;================================================================================
;                   DSS TODOH 'S CODINGS FILE - part2
;================================================================================

;---------------------Standing 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 = 4,0

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

[State 200, 2]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 30
animtype = light
hitflag = MAF
guardflag = MA
sparkno = 0
guard.sparkno = 40
sparkxy = -25,-80
hitsound = S5,ifelse(enemy,life > 30,0,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = ifelse(enemy,life > 30,-6.3,-3),ifelse(enemy,life > 30,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.3
air.cornerpush.veloff = 0

[State 1301, targetbind]
type = TargetState
trigger1 = movehit
trigger1 = enemy,life <= 30
trigger1 = enemy,var(50) = 69
trigger1 = enemy,selfanimexist(4996) = 1
trigger1 = enemy,pos Y = 0
trigger1 = enemy,stateno != 4996
value = 4996
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

[Statedef 201]
type = S
movetype = A
physics = S
anim = 201
juggle = 10
poweradd = 20
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,0

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

[State 200, 1]
type = VelSet
trigger1 = time = [0,2]
x = 4

[State 220, 2]
type = HitDef
triggerall = AnimElem = 3, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 68
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -25,-70
hitsound = S5,ifelse(enemy,life > 68,2,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 68,-12.3,-3),ifelse(enemy,life > 68,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0

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

;---------------------Standing weak kick
[Statedef 210]
type = S
movetype = A
physics = S
;anim = 210
anim = 210
juggle = 10
poweradd = 20
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

[State 210, 2]
type = HitDef
triggerall = AnimElem = 3, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 50
animtype = light
hitflag = MAF
guardflag = MA
sparkxy = -15,-80
sparkno = 0
guard.sparkno = 40
hitsound = S5,ifelse(enemy,life > 50,1,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = high
ground.slidetime = 9
ground.velocity = ifelse(enemy,life > 50,-6.3,-3),ifelse(enemy,life > 50,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.3
air.cornerpush.veloff = 0

[State 1301, targetbind]
type = TargetState
trigger1 = movehit
trigger1 = enemy,life <= 50
trigger1 = enemy,var(50) = 69
trigger1 = enemy,selfanimexist(4996) = 1
trigger1 = enemy,pos Y = 0
trigger1 = enemy,stateno != 4996
value = 4996
ignorehitpause = 1
persistent = 0

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

;---------------------Standing close weak kick
[Statedef 215]
type = S
movetype = A
physics = S
anim = 215
juggle = 10
poweradd = 20
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 200,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

[State 210, 2]
type = HitDef
triggerall = AnimElem = 3, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 60
animtype = light
hitflag = MAF
guardflag = L
sparkxy = -30,-5
sparkno = 0
guard.sparkno = 40
hitsound = S5,ifelse(enemy,life > 60,1,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = ifelse(enemy,life > 60,-6.3,-3),ifelse(enemy,life > 60,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.3
air.cornerpush.veloff = 0

[State 1301, targetbind]
type = TargetState
trigger1 = movehit
trigger1 = enemy,life <= 50
trigger1 = enemy,var(50) = 69
trigger1 = enemy,selfanimexist(4996) = 1
trigger1 = enemy,pos Y = 0
trigger1 = enemy,stateno != 4996
value = 4996
ignorehitpause = 1
persistent = 0

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

;combo version

[Statedef 211]
type = S
movetype = A
physics = S
anim = 211
juggle = 10
poweradd = 0
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = VelSet
trigger1 = time = [0,2]
x = 4

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

[State 210, 2]
type = HitDef
triggerall = AnimElem = 3, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = MA
sparkxy = -30,-65
sparkno = 0
guard.sparkno = 40
hitsound = S5,ifelse(enemy,life > 40,3,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = ifelse(enemy,life > 40,-6.3,-3),ifelse(enemy,life > 40,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.3
air.cornerpush.veloff = 0

[State 1301, targetbind]
type = TargetState
trigger1 = movehit
trigger1 = enemy,life <= 50
trigger1 = enemy,var(50) = 69
trigger1 = enemy,selfanimexist(4996) = 1
trigger1 = enemy,pos Y = 0
trigger1 = enemy,stateno != 4996
value = 4996
ignorehitpause = 1
persistent = 0

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

;-----------------------------STRONG PUNCH
[Statedef 220]
type = S
movetype = A
physics = S
anim = 220
juggle = 10
poweradd = 20
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,0

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 200,1

[State 3005, width]
type = width
trigger1 = 1
value = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 3
Trigger3 = AnimElem = 4
x = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 5
Trigger2 = AnimElem = 6
Trigger3 = AnimElem = 7
x = -20

[State 220, 2]
type = HitDef
triggerall = AnimElem = 4, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 128
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -25,-80
hitsound = S5,ifelse(enemy,life > 128,2,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 128,-12.3,-3),ifelse(enemy,life > 128,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0

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

;Combo C A
[Statedef 221]
type = S
movetype = A
physics = S
anim = 221
poweradd = 0
velset = 0
juggle = 10
ctrl = 0

[State 3005, width]
type = width
trigger1 = 1
value = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 1
Trigger2 = AnimElem = 2
Trigger3 = AnimElem = 3
x = 20

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 3, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 39
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S5,ifelse(enemy,life > 39,2,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 39,-5,-3),ifelse(enemy,life > 39,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0

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

;Combo C A C
[Statedef 222]
type = S
movetype = A
physics = S
anim = 222
poweradd = 0
velset = 0
juggle = 10
ctrl = 0

[State 3005, width]
type = width
trigger1 = 1
value = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 3
Trigger3 = AnimElem = 4
x = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 5
Trigger2 = AnimElem = 6
Trigger3 = AnimElem = 7
x = -20

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,0

[State 220, 2]
type = HitDef
triggerall = AnimElem = 4, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 29
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-65
hitsound = S5,ifelse(enemy,life > 29,2,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 29,0,-3),ifelse(enemy,life > 29,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0

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

;Combo C A C D
[Statedef 223]
type = S
movetype = A
physics = S
anim = 223
poweradd = 0
velset = 0
juggle = 10
ctrl = 0

[State 200, 1]
type = VelSet
trigger1 = time = [0,2]
x = 4

[State 3005, width]
type = width
trigger1 = 1
value = 60

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 1
x = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 4
x = 25

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4,1

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 5
value = 200,1

[State 220, 2]
type = HitDef
triggerall = AnimElem = 5, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 49
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-80
hitsound = S5,ifelse(enemy,life > 49,4,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -4,-5
air.velocity = -4,-5
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0
fall = 1

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

;-----------------------------close STRONG PUNCH
[Statedef 225]
type = S
movetype = A
physics = S
anim = 225
poweradd = 20
velset = 0
juggle = 10
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 109
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-85
hitsound = S5,ifelse(enemy,life > 109,2,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 109,-12.3,-3),ifelse(enemy,life > 109,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0

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

;-----------------------------STRONG Kick
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,1

[State 3005, width]
type = width
trigger1 = 1
value = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 1
x = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 3
Trigger3 = AnimElem = 5
x = 25

[State 220, 2]
type = HitDef
triggerall = AnimElem = 6, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 118
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -25,-80
hitsound = S5,ifelse(enemy,life > 118,3,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 118,-12.3,-3),ifelse(enemy,life > 118,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0

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

;combo
[Statedef 231]
type = S
movetype = A
physics = S
anim = 231
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 6
value = 200,1

[State 3005, width]
type = width
trigger1 = 1
value = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 1
x = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 3
Trigger3 = AnimElem = 5
x = 25

[State 220, 2]
type = HitDef
triggerall = AnimElem = 6
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 48
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -25,-80
hitsound = S5,ifelse(enemy,life > 48,3,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -3,-4
air.velocity = -3,-4
fall = 1
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0

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

;-----------------------------Close STRONG Kick
[Statedef 235]
type = S
movetype = A
physics = S
anim = 235
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 4,1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 7
value = 200,1

[State 3005, width]
type = width
trigger1 = 1
value = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 2
x = 7

[State 220, 2]
type = HitDef
triggerall = AnimElem = 7, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 128
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -30,-90
hitsound = S5,ifelse(enemy,life > 128,3,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 128,-12.3,-3),ifelse(enemy,life > 128,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0

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

;---------------------Crouching weak punch
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
poweradd = 20
juggle = 10
velset = 0
ctrl = 0
facep2 = 1

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

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

[State 200, 2]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = C, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = MA
sparkno = 0
guard.sparkno = 40
sparkxy = -15,-60
hitsound = S5,ifelse(enemy,life > 40,0,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = ifelse(enemy,life > 40,-6.3,-3),ifelse(enemy,life > 40,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.3
air.cornerpush.veloff = 0

[State 1301, targetbind]
type = TargetState
trigger1 = movehit
trigger1 = enemy,life <= 40
trigger1 = enemy,var(50) = 69
trigger1 = enemy,selfanimexist(4996) = 1
trigger1 = enemy,pos Y = 0
trigger1 = enemy,stateno != 4996
value = 4996
ignorehitpause = 1
persistent = 0

[State 200, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,1

[State 210, 2]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = C, NA
damage = 40
animtype = light
hitflag = MAF
guardflag = L
sparkxy = -25,-4
sparkno = 0
guard.sparkno = 40
hitsound = S5,ifelse(enemy,life > 40,1,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = ifelse(enemy,life > 40,-6.3,-3),ifelse(enemy,life > 40,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.3
air.cornerpush.veloff = 0

[State 1301, targetbind]
type = TargetState
trigger1 = movehit
trigger1 = enemy,life <= 40
trigger1 = enemy,var(50) = 69
trigger1 = enemy,selfanimexist(4996) = 1
trigger1 = enemy,pos Y = 0
trigger1 = enemy,stateno != 4996
value = 4996
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;combo version

[Statedef 411]
type = S
movetype = A
physics = S
anim = 411
juggle = 10
poweradd = 20
velset = 0
ctrl = 0
facep2 = 1

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

[State 200, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,1

[State 210, 2]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = C, NA
damage = 30
animtype = light
hitflag = MAF
guardflag = L
sparkxy = -25,-4
sparkno = 0
guard.sparkno = 40
hitsound = S5,ifelse(enemy,life > 30,3,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 9
ground.type = low
ground.slidetime = 9
ground.velocity = ifelse(enemy,life > 30,-6.3,-3),ifelse(enemy,life > 30,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.3
air.cornerpush.veloff = 0

[State 1301, targetbind]
type = TargetState
trigger1 = movehit
trigger1 = enemy,life <= 40
trigger1 = enemy,var(50) = 69
trigger1 = enemy,selfanimexist(4996) = 1
trigger1 = enemy,pos Y = 0
trigger1 = enemy,stateno != 4996
value = 4996
ignorehitpause = 1
persistent = 0

[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
;-----------------------------crouching STRONG PUNCH
[Statedef 420]
type = S
movetype = A
physics = S
anim = 420
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 99
animtype = medium
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-80
hitsound = S5,ifelse(enemy,life > 99,2,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = ifelse(enemy,life > 99,-12.3,-3),ifelse(enemy,life > 99,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;combo version

[Statedef 421]
type = S
movetype = A
physics = S
anim = 420
poweradd = 0
juggle = 10
velset = 0
ctrl = 0

[State 200, 1]
type = VelSet
trigger1 = time = [0,2]
x = 4

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 69
animtype = up
hitflag = MAF
guardflag = MA
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-80
hitsound = S5,ifelse(enemy,life > 69,2,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -2,-9
air.velocity = -2,-9
fall = 1
air.juggle = 10
yaccel = .5
air.cornerpush.veloff = 0

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-----------------------------crouching STRONG kick
[Statedef 430]
type = S
movetype = A
physics = S
anim = 430
poweradd = 20
juggle = 10
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 3, = 1
triggerall = enemy,life > 138
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 138
animtype = hard
hitflag = MAF
guardflag = L
sparkno = 1
guard.sparkno = 40
sparkxy = -25,-4
hitsound = S5,ifelse(enemy,life > 138,3,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = trip
ground.slidetime = 17
ground.velocity = -3,-6
air.velocity = -3,-6
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0
fall = 1
fall.recover.time = 30

[State 220, 2]
type = HitDef
triggerall = AnimElem = 3, = 1
triggerall = enemy,life <= 138
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 138
animtype = hard
hitflag = MAF
guardflag = L
sparkno = 1
guard.sparkno = 40
sparkxy = -25,-4
hitsound = S5,ifelse(enemy,life > 138,3,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -3,-6
air.velocity = -3,-6
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0
fall = 1
fall.recover.time = 30

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;combo version

[Statedef 431]
type = S
movetype = A
physics = S
anim = 430
poweradd = 0
juggle = 10
velset = 0
ctrl = 0

[State 200, 1]
type = VelSet
trigger1 = time = [0,2]
x = 4

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

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

[State 220, 2]
type = HitDef
triggerall = AnimElem = 3, = 1
triggerall = enemy,life > 78
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 78
animtype = hard
hitflag = MAF
guardflag = L
sparkno = 1
guard.sparkno = 40
sparkxy = -25,-4
hitsound = S5,ifelse(enemy,life > 78,3,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = trip
ground.slidetime = 17
ground.velocity = -3,-6
air.velocity = -3,-6
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0
fall = 1
fall.recover.time = 30

[State 220, 2]
type = HitDef
triggerall = AnimElem = 3, = 1
triggerall = enemy,life <= 78
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = S, NA
damage = 78
animtype = hard
hitflag = MAF
guardflag = L
sparkno = 1
guard.sparkno = 40
sparkxy = -25,-4
hitsound = S5,ifelse(enemy,life > 78,3,6)
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = low
ground.slidetime = 17
ground.velocity = -3,-6
air.velocity = -3,-6
yaccel = .5
ground.cornerpush.veloff = -12.3
air.cornerpush.veloff = 0
fall = 1
fall.recover.time = 30

[State 220, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;-------------------Jumping weak punch
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
poweradd = 20
juggle = 10
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

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

[State 600, 3]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = A, NA
damage = 69
animtype = light
hitflag = MAF
guardflag = HA
sparkno = 0
guard.sparkno = 40
sparkxy = -10,-55
hitsound = S5,ifelse(enemy,life > 69,0,6)
guardsound = S6,0
pausetime = 11,13
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = ifelse(enemy,life > 69,-6.1,-3),ifelse(enemy,life > 69,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.1
air.cornerpush.veloff = 0

[State 1301, targetbind]
type = TargetState
trigger1 = movehit
trigger1 = enemy,life <= 69
trigger1 = enemy,var(50) = 69
trigger1 = enemy,selfanimexist(4996) = 1
trigger1 = enemy,pos Y = 0
trigger1 = enemy,stateno != 4996
value = 4996
ignorehitpause = 1
persistent = 0

;-------------------Jumping weak kick
[Statedef 610]
type = A
movetype = A
physics = A
juggle = 10
anim = 610
poweradd = 20
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,1

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

[State 600, 3]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = A, NA
damage = 50
animtype = light
hitflag = MAF
guardflag = HA
sparkno = 0
guard.sparkno = 40
sparkxy = -15,-90
hitsound = S5,ifelse(enemy,life > 50,1,6)
guardsound = S6,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = ifelse(enemy,life > 50,-6.1,-3),ifelse(enemy,life > 50,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.1
air.cornerpush.veloff = 0

[State 1301, targetbind]
type = TargetState
trigger1 = movehit
trigger1 = enemy,life <= 69
trigger1 = enemy,var(50) = 69
trigger1 = enemy,selfanimexist(4996) = 1
trigger1 = enemy,pos Y = 0
trigger1 = enemy,stateno != 4996
value = 4996
ignorehitpause = 1
persistent = 0

;-------------------Jumping strong punch
[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
poweradd = 20
juggle = 10
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,0

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

[State 600, 3]
type = HitDef
triggerall = AnimElem = 2, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = A, NA
damage = 99
animtype = light
hitflag = MAF
guardflag = HA
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-55
hitsound = S5,ifelse(enemy,life > 99,2,6)
guardsound = S6,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = ifelse(enemy,life > 99,-6.1,-3),ifelse(enemy,life > 99,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.1
air.cornerpush.veloff = 0

;-------------------Jumping strong kick
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
juggle = 10
poweradd = 20
ctrl = 0

[State 600, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

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

[State 600, 3]
type = HitDef
triggerall = AnimElem = 3, = 1
trigger1 = var(16) >= 1
trigger2 = P2Stateno != [5020,5040]
trigger2 = P2Stateno != [154,155]
trigger2 = var(16) = 0
attr = A, NA
damage = 89
animtype = light
hitflag = MAF
guardflag = HA
sparkno = 1
guard.sparkno = 40
sparkxy = -20,-40
hitsound = S5,ifelse(enemy,life > 89,3,6)
guardsound = S6,0
pausetime = 11,12
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = ifelse(enemy,life > 89,-6.1,-3),ifelse(enemy,life > 89,0,-4)
air.velocity = -3,-4
yaccel = .5
ground.cornerpush.veloff = -6.1
air.cornerpush.veloff = 0

;---------------------Standing CD
[Statedef 300]
type = S
movetype = A
physics = S
anim = 300
poweradd = 50
juggle = 10
velset = 0
ctrl = 0

[State 3005, width]
type = width
trigger1 = 1
value = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 2
Trigger2 = AnimElem = 3
Trigger3 = AnimElem = 4
x = 20

[State 220, pos]
Type = PosAdd
Trigger1 = AnimElem = 5
Trigger2 = AnimElem = 6
Trigger3 = AnimElem = 7
x = -20

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 4
value = 4,1

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

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage = 167
animtype = hard
hitflag = MAF
guardflag = MA
sparkno = 2
guard.sparkno = 40
sparkxy = -10,-65
hitsound = S5,4
guardsound = S6,0
pausetime = 12,13
ground.hittime = 17
ground.type = high
ground.slidetime = 17
ground.velocity = -4,-6
air.velocity = -4,-6
fall = 1
air.juggle = 10
yaccel = .5
air.cornerpush.veloff = 0

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

;--------------------Counter
[Statedef 305]
type = S
movetype = A
physics = S
anim = 305
poweradd = -1000
velset = 0
ctrl = 0

[State 3005, width]
type = width
trigger1 = 1
edge = 10

[State 9520, 51]
type = EnvColor
trigger1 = animelem = 1
value = 400,100,200
time = 3

[State 3050, Super B]
type = AfterImage
trigger1 = AnimElem = 2
time = 2

[State 3050, Super C]
type = AfterImageTime
trigger1 = AnimElemTime(2) >= 0
time = 2

[State 310, 1]
type = NotHitBy
trigger1 = animelem = 5, < 0
value = SCA

[State 220, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,1

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

[State 210, 2]
type = HitDef
trigger1 = P2Stateno != [5020,5040]
trigger1 = P2Stateno != [154,155]
trigger1 = Animelem = 3
attr = S, NA
damage = 40
animtype = hard
hitflag = MAF
guardflag = MA
sparkxy = -10,-70
sparkno = 2
guard.sparkno = 40
hitsound = S5,4
guardsound = S6,0
pausetime = 10,10
ground.hittime = 20
ground.type = high
ground.slidetime = 20
ground.velocity = -4,-7
air.velocity = -4,-7
fall = 1
fall.recover = 0
air.juggle = 10
yaccel = .5
air.cornerpush.veloff = 0

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