = (NumExplod(90000009) || NumExplod(90000008) || NumExplod(90000007))
trigger2 = Var(59)
trigger2 = abs(P2BodyDist X <= 22.1) && P2StateType = C
trigger2 = !Inguarddist 
trigger2 = random<var(50)*1.6
value = 1003

[State 1000, 8]
type = ChangeState
triggerall = Time > 8
trigger1 = !Var(59)
trigger1 = Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
trigger2 = Var(59)
trigger2 = abs(P2BodyDist X <= 22.1) && P2StateType != A && P2StateType != L 
trigger2 = !Inguarddist 
trigger2 = random<var(50)*1.1
value = 1002

[State 1000, 9]
type = ChangeState
triggerall = Time > 8
trigger1 = !Var(59)
trigger1 = Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59)
trigger2 = abs(P2BodyDist X <= 22.1) && P2StateType = S
trigger2 = !Inguarddist 
trigger2 = random<var(50)*1.4
value = 1001

[State 1004, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8030
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1004, 8]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8030
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1004, 9]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1004, 10]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Upper (EX Dash)
[Statedef 1010]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1010
poweradd = -500
sprpriority = 2

[State 1010, 1]
type = HitDef
trigger1 = var(5) < 6 && AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
getpower = 0
givepower = 60, 30
damage = ceil(100*Fvar(20)),25
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-39*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 20
ground.velocity = -.67*const(size.xscale), -7.1*const(size.yscale)
guard.velocity = -5.6*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -.81*const(size.xscale), -7*const(size.yscale)
yaccel = .25*const(size.yscale)
fall = 1
fall.recover = 0
id = 1010
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
yaccel = .25

[State 1010, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1010, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = S0,3

[State 1010, 4]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1010, 5]
type = PlaySnd
trigger1 = !Time
value = S799,0
channel = 10

[State 1010, 6]
type = Null
trigger1 = !AnimTime
id = 8030

[State 1010, 7]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1010, 8]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Rising Uppercut (Start)
[Statedef 1050]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1050+(2*(Cond(Var(44),NumExplod(90000210) != 0,NumExplod(90000240) != 0)))
poweradd = 60
sprpriority = 2
facep2 = 1

[State 1050, 1]
type = VarSet
trigger1 = !Var(59) && !Var(53) && !Time
var(10) = Cond(Var(44),NumExplod(90000210) != 0,NumExplod(90000240) != 0)

[State 1050, 2]
type = HitDef
trigger1 = var(5) < 6 && ((!Var(10) && AnimElem = 2) || (Var(10) && AnimElem = 4))
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
damage = ceil((60+(15*(Var(10)))*Fvar(20))*Fvar(20)),15+(4*(Var(10)))
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = (-1.1+(1*(Var(10))))*const(size.xscale), -5.4*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = High
air.hittime = 100
air.velocity = (-1.3+(1*(Var(10))))*const(size.xscale), -3.4*const(size.yscale)
fall = 1
fall.recover = 0
yaccel = .35*const(size.yscale)
id = 1050
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 60,30
givepower = 30,15

[State 1050, 3]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1050, 4]
type = NotHitBy
trigger1 = !Var(10) && !Time
value = SCA
time = 6

[State 1052, 5]
type = VelSet
trigger1 = Var(10) && !Time
x = 8.2*const(size.xscale)

[State 1050, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8031
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1050, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8031
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1050, 8]
type = AssertSpecial
trigger1 = !Var(10) && (GameTime % 2) = 0 
flag = invisible
ignorehitpause = 1

[State 1052, 9]
type = PlaySnd
trigger1 = !Time
value = S0,1

[State 1050, 10]
type = ChangeState
trigger1 = !AnimTime
value = 1051
;---------------------------------------------------------------------------
;Rising Uppercut (Start)
[Statedef 1051]
type    = A
movetype= A
physics = N
velset = 2.07*const(size.xscale),-8.1*const(size.yscale)
ctrl = 0
anim = 1051
sprpriority = 2
hitcountpersist = 1

[State 1051, 1]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = !Time
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
damage = ceil((60+(15*(Var(10))))*Fvar(20)),6+(1*(Var(10)))
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 13
guard.slidetime = 9
ground.hittime = 15
guard.hittime = 11
ground.velocity = -2.3+(2*Var(10))*const(size.xscale), -7.4*const(size.yscale)
guard.velocity = -5.3*const(size.xscale)
air.type = High
air.hittime = 100
air.velocity = -1.2*const(size.xscale), -7*const(size.yscale)
fall = 1
fall.recover = 0
yaccel = .35*const(size.yscale)
id = 1051
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
getpower = 60,30
givepower = 30,15

[State 1051, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1051, 3]
type = PosAdd
trigger1 = AnimElemTime(1) <= 1
x = 10*const(size.xscale)

[State 1051, 4]
type = VelAdd
trigger1 = 1
y = .45*const(size.yscale)

[State 1051, 5]
type = PlaySnd
trigger1 = !Time
value = S1050,0

[State 1051, 6]
type = PlaySnd
trigger1 = !Time
value = S0,2

[State 1051, 7]
type = RemoveExplod
trigger1 = Vel Y > 0 && Pos Y >= -14
id = 8030

[State 1051, 8]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1051, 9]
type = VelAdd
trigger1 = Vel Y < 0 && Time > 3
x = -.1*const(size.xscale)

[State 1051, 10]
type = VelSet
trigger1 = Vel Y >= 0
x = 0

[State 1051, 11]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 1054
;---------------------------------------------------------------------------
;Rising Uppercut (Start)
[Statedef 1054]
type    = S
movetype= I
physics = N
velset = 0,0
ctrl = 0
anim = 1054
sprpriority = 2

[State 1054, 1]
type = PosSet
trigger1 = !Time
y = 0

[State 1054, 1]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EX Rising Uppercut (Start)
[Statedef 1060]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1050
poweradd = -500
sprpriority = 2
facep2 = 1

[State 1060, 1]
type = HitDef
trigger1 = Var(5) < 6 && AnimElem = 2
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
getpower = 0
givepower = 30,15
damage = ceil(75*Fvar(20)),19
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 16
ground.hittime = 21
guard.hittime = 3
ground.velocity = -1.1*const(size.xscale),-5.4*const(size.yscale)
ground.cornerpush.veloff = 0
air.type = High
air.hittime = 35
air.velocity = -2*const(size.xscale), -4.8*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 1060
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1060, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1060, 3]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 1060, 4]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1060, 5]
type = PlaySnd
trigger1 = !Time
value = S799,0
channel = 10

[State 1060, 6]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8034
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1060, 7]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8034
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1060, 8]
type = VelSet
trigger1 = !Time
x = 3.2*const(size.xscale)

[State 1060, 9]
type = AssertSpecial
trigger1 = (GameTime % 2) = 0 
flag = invisible
ignorehitpause = 1

[State 1060, 10]
type = ChangeState
trigger1 = !AnimTime
value = 1061
;---------------------------------------------------------------------------
;EX Rising Uppercut (Start)
[Statedef 1061]
type    = A
movetype= A
physics = N
velset = 2.07*const(size.xscale),-8.1*const(size.yscale)
ctrl = 0
anim = 1051
sprpriority = 2

[State 1061, 1]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = !Time
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Up
priority = 4,Hit
getpower = 0
givepower = 30,15
damage = ceil(75*Fvar(20)),19
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 13
guard.slidetime = 9
ground.hittime = 15
guard.hittime = 11
ground.velocity = -2.3*const(size.xscale), -7.1*const(size.yscale)
guard.velocity = -5.3*const(size.xscale)
air.type = High
air.hittime = 35
air.velocity = -1.2*const(size.xscale), -6.8*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 1061
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
;getpower = 0,0

[State 1061, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && !HitCount
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1061, 3]
type = PosAdd
trigger1 = AnimElemTime(1) <= 1
x = 10*const(size.xscale)

[State 1061, 4]
type = VelAdd
trigger1 = 1
y = .45*const(size.yscale)

[State 1061, 5]
type = NotHitBy
trigger1 = Time < 10
value = SCA
time = 1
ignorehitpause = 1

[State 1061, 6]
type = PlaySnd
trigger1 = !Time
value = S1050,0

[State 1061, 7]
type = PlaySnd
trigger1 = !Time
value = S0,2

[State 1061, 8]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1061, 9]
type = RemoveExplod
trigger1 = Vel Y > 0 && Pos Y >= -14
id = 8030

[State 1061, 10]
type = AssertSpecial
trigger1 = Time < 10 && (GameTime % 2) = 0 
flag = invisible
ignorehitpause = 1

[State 1061, 11]
type = StateTypeSet
trigger1 = AnimElem = 3
movetype = I

[State 1061, 12]
type = ChangeState
trigger1 = Vel Y > 0 && Pos Y > -Vel Y
value = 1054
ctrl = 1
;---------------------------------------------------------------------------
;Dodge
[Statedef 1100]
type    = S
movetype= A
physics = S
poweradd = 80
velset = 0,0
ctrl = 0
anim = 1100+(3*(Cond(Var(44),NumExplod(90000210) != 0,NumExplod(90000240) != 0)))
sprpriority = 2
facep2 = 1

[State 1100, 1]
type = HitDef
trigger1 = Anim = 1100 && Var(5) < 6 && AnimElem = 5
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
damage = ceil(90*Fvar(20)),23
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 18
guard.hittime = 13
ground.velocity = -6.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -5.2*const(size.xscale), -1.1*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
fall.recover = 0
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 120,60
givepower = 60,30

[State 1100, 2]
type = HitDef
trigger1 = Anim = 1103 && Var(5) < 6 && AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
damage = ceil(100*Fvar(20)),25
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 18
guard.hittime = 13
ground.velocity = -6.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -5.2*const(size.xscale), -1.1*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0
fall.recover = 0
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 120,60
givepower = 60,30

[State 1100, 3]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1100, 4]
type = NotHitBy
trigger1 = (Anim = 1100 && Time = 3) || (Anim = 1103 && Time = 8)
value = SCA
time = ifelse(Anim = 1100, 5, 13)

[State 1100, 5]
type = PosAdd
trigger1 = (Anim = 1100 && AnimElem = 2) || (Anim = 1103 && AnimElem = 3)
x = -20*const(size.xscale)

[State 1100, 6]
type = PosAdd
trigger1 = (Anim = 1100 && (AnimElemTime(5) = 0 || AnimElemTime(5) = 1)) || (Anim = 1103 && (AnimElemTime(6) = 0 || AnimElemTime(6) = 1))
x = 10*const(size.xscale)

[State 1100, 7]
type = VelSet
trigger1 = (Anim = 1100 && AnimElem = 5) || (Anim = 1103 && AnimElem = 6)
x = 2.5*const(size.xscale)

[State 1100, 8]
type = PlaySnd
trigger1 = (Anim = 1100 && AnimElem = 2) || (Anim = 1103 && AnimElem = 3)
value = S0,3

[State 1100, 9]
type = PlaySnd
trigger1 = (Anim = 1100 && AnimElem = 2) || (Anim = 1103 && AnimElem = 3)
value = S1100,0

[State 1100, 10]
type = PlaySnd
trigger1 = (Anim = 1100 && AnimElem = 5) || (Anim = 1103 && AnimElem = 6)
value = S0,3

[State 1100, 11]
type = ChangeState
triggerall = (Anim = 1100 && Time = [8,14]) || (Anim = 1103 && Time = [13,20])
trigger1 = !Var(59)
trigger1 = Command = "holdback" && Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
trigger2 = Var(59) && P2BodyDist X > 100
value = 1101

[State 1100, 12]
type = ChangeState
triggerall = (Anim = 1100 && Time = [8,14]) || (Anim = 1103 && Time = [13,20]) && !Var(59)
trigger1 = Command = "holdback" && Cond(Var(44),(Command = "holda" || Command = "holdb") || (NumExplod(90000230) || NumExplod(90000240)),(Command = "holdb" || NumExplod(90000240)))
value = 1102

[State 1100, 13]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8032
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1100, 14]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8032
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1100, 15]
type = AssertSpecial
trigger1 = Anim = 1100 && Time < 8 && Time >= 3 && (GameTime % 2) = 0
trigger2 = Anim = 1103 && Time < 21 && Time >= 8 && (GameTime % 2) = 0
flag = invisible

[State 1100, 16]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1100, 17]
type = StateTypeSet
trigger1 = AnimElem = 8
movetype = I

[State 1100, 18]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dodge (Dash)
[Statedef 1101]
type    = S
movetype= A
physics = S
velset = 0,0
ctrl = 0
anim = 1101
sprpriority = 2

[State 1101, 1]
type = PosAdd
trigger1 = AnimElemTime(3) = 0 || AnimElemTime(3) = 1
x = 10*const(size.xscale)

[State 1101, 2]
type = VelSet
trigger1 = AnimElem = 5
x = 10.5*const(size.xscale)

[State 1101, 3]
type = PlaySnd
trigger1 = AnimElem = 1
value = S1101,0

[State 1101, 4]
type = NotHitBy
trigger1 = !Time
value = ,AP
time = 14

[State 1101, 6]
type = AssertSpecial
trigger1 = Time < 14 && !(GameTime % 2)
flag = invisible

[State 1101, 7]
type = HitDef
trigger1 = Var(5) < 6 && AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
damage = ceil(90*Fvar(20)),23
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 18
guard.hittime = 13
ground.velocity = -6.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -5.2, -1.1
yaccel = .35*const(size.yscale)
fall = 0
fall.recover = 0
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 120,60
givepower = 60,30

[State 1101, 8]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1101, 9]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1101, 10]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;Dodge
[Statedef 1102]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1102
sprpriority = 2

[State 1102, 1]
type = HitDef
trigger1 = Var(5) < 6 && AnimElem = 6
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
damage = ceil(120*Fvar(20)),30
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 18
guard.hittime = 13
ground.velocity = -6.6*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -5.2, -1.1
yaccel = .35*const(size.yscale)
fall = 0
fall.recover = 0
id = 1100
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 120,60
givepower = 60,30

[State 1102, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1102, 3]
type = NotHitBy
trigger1 = !Time
value = SCA
time = 19

[State 1102, 4]
type = PosAdd
trigger1 = AnimElem = 2 || AnimElem = 5 || AnimElem = 6
x = (-5+(20*(AnimElem = 5))+(15*(AnimElem = 6)))*const(size.xscale)

[State 1102, 5]
type = VelSet
trigger1 = AnimElem = 5
x = 2.5*const(size.xscale)

[State 1102, 6]
type = PlaySnd
trigger1 = AnimElem = 1
value = S0,3

[State 1102, 7]
type = PlaySnd
trigger1 = AnimElem = 5
value = S0,3

[State 1102, 8]
type = AssertSpecial
trigger1 = (Time > 8 && Time < 19) && (GameTime % 2) = 0
flag = invisible

[State 1102, 9]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1102, 10]
type = StateTypeSet
trigger1 = AnimElem = 7
movetype = I

[State 1102, 11]
type = ChangeState
triggerall = Time = [8,19]
trigger1 = Command = "holdback" && Cond(Var(44),(Command = "holdx" || Command = "holdy") || (NumExplod(90000200) || NumExplod(90000210)),(Command = "holda" || NumExplod(90000230)))
value = 1101

[State 1102, 12]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EX Dodge
[Statedef 1110]
type    = S
movetype= A
physics = S
poweradd = -500
velset = 0,0
ctrl = 0
anim = 1110
sprpriority = 2
facep2 = 1

[State 1110, 1]
type = HitDef
trigger1 = Var(5) < 6 && !Time
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
damage = ceil(100*Fvar(20)),25
pausetime = 18,18
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-43*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 18
guard.hittime = 13
ground.velocity = -15.3*const(size.xscale), -3.5*const(size.yscale)
guard.velocity = -6.3*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -15.3*const(size.xscale), -3.5*const(size.yscale)
yaccel = .35*const(size.yscale)
ground.cornerpush.veloff = -14.9
fall = 1
fall.recover = 0
id = 1110
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 0,0
givepower = 60,30

[State 1110, 2]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1110, 3]
type = NotHitBy
trigger1 = Time = 8
value = SCA
time = 18

[State 1110, 4]
type = PosAdd
trigger1 = AnimElem = 3
x = -20*const(size.xscale)

[State 1110, 5]
type = PosAdd
trigger1 = AnimElemTime(7) = 0 || AnimElemTime(7) = 1
x = 10*const(size.xscale)

[State 1110, 6]
type = VelAdd
trigger1 = AnimElem = 7
x = 4*const(size.xscale)

[State 1110, 7]
type = Null
triggerall = NumTarget && !Var(11) && MoveHit
trigger1 = HitPauseTime = 1 && target,StateNo < 5100
;trigger1 = target,Alive
;trigger2 = !(target,Alive) && !(target,SelfAnimExist(5600))
value = 1115
ignorehitpause = 1

[State 1110, 8]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,3

[State 1110, 9]
type = PlaySnd
trigger1 = AnimElem = 3
value = S1110,0

[State 1110, 10]
type = PlaySnd
trigger1 = AnimElem = 7
value = S0,4

[State 1110, 11]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8040
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1110, 12]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8040
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1110, 13]
type = AssertSpecial
trigger1 = Time < 25 && Time >= 8 && (GameTime % 2) = 1
flag = invisible

[State 1110, 14]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1110, 15]
type = StateTypeSet
trigger1 = AnimElem = 9
movetype = I

[State 1150, 14]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1150, 15]
type = PlaySnd
trigger1 = !Time
value = S799,0
channel = 10

[State 1110, 16]
type = ChangeState
trigger1 = NumTarget && MoveHit
value = 1111
ignorehitpause = 1

[State 1110, 17]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;EX Dodge
[Statedef 1111]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1111
sprpriority = 2

[State 1111, 1]
type = TargetState
triggerall = NumTarget && !Var(11) 
trigger1 = !Time && (target,StateNo = 5000 || target,StateNo = 5010 || target,StateNo = 5020)
value = 1115

[State 1111, 2]
type = PlaySnd
triggerall = NumTarget
trigger1 = target,StateNo = 1116 && target,Time = 1
value = F5,3

[State 1111, 3]
type = PlaySnd
triggerall = NumTarget
trigger1 = target,StateNo = 1116 && target,Time = 1
value = F7,2

[State 1111, 4]
type = Explod
triggerall = NumTarget
trigger1 = target,StateNo = 1116 && target,Time = 1
anim = 6001 
ID = 3001
pos = 0,-32
postype = p2
facing = -1
vfacing = 1
bindtime = 1
removetime = -2
pausemovetime = 0
scale = 1,1
sprpriority = 3
ownpal = 1
removeongethit = 0

[State 1111, 5]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
ignorehitpause = 1

[State 1111, 5]
type = VarSet
trigger1 = !Time
var(11) = 1

[State 1111, 6]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1111, 7]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1
;---------------------------------------------------------------------------
;P2 Flying
[Statedef 1115]
type    = A
movetype= H
physics = N
velset = gethitvar(xvel)*Facing,gethitvar(yvel)
ctrl = 0
sprpriority = -2

[State 0, HitVelSet]
type = Null
trigger1 = !Time
x = 1
y = 1

[State 1115, 1]
type = ChangeAnim
trigger1 = !Time 
value = 5030

[State 1115, 2]
type = Null
trigger1 = Anim = 5035 && !AnimTime
value = 5050

[State 1115, 3]
type = ScreenBound
trigger1 = 1
value = 0

[State 1115, 4]
type = VelAdd
trigger1 = 1 
y = .25

[State 1115, 5]
type = ChangeState
trigger1 = BackEdgeDist < 0 && Vel X < 0
trigger2 = FrontEdgeDist < 0 && Vel X > 0
value = 1116

[State 1115, 6]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= -Vel Y
value = 5100
;---------------------------------------------------------------------------
;P2 Wall Bounce
[Statedef 1116]
type    = A
movetype= H
physics = N
velset = 0,0
ctrl = 0
sprpriority = -2

[State 1116, 1]
type = ScreenBound
trigger1 = Time < 16
value = 0

[State 1116, 2]
type = Null
trigger1 = AnimElemTime(14) >= 0
value = 1

[State 1116, 3]
type = ChangeAnim2
trigger1 = !Time
value = 1116

[State 1116, 4]
type = EnvShake
trigger1 = !Time
time = 5
freq = 60
ampl = -4

[State 1116, 5]
type = ChangeAnim
trigger1 = Anim = 1116 && !AnimTime
value = 5050

[State 1116, 6]
type = VelSet
trigger1 = Anim = 1116 && Time = 16
x = -1.1*((Gethitvar(xvel)/abs(Gethitvar(xvel)))*Facing)
y = -8.9

[State 1116, 7]
type = VelAdd
trigger1 = (Anim = 1116 && Time >= 16) || Anim = 5050
y = .35

[State 1116, 8]
type = SelfState
trigger1 = Vel Y > 0 && Pos Y >= -Vel Y
value = 5100

;---------------------------------------------------------------------------
;Fists of Fury
[Statedef 1150]
type    = S
movetype= A
physics = S
poweradd = 60*(1-var(53))
velset = 0,0
ctrl = 0
anim = 1150+(1*(Cond(Var(44),NumExplod(90000210) != 0,NumExplod(90000240) != 0)))
sprpriority = 2
facep2 = 1

[State 1150, 1]
type = VarSet
trigger1 = !Var(59) && !Var(53) && !Time 
var(10) = Cond(Var(44),NumExplod(90000210) != 0,NumExplod(90000240) != 0)

[State 1150, 2]
type = HitDef
trigger1 = Var(5) < 6 && AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 35*(1-var(53)), 17*(1-var(53))
priority = 4,Hit
damage = ceil(35*Fvar(20)),9
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-31*const(size.yscale))
hitsound = S5,2
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.hittime = 18
air.velocity = 0, -1.4*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 1150
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 20,10
givepower = 10,5

[State 1150, 3]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 25*(1-var(53)), 12*(1-var(53))
priority = 4,Hit
damage = ceil(25*Fvar(20)),6
pausetime = 2,2
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-33*const(size.yscale))
hitsound = S5,1
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 18
ground.velocity = 0
air.type = High
air.hittime = 18
air.velocity = 0,-1.4*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 1151
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 20,10
givepower = 10,5

[State 1150, 4]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = (!Var(10) && AnimElem = 15) || (Var(10) && AnimElem = 16)
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
getpower = 40*(1-var(53)),20*(1-var(53))
priority = 4,Hit
damage = ceil(40+(20*(Var(10)))*Fvar(20)),10+(5*(Var(10)))
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 12
ground.velocity = (-4.4+(3.3*(Var(10))))*const(size.xscale);, ;(0+(1.1+(Var(10))))*const(size.xscale)
air.type = High
air.hittime = 30
air.velocity = -4.1*const(size.xscale), -1.1*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 0+(1*Var(10))
fall.recover = 0
id = 1152
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1
getpower = 20,10
givepower = 10,5

[State 1150, 5]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1150, 6]
type = PosAdd
trigger1 = AnimElemTime(3) = 0 || AnimElemTime(3) = 1 || AnimElemTime(15) = 0 || AnimElemTime(15) = 1
x = 10*const(size.xscale)

[State 1150, 7]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,2
channel = 5

[State 1150, 8]
type = PlaySnd
trigger1 = AnimElem = 6
trigger2 = AnimElem = 10
value = 0,1
channel = 4

[State 1150, 9]
type = PlaySnd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 12
value = 0,1
channel = 5

[State 1150, 10]
type = VelSet
trigger1 = AnimElem = 2
x = 3.2*const(size.xscale)

[State 1150, 11]
type = PlaySnd
trigger1 = (!Var(10) && AnimElem = 15) || (Var(10) && AnimElem = 16)
value = S0,3
channel = 5

[State 1150, 12]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8033
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1150, 13]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8033
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1150, 14]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1150, 15]
type = Width
trigger1 = Time = 6
player = 6,6

[State 1150, 16]
type = StateTypeSet
trigger1 = AnimElem = 17
movetype = I

[State 1150, 17]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;Fists of Fury (EX)
[Statedef 1160]
type    = S
movetype= A
physics = S
poweradd = -500
velset = 0,0
ctrl = 0
anim = 1160
sprpriority = 2
facep2 = 1

[State 1160, 1]
type = HitDef
trigger1 = Var(5) < 6 && AnimElem = 3
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 6,3
damage = ceil(45*Fvar(20)),11
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-31*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = Low
ground.slidetime = 22
ground.hittime = 18
ground.velocity = 0
air.type = Low
air.hittime = 18
air.velocity = 0, -1.4*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 1160
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1160, 2]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12 || AnimElem = 14 || AnimElem = 16 || AnimElem = 18 || AnimElem = 20
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 6,3
damage = ceil(20*Fvar(20)),5
pausetime = 2,2
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-33*const(size.yscale))
hitsound = S5,3
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 18
ground.velocity = 0
air.type = High
air.hittime = 18
air.velocity = 0,-1.4*const(size.yscale)
yaccel = .35*const(size.yscale)
id = 1161
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1160, 3]
type = HitDef
triggerall = (!HitCount && Var(5) < 6) || HitCount
trigger1 = AnimElem = 23
attr = S,SA
hitflag = MAF
guardflag = MA
animtype = Hard
priority = 4,Hit
getpower = 0
givepower = 6,3
damage = ceil(50*Fvar(20)),13
pausetime = 12,12
sparkno = S6001
guard.sparkno = -1
sparkxy = -9,ceil(-49*const(size.yscale))
hitsound = S5,4
guardsound = S6,0
ground.type = High
ground.slidetime = 22
ground.hittime = 24
guard.hittime = 12
ground.velocity = -4.4*const(size.xscale), -1.1*const(size.yscale)
air.type = High
air.hittime = 30
air.velocity = -4.1*const(size.xscale), -1.1*const(size.yscale)
yaccel = .35*const(size.yscale)
fall = 1
fall.recover = 0
id = 1162
chainID = -1
nochainID = -1
hitonce = 0
kill = 1
guard.kill = 1
fall.kill = 1
numhits = 1

[State 1160, 4]
type = VarAdd
trigger1 = NumTarget && MoveHit && Fvar(21) > .3 && HitCount = 1
fvar(21) = -0.1
ignorehitpause = 1
persistent = 0

[State 1160, 5]
type = PosAdd
trigger1 = AnimElemTime(3) = 0 || AnimElemTime(3) = 1 || AnimElemTime(23) = 0 || AnimElemTime(23) = 1
x = 11*const(size.xscale)

[State 1160, 6]
type = PlaySnd
trigger1 = AnimElem = 3
value = S0,2
channel = 4

[State 1160, 7]
type = PlaySnd
triggerall = !MoveContact
trigger1 = AnimElem = 6 || AnimElem = 8 || AnimElem = 10 || AnimElem = 12 || AnimElem = 14 || AnimElem = 16 || AnimElem = 18 || AnimElem = 20
value = S0,1
channel = 4

[State 1150, 8]
type = PlaySnd
trigger1 = AnimElem = 23
value = S0,3
channel = 4

[State 1150, 9]
type = PalFX
trigger1 = !(GameTime%2)
time = 1
add = 256, 256, 256
mul = 256,256,256
invertall = 0
color = 256

[State 1150, 10]
type = VelSet
trigger1 = AnimElem = 2
x = 3.2*const(size.xscale)

[State 1150, 11]
type = PlaySnd
trigger1 = !Time
value = S799,0
channel = 10

[State 1150, 12]
type = Width
trigger1 = Time = 6
player = 10,10

[State 1150, 13]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 1
anim = 8035
ID = 8030
pos = 87,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1150, 14]
type = Explod
triggerall = !NumPartner && !NumExplod(8030)
trigger1 = !Time && TeamSide = 2
anim = 8035
ID = 8030
pos = 231,23
postype = left
facing = 1
vfacing = 1
bindtime = -1
removetime = -1
scale = 1,1
sprpriority = -996
ownpal = 1
removeongethit = 1

[State 1150, 15]
type = RemoveExplod
trigger1 = !AnimTime
id = 8030

[State 1150, 13]
type = StateTypeSet
trigger1 = AnimElem = 25
movetype = I

[State 1150, 16]
type = ChangeState
trigger1 = !AnimTime
value = 0
ctrl = 1