;--------------------------------------------------------------;
;Evil Ken by Reu and Tenshin				 ;
		       
;--------------------------------------------------------------;
[Data]
life = 1100
attack = 70
defence = 110
fall.defence_up = 70
liedown.time = 15
airjuggle = 25
sparkno = 0
guard.sparkno = S9300
KO.echo = 0
volume = 10
IntPersistIndex = 30
[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 17
air.back = 13
air.front = 13
z.width = 3
height = 60
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90
proj.doscale = 0
head.pos = -14, -87
mid.pos = -5, -60
[Velocity]
walk.fwd  = 3.3
walk.back = -3
run.fwd  = 5.6, 0
run.back = -5.5,-4.8
jump.neu = 0,-9.5
jump.back = -3.4
jump.fwd = 3.4
runjump.back = -3.55,-9.1
runjump.fwd = 5,-9.1
airjump.neu = 0,-9.1
airjump.back = -3.55,-9.1
airjump.fwd = 3.5,-9.1
[Movement]
airjump.num = 2
airjump.height = 40
yaccel = .45
stand.friction = .85
crouch.friction = .82
[Statedef 170]
type = S
ctrl = 0
anim = 181
velset = 0,0
[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
;--------------------------------------------
[Statedef 180]
type = S
ctrl = 0
anim = 0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0, 120
[State 181, 1]
type = ChangeState
trigger1 = var(1) <= 20
value = 182
[State 181, 2]
type = ChangeState
trigger1 = var(1) > 20
trigger1 = var(1) <= 40
value = 186
[State 181, 2]
type = ChangeState
trigger1 = var(1) > 40
trigger1 = var(1) <= 60
value = 187
[State 181, 2]
type = ChangeState
triggerall = p2name != "Vega"
trigger1 = var(1) > 60
trigger1 = var(1) <= 80
value = 12030
[State 181, 2]
type = ChangeState
triggerall = p2name != "Vega"
trigger1 = var(1) > 80
trigger1 = var(1) <= 100
value = 12040
[State 181, Randomizer]
type = VarRandom
triggerall = p2name = "Vega"
trigger1 = var(1) = [61,100]
v = 1
range = 0, 140
[State 181, 2]
type = ChangeState
trigger1 = var(1) > 100
trigger1 = var(1) <= 120
value = 12050
[Statedef 181]
type = S
ctrl = 0
anim = 181
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 200
flag = roundnotover
;----------------------------------------------
[Statedef 182]
type = S
ctrl = 0
anim = 182
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 200
flag = roundnotover
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 6
anim = 9403
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
removetime = 190
[State 7800, 3]
type = BGPalfx
trigger1 = time = 6
invertall = 1
supermove = 1
time = 200
add = 0,-255,-255
sinadd = 400,400,400,145
[State 1700, Dragon]
type = Helper
trigger1 = time = 150
helpertype = normal
name = "Dragon"
id = 3
pos = 0,-40
postype = p1
stateno =1111
ownpal = 1
pausemovetime = 9999
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 30
add            = 0,0,0
sinadd         = -100,-100,-100,400
time           = 199
ignorehitpause = 1
persistent     = 0
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = time = 150
value = 2,10
channel = 0
[State 180, Sound]
type = PlaySnd
trigger1 = time = 26
value = 1,4
volume = 255
[State 180, Sound2]
type = PlaySnd
trigger1 = time = 174
value = 10,3
[State 180, fall]
type = Changeanim
trigger1 = time = 200
value = 185
[Statedef 186];------------------------------
type = S
ctrl = 0
anim = 183
[State 183, Sound]
type = PlaySnd
trigger1 = Animelem = 4
value = 11,2
volume = 255
[State 183, Sound2]
type = PlaySnd
trigger1 = Animelem = 29
value = 11,2
volume = 255
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 340
flag = roundnotover
;--------------------------------
[Statedef 187]
type = S
ctrl = 0
anim = 184
[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 37
value = 2,7
volume = 255
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -6, 6
[State 182, 3]
type = Playsnd
trigger1 = animelem = 2
value = 3,1
volume = 255

[State 1710,Fire]
type = explod
trigger1 = animelem = 2
anim = 2604
id = 2604
pos = 10,-10
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1 ;-----------

[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-4

[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 200
flag = roundnotover
[Statedef 12030]
type = S
ctrl = 0
anim = 3884
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 500
flag = roundnotover
[State 181, 2] 
type = Turn
trigger1 = time = 0 && frontedgedist <150
[State 1700, Dan]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Bison"
id = 1
pos = 105,-200
postype = p1
stateno =12031
ownpal = 1
[State 3700, 9]
type = ChangeState
trigger1 = time = 50
value = 12032
[Statedef 12032]
type = S
movetype = A
anim = 1822
velset = 0,0
sprpriority = 2
ctrl = 0
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 500
flag = roundnotover
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = time = 23
value = 3,1
volume = 255
[State 3700, FC1] 
type = Explod
trigger1 = time = 0
anim = 10410
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, FC2] 
type = Explod
trigger1 = time = 0
anim = 10411
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect2] 
type = Explod
trigger1 = AnimElem = 7
anim = 9403
pos = -5,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,-4
[State 1000, FireB]
type = Explod
trigger1 = time > 8 && random <= 100
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = 19,-39
random = 19,5
scale = 1, 0.3
sprpriority = 5
ownpal = 1
vel = 0,var(51)
[State 1000, FireB]
type = Explod
trigger1 = time > 43 && random <= 400
persistent = 1
anim = 12215
id = 12212
scale = 1,0.3
postype = p1
pos = 10,-39
random = 25,5
sprpriority = 5
ownpal = 1
vel = 0,var(51)
[State 1700, Fist Fire Frame 1 & 2]
type = explod
trigger1 = time = 48
anim = 2600
id = 2600
pos = 0,0
postype = p1
bindtime = -1
removetime = 100
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 10
[State 1700, Remove Fist Fire 2]
type = RemoveExplod
trigger1 = time = 100
id = 2600
[State 3700, 9]
type = ChangeState
trigger1 = time = 100
ctrl = 0
value = 12033
[Statedef 12033]
type = S
movetype = A
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 500
flag = roundnotover
[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 0
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1700, Fist Fire Frame 1 & 2]
type = explod
trigger1 = animelem = 1 || animelem = 2
anim = ifelse(animelemtime(1)=0,2600,2601)
id = ifelse(animelemtime(1)=0,2600,2601)
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 10
[State 1700, Fist Fire 3 & 4]
type = explod
trigger1 = animelem = 3 || animelem = 4
anim = ifelse(animelemtime(3)=0,2602,2603)
id = ifelse(animelemtime(3)=0,2602,2603)
pos = 0,0
postype = p1
bindtime = -1
removetime = 31
sprpriority = 3
ownpal = 1
scale = ifelse(animelemtime(3)=0,1,0.8), 1
removeongethit = 1
[State 3460, Fist Fire 3]
type = explod
trigger1 = animelem = 3
anim = 2602
id = 2602
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
scale = ifelse(animelemtime(3)=0,1,0.8), 1
ownpal = 1
removeongethit = 1
[State 3460, Fist Fire 4]
type = explod
trigger1 = animelem = 4
anim = 2603
id = 26033
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 3
scale = ifelse(animelemtime(3)=0,1,0.8), 1
ownpal = 1
[State 1700, Remove Fist Fire 1 & 2]
type = RemoveExplod
trigger1 = anim = 1500
trigger1 = animelem = 2 || animelem = 3
id = ifelse(animelemtime(2)=0,2600,2601)
[State 1700, Remove Fist Fire 3]
type = RemoveExplod
trigger1 = animelem = 4 && anim = 1500
id = 2602
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 2
channel = 0
volume = 255
[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 9
[State 1700, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 12034
;----------------------------------
[Statedef 12034]
type = A
movetype = A
velset = 16, -11
sprpriority = 2
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 500
flag = roundnotover
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -3, 3
[State 1000, FireB]
type = Explod
trigger1 = vel Y < -1
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 18,-124
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = vel Y < -1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 18,-124
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),-(var(51))/6
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1710, 2]
type = VelMul
trigger1 = Time >= 0
x = .90
[State 1710, 3]
type = VelAdd
trigger1 = Time >= 0
y = .46
[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1710, Remove Fist Fire 4]
type = RemoveExplod
trigger1 = vel y > -1
trigger1 = animelem = 1
id = 26033
[State 1710, Fist Fire Frame 5]
type = explod
trigger1 = anim = 1510
trigger1 = animelem = 1
anim = 2604
id = 2604
pos = 0,-10
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
vel = 0,-0.1
accel = 0, -0.1
removeongethit = 1
[State 1710, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1710, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
ctrl = 0
value = 1520
[Statedef 12031]
type    = S
Anim = 11230
sprpriority = 4
[State 181, 2] 
type = Turn
trigger1 = time = 0
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = time = 5
value = 5,4
volume = 255
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = time = 160
value = 5,5
volume = 255
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = time = 162
value = 5,1
volume = 255
[State 610, 4]
type = ChangeAnim
trigger1 = time = 161
value = 11233
[State 610, 4]
type = Explod
trigger1 = time = 54
anim = 11232
id = 11232
postype = p1
pos = 0,0
sprpriority = 5
ownpal = 1
vel = 0,-1
[State 610, 4]
type = velset
trigger1 = time = 0
y = 3
[State 610, 4]
type = veladd
trigger1 = time = [25,54]
y = -0.1
[State 3700, dissipate]
type = destroyself
trigger1 = animtime = 179
[Statedef 12040]
type = S
ctrl = 0
anim = 3884
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 500
flag = roundnotover
[State 181, 2] 
type = Turn
trigger1 = time = 0 && frontedgedist <150
[State 1700, Dan]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Bison"
id = 1
pos = 405,-20
postype = p1
stateno =12041
ownpal = 1
[State 3700, 9]
type = ChangeState
ctrl = 0
trigger1 = time = 190
value = 12042
[Statedef 12041]
type    = S
Anim = 11231
sprpriority = 4
[State 181, 2] 
type = Turn
trigger1 = time = 0
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = time = 5
value = 5,2
volume = 255
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = animtime = 0
value = 5,5
volume = 255
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = time = 142
value = 5,3
volume = 100
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = animtime = 0
value = 5,0
volume = 255
[State 610, 4]
type = ChangeAnim
trigger1 = animtime = 0
value = 11233
[State 610, 4]
type = velset
trigger1 = time = 0
x = 3
[State 610, 4]
type = veladd
trigger1 = time = [75,104]
x = -0.1
[State 3700, dissipate]
type = destroyself
trigger1 = animtime = 279
;------------------------------------------
[Statedef 12042]
type = A
movetype = A
anim = 10493
physics = S
velset = 0,0
ctrl = 0
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 500
flag = roundnotover
[State 170, 1]
type = NotHitBy
trigger1 = Time < 10
value = , NA, AP
time = 1
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,3
sprpriority = -4
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem = 1,=6
anim = 10601
pos = 0,5
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
volume = 255
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 1
value = 2,2
channel = 0
[State 3700, flamesnd]
type = PlaySnd
trigger1 = time = 1
value = 6,9
[State 1955, 9]
type = changestate
trigger1 = Animelem = 3
value = 12043
;--------------------------------------
[Statedef 12043]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = -5
[State 820, 1]
type = screenbound
Trigger1 = Time >= 0
value = 0
movecamera = 0,0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,-12
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 500
flag = roundnotover
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -3, 3
[State 1000, FireB]
type = Explod
trigger1 = pos Y < 5
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 38,-74
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(51),(var(52))
scale = 0.2,1.5
accel = 0.88, (var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = pos Y < 5
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 38,-74
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(51),(var(52))
scale = 0.2,1.5
accel = 0.88, (var(51))/6
[State 170, 1]
type = NotHitBy
trigger1 = Time < 10
value = , NA, AP
time = 1
[State 1955, jerk back]
type = Posadd
trigger1 = Animelem = 3
x = 25
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 10491
pos = 67, -71
ontop = 1
persistent = 0
bindtime = 40
removetime = 40
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 12206
pos = 67, -71
ontop = 1
persistent = 0
removetime = 10
shadow = 0,50,100
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 12207
pos = 67, -71
removetime = 28
ontop = 1
persistent = 0
shadow = 0,50,100
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 12207
pos = 67, -71
removetime = 28
ontop = 1
persistent = 0
shadow = 0,50,100
scale = 1.01,1.01
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 10800
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeong1thit = 1
[State 1955, 9]
type = changestate
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = movecontact
value = 4041
ctrl = 0
[State 1955, 9]
type = changestate
triggerall = movecontact
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 4045
ctrl = 0
[State 3700, SuperLight] 
type = Explod
triggerall = movehit
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 0
ignorehitpause = 1
anim = 13036
pos = 42,-50
sprpriority = 3
supermove = 1
ownpal = 1
scale = 0.5, 0.5
[State 1955, fly]
type = Velset
trigger1 = AnimElem = 3
x = 14
y = -2
[State 1955, air resistance]
type = Veladd
trigger1 = time > 7
x = -.13
y = .44
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 14043
[Statedef 14043]
type = S
movetype = I
physics = C
anim = 106
velset = 5,0
[State 820, 1]
type = screenbound
Trigger1 = Time >= 0
value = 0
movecamera = 0,0
[State 181, 2] 
type = AssertSpecial
trigger1 = animelemtime(3) < 100
flag = roundnotover
[State 1520, 3]
type = Posadd
trigger1 = time = 0
x = -5
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 1510, 9]
trigger1 = time = 15
type = ChangeState
value = 14044
;-----------------------------------
[Statedef 14044]
type = S
movetype = I
physics = C
anim = 9999
velset = 5,0
[State 820, 1]
type = screenbound
Trigger1 = Time >= 0
value = 0
movecamera = 0,0
;-------------------------------ddddddddddddddddddddddddddddd
[Statedef 12050]
type = S
ctrl = 0
anim = 1812
[State 181, 2] 
type = AssertSpecial
trigger1 = 1
flag = roundnotover
[State 182, 2]
type = Playsnd
trigger1 = animelem = 2
value = 11,1
volume = 255
[State 182, 3]
type = Playsnd
trigger1 = animelem = 34
value = 3,1
volume = 255

[State 1710,Fire]
type = explod
trigger1 = animelem = 34
anim = 2604
id = 2604
pos = 10,-10
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
;vel = 0,-0.1
;accel = 0, -0.1

[State 183, End] 
type = ChangeState 
trigger1 = animtime = 0
value = 9
ctrl = 0
;----------------------------
[Statedef 9]
type    = C
physics = C
anim = 9402
sprpriority = 0

[State 9, 1] 
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 9
[Statedef 1111]
type    = C
physics = C
anim = 10071
pos = -7,-45
sprpriority = 0

[State 1111, 1] 
type = ChangeAnim
trigger1 = Anim = 6 && AnimTime = 0
value = 1111 
;-----------------------------------
[Statedef 12051]
type = S
movetype = A
velset = 0,0
anim = 9999
sprpriority = 1
[State 181, 2] 
type = AssertSpecial
trigger1 = time < 80
flag = roundnotover
[State 1700, Camera]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 1531, 5]
type = turn
trigger1 = time = 0
[State 192, Pah!]
type = posset
trigger1 = facing = -1 && time = 0
x = 150
[State 192, Pah!]
type = posset
trigger1 = facing = 1 && time = 0
x = -150
[State 192, Pah!]
type = Explod
trigger1 = time = 0 || time = 4 || time = 8 || time = 12
anim = 12210
pos = 300-25*(time),0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.6,0.6
[State 192, Pah!]
type = Explod
trigger1 = time = 2 || time = 6 || time = 10
anim = 12210
pos = 300-25*(time),12
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.7,0.7
[State 192, 5]
type = EnvShake
trigger1 = time = 0
persistent = 1
time = 20
ampl = -5
freq = 100
phase = 1
[State 1531, 5]
type = EnvColor
trigger1 = gametime%2 = 1 && time = [0,12]
value = 255,255,255
time = 1
[State 1531, 5]
type = PlaySnd
trigger1 = gametime%2 = 1 && time = [0,12]
value = 0,14
volume = 255
pan = 300-25*(time)
[State 1500, 0]
type = VarSet
trigger1 = animtime = 0
v = 28
value = 0
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 190]
type = S
ctrl = 0
velset = 0,0
[State 190, 0]
type = Changestate
trigger1 = command = "hold_a"
value = 11050
[State 190, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,175
[State 190, 0]
type = Changestate
trigger1 = p2name = "?-"

value = 11010
[State 190, 0]
type = Changestate
trigger1 = p2name = "?-"
trigger2 = p2name = "?-"
value = 11020
[State 190, 0]
type = Changestate
trigger1 = p2name = "?-"
trigger2 = p2name = "?-"
trigger3 = p2name = "?-"
value = 11030
[State 190, 0]
type = Changestate
trigger1 = p2name = "?-"
trigger2 = p2name = "?-"
value = 11040
[State 190, 0]
type = Changestate
trigger1 = p2name = "?-"
value = 11060
[State 190, 1]
type = ChangeState
trigger1 = var(1) <= 25
trigger1 = Time = 0
value = 191
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 25
trigger1 = var(1) <= 50
value = 192
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 50
trigger1 = var(1) <= 75
value = 193
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 75
trigger1 = var(1) <= 100
value = 195
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 100
trigger1 = var(1) <= 125
value = 12020
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 125
trigger1 = var(1) <= 150
value = 12021
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 150
trigger1 = var(1) <= 175
trigger1 = p2name != "?" && p2name != "?" && p2name != "?" && p2name != "?" && p2name != "?"
value = 12022
[State 191, 2]
type = ChangeState
triggerall = var(1) > 150
triggerall = var(1) <= 175
trigger1 = p2name = "?" 

value = 12021
[Statedef 191]
type = S
movetype = I
velset = 0,0
anim = 191
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 190
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 100
flag = Intro
[State 3450, groundshockwave] 
type = explod
trigger1 = animelem = 5
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 191, 4]
type = PlaySnd
trigger1 = animelem = 5
value = 1,0	
volume = 255
[State 191, 5]
type = PlaySnd
trigger1 = animelem = 5
value = 1,2
[State 191, 5]
type = EnvShake
trigger1 = animelem = 5
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 191, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 192];------------------------------
type = S
movetype = I
velset = 0,0
anim = 192
[State 192, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 192
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 350
flag = Intro
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=350
flag = NoMusic
[State 192, Sound]
type = PlaySnd
trigger1 = animelem = 25
value = 10,3
volume = 255
[State 192, Sound3]
type = PlaySnd
trigger1 = animelem = 111
value = 8,0
volume = 255
[State 192, windy]
type = Explod
trigger1 = Animelem = 37
anim = 9405
pos = 40,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 192, Visual effect]
type = Explod
trigger1 = Animelem = 30, = 50
anim = 10010
pos = 40,-10
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 110
add            = 0,0,0
sinadd         = -100,-100,-100,200
time           = 99
ignorehitpause = 1
persistent     = 0
[State 7800, 3]
type = BGPalfx
trigger1 = time = 110
invertall = 1
supermove = 1
time = 210
add = 0,-255,-255
sinadd = 400,400,400,145
[State 1531, 5]
type = EnvColor
trigger1 = time = 150
value = 20,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 190
value = 40,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 220
value =60,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 240
value = 80,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 250
value = 100,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 255
value = 120,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 260
value = 140,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 265
value = 160,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 270
value = 180,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 275
value = 200,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 280
value = 220,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 285
value = 240,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 290
value = 250,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 295
value = 255,0,0
time = 1
[State 192, Sound]
type = PlaySnd
trigger1 = animelem = 37
value = 1,4
volume = 255
[State 192, 5]
type = EnvShake
trigger1 = animelem = 37
persistent = 0
time = 155
ampl = -2
freq = 100
phase = 1
[State 192, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
[Statedef 193];-----------------
type = S
movetype = I
velset = 0,0
anim = 193
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 646
flag = Intro
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -6, 6

;[State 191, 7] 
;type = ChangeAnim
;trigger1 = time = 92
;value = 194
[State 191, 8]
type = PlaySnd
trigger1 = time = 92
value = 2,7

[State 192, Visual effect]
type = Explod
trigger1 = Animelem = 1
anim = 19393
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0

[State 191, 9]
type = ChangeState
trigger1 = time = 104
value = 0
[Statedef 195];------------------
type = S
movetype = I
velset = 0,0
anim = 195
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 195
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 204
flag = Intro

[State 195, 3]
type = Playsnd
trigger1 = animelem = 13
value = 12,0
volume = 255
[State 195, 4]
type = Playsnd
trigger1 = animelem = 14
value = 3,1
volume = 255

[State 1710,Fire]
type = explod
trigger1 = animelem = 14
anim = 2604
id = 2604
pos = 10,-10
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11060]
type = S
movetype = I
velset = 0,0
anim = 11060
[State 3880, 1]
type = envcolor
trigger1     = time = [0,500]
value = 0,0,0
under = 1
ignorehitpause = 1
persistent = 1
time = 5
[State 190, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,100
[State 190, 1]
type = ChangeState
trigger1 = var(1) <= 25
trigger1 = Time = 0
value = 11061
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 25
trigger1 = var(1) <= 50
value = 11062
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 50
trigger1 = var(1) <= 75
value = 11063
[State 191, 2]
type = ChangeState
trigger1 = var(1) > 75
trigger1 = var(1) <= 100
value = 11064
[State 190, 1]
type = ChangeState
trigger1 = enemynear, stateno != 11060 && time > 5
value = 191
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11061]
type = S
movetype = I
velset = 0,0
anim = 11061
sprpriority = -1
[State 190, Randomizer]
type = Varset
trigger1 = time = 0
v = 1
value = (pos X)
[State 190, Randomizer]
type = posset
trigger1 = time = 0 && var(1) < 0
x = -50
[State 190, Randomizer]
type = posset
trigger1 = time = 0 && var(1) > 0
x = 50
[State 190, Randomizer]
type = posadd
trigger1 = time > 110 && var(1) < 0 && (pos X > var(1))
x = -5
[State 190, Randomizer]
type = posadd
trigger1 = time > 110 && var(1) > 0 && (pos X < var(1))
x = -5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 110
value = 0,11
[State 1531, 5]
type = PlaySnd
trigger1 = time = 40
value = 2,2
[State 1531, 5]
type = PlaySnd
trigger1 = animelem = 4
value = 0,2
[State 1531, 5]
type = PlaySnd
trigger1 = animelem = 8
value = 0,4
[State 1531, 5]
type = Explod
trigger1 = animelem = 9
Anim = 9400
scale = 0.7,0.7
pos = 10, -64
ontop = 1
[State 7800, 3]
type = BGPalfx
trigger1 = animelem = 7 || animelem = 9
time = 10
add = 255,255,255
sinadd = -255,-255,-255,40
[State 192, 5]
type = EnvShake
trigger1 = animelem = 7 || animelem = 9
persistent = 1
time = 13
ampl = -5
freq = 100
phase = 1
[State 1531, 5]
type = PlaySnd
trigger1 = animelem = 7
value = 7,2
[State 1531, 5]
type = PlaySnd
trigger1 = animelem = 9
value = 7,2
[state 102, dust]
type = MakeDust
trigger1 = Time = [110,120]
pos = -10, -2
spacing = 5
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11062]
type = S
movetype = I
velset = 0,0
anim = 11062
[State 7800, 3]
type = BGPalfx
trigger1 = time < 200
time = 2
add = -255,-255,-255
ignorehitpause = 1
persistent     = 1
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time < 30
add            = -255,-255,-255
sinadd         = 255,255,255,600
time           = 159
ignorehitpause = 1
persistent     = 1
[State 7800, 3]
type = BGPalfx
trigger1 = time = 200
time = 100
add = -255,-255,-255
sinadd = 255,255,255,400
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 30
add            = -255,-255,-255
sinadd         = 255,255,255,600
time           = 159
ignorehitpause = 1
persistent     = 0
[State 190, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 1
range = 0,75
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11063]
type = S
movetype = I
velset = 0,0
anim = 11063
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 190, Randomizer]
type = Varset
trigger1 = time = 0
v = 1
value = (pos X)
[State 190, Randomizer]
type = posset
trigger1 = time = 0 && var(1) < 0
x = -250
y = 5
[State 190, Randomizer]
type = posset
trigger1 = time = 0 && var(1) > 0
x = 250
[State 190, Randomizer]
type = posadd
trigger1 = time = [52,58]
trigger1 = var(1) < 0 && (pos X < -74)
x = 15
[State 190, Randomizer]
type = posadd
trigger1 = time = [52,58]
trigger1 = var(1) > 0 && (pos X > 74)
x = 15
[State 190, Randomizer]
type = posadd
trigger1 = time = [58,104]
trigger1 = var(1) < 0 && (pos X < -74)
x = 0.4
[State 190, Randomizer]
type = posadd
trigger1 = time = [58,104]
trigger1 = var(1) > 0 && (pos X > 74)
x = 0.4
[State 190, Randomizer]
type = posadd
trigger1 = time = [104,108]
trigger1 = var(1) < 0 && (pos X < -74)
x = 15
[State 190, Randomizer]
type = posadd
trigger1 = time = [104,108]
trigger1 = var(1) > 0 && (pos X > 74)
x = 15
[State 190, Randomizer]
type = posadd
trigger1 = time = [110,155]
x = 0.1
[State 190, Randomizer]
type = posadd
trigger1 = time = [155,200]
x = -0.1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 50
value = 6,9
[State 1531, 5]
type = PlaySnd
trigger1 = time = [104,204]
trigger1 = timemod = 20,19
value = 6,10
[State 1531, 5]
type = PlaySnd
trigger1 = time = 108
value = 2,9
[State 3450, Spark] 
type = Explod
trigger1 = time = 108
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 70,-70
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 1,1
[State 1531, 5]
type = explod
trigger1 = time = 50
anim = 10491
id = 111
pos = 67, -69
ontop = 1
persistent = 1
bindtime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = time = 50
anim = 10800
id = 112
pos = 67, -69
ontop = 1
persistent = 1
bindtime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = time = [58,104]
trigger1 = timemod = 20,19
anim = 20491
id = 111
pos = 67, -69
ontop = 1
persistent = 1
bindtime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = time = [58,104]
trigger1 = timemod = 15,14
anim = 20800
id = 112
pos = 67, -69
ontop = 1
persistent = 1
bindtime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = time = [104,204]
trigger1 = timemod = 10,9
anim = 10491
id = 111
pos = 67, -69
ontop = 1
persistent = 1
bindtime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = time = [104,204]
trigger1 = timemod = 10,9
anim = 10800
id = 112
pos = 67, -69
ontop = 1
persistent = 1
bindtime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = time = [104,204]
trigger1 = timemod = 4,3
anim = 10602
pos = -10,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 12
ownpal = 1
scale = 1, 0.7
[State 191, 9]
type = Changeanim
trigger1 = time = 204
value = 11163
[State 191, 9]
type = posset
trigger1 = time = 204
x = var(1)
y = 0
[State 1531, 5]
type = PlaySnd
trigger1 = time = 204
value = 3,2
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 11064];-------------------
type = S
movetype = I
velset = 0,0
anim = 11064
sprpriority = 2
[State 190, Randomizer]
type = Varset
trigger1 = time = 0
v = 1
value = (pos X)
[State 1531, 5]
type = turn
trigger1 = time = 0
[State 192, Pah!]
type = posset
trigger1 = time = 0
x = -var(1)
[State 182, WINDY]
type = explod
trigger1 = time = 87
anim = 12238
id = 9403
pos = 5,0
postype = p1
bindtime = 1
sprpriority = -3
ownpal = 1
scale = 1
removeongethit = 0
[State 1700, Afterimage hit helper]
type = Helper
trigger1 = time = 87
helpertype = normal
name = "wind"
id = 300
postype = p1
stateno = 60100
ownpal = 1
pausemovetime = 9999
size.xscale = 1.2
size.yscale = 1.2
[State 1700, Afterimage hit helper]
type = Helper
trigger1 = time = 87
helpertype = normal
name = "wind"
id = 300
postype = p1
stateno = 60101
ownpal = 1
pausemovetime = 9999
size.xscale = 1.2
size.yscale = 1.2
[State 1531, 5]
type = PlaySnd
trigger1 = time = 87
value = 0,16
volume = 255
[State 1531, 5]
type = turn
trigger1 = time = 95
[State 192, Pah!]
type = posset
trigger1 = time = 95
x = var(1)
[State 192, Pah!]
type = Explod
trigger1 = time = 101
anim = 10602
pos = 70,5
sprpriority = 5
postype = p1
supermove = 1
bindtime = 12
ownpal = 1
scale = 0.5,0.5
[State 192, Pah!]
type = Explod
trigger1 = time = 104
anim = 10602
pos = 10,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 12
ownpal = 1
scale = 0.5,0.5
[State 192, Pah!]
type = Explod
trigger1 = time = 85 || time = 89
anim = 12210
pos = 250+25*(time-95),0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.6,0.6
[State 192, Pah!]
type = Explod
trigger1 = time = 87 || time = 91
anim = 12210
pos = 250+25*(time-95),12
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.7,0.7
[State 192, 5]
type = EnvShake
trigger1 = time = 96
persistent = 1
time = 20
ampl = -5
freq = 100
phase = 1
[State 1531, 5]
type = EnvColor
trigger1 = gametime%2 = 1 && time = [86,91]
value = 255,255,255
time = 1
[State 1531, 5]
type = PlaySnd
trigger1 = gametime%2 = 1 && time = [86,91]
value = 0,14
volume = 255
pan = 300-25*(time)
[State 1531, 5]
type = PlaySnd
trigger1 = time = 101
value = 0,15
volume = 255
[State 1531, 5]
type = PlaySnd
trigger1 = time = 100
value = 0,15
volume = 255
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[State 191, 2]
type = AssertSpecial
trigger1 = time < 500
flag = Intro
[Statedef 12020];--------------
type = S
movetype = I
velset = 0,0
anim = 12020
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 12020
[State 1531, 5]
type = PlaySnd
trigger1 = animelem = 8
value = 4,5
volume = 255
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 250
flag = Intro
[State 192, cape]
type = Explod
trigger1 = Animelem = 8
anim = 12021
pos = 10,10
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
vel = 4,0
accel = -0.01,0.1
shadow = 0,0,0
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 12021];--------------------
type = S
movetype = I
velset = 0,0
anim = 12211
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 12211
[State 191, 2]
type = AssertSpecial
trigger1 = time < 100
flag = Intro
[State 192, Pah!]
type = Explod
trigger1 = time = 87
anim = 10602
pos = 70,5
sprpriority = 5
postype = p1
supermove = 1
bindtime = 12
ownpal = 1
scale = 0.5,0.5
[State 192, Pah!]
type = Explod
trigger1 = time = 91
anim = 10602
pos = 10,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 12
ownpal = 1
scale = 0.5,0.5
[State 192, Pah!]
type = Explod
trigger1 = time = 40 || time = 44 || time = 48 || time = 52 || time = 56 || time = 60 || time = 64 || time = 68 || time = 72|| time = 76 || time = 80 || time = 84 || time = 88
anim = 12210
pos = 2200-25*(time),0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.6,0.6
[State 192, Pah!]
type = Explod
trigger1 = time = 42 || time = 46 || time = 50 || time = 54 || time = 58 || time = 62 || time = 66 || time = 70 || time = 74|| time = 78 || time = 82 || time = 86
anim = 12210
pos = 2200-25*(time),12
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.7,0.7
[State 192, 5]
type = EnvShake
trigger1 = time = 75
persistent = 1
time = 13
ampl = -5
freq = 100
phase = 1
[State 1531, 5]
type = EnvColor
trigger1 = gametime%2 = 1 && time = [75,88]
value = 255,255,255
time = 1
[State 1531, 5]
type = PlaySnd
trigger1 = gametime%2 = 1 && time = [75,88]
value = 0,14
volume = 255
[State 1531, 5]
type = PlaySnd
trigger1 = time = 86
value = 0,15
volume = 255
[State 1531, 5]
type = PlaySnd
trigger1 = time = 75
value = 0,11
volume = 255
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
[Statedef 12022]
type = S
movetype = I
velset = 0,0
anim = 12211
[State 1700, Dan]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Krizalid"
id = 1
pos = 45,0
postype = p1
stateno =12025
ownpal = 1
[State 192, Pah!]
type = Explod
trigger1 = time = 87
anim = 10602
pos = 70,5
sprpriority = 5
postype = p1
supermove = 1
bindtime = 12
ownpal = 1
scale = 0.5,0.5
[State 192, Pah!]
type = Explod
trigger1 = time = 91
anim = 10602
pos = 10,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 12
ownpal = 1
scale = 0.5,0.5
[State 191, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 12211
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 950
flag = Intro
[State 192, Pah!]
type = Explod
trigger1 = time = 40 || time = 44 || time = 48 || time = 52 || time = 56 || time = 60 || time = 64 || time = 68 || time = 72|| time = 76 || time = 80 || time = 84 || time = 88
anim = 12210
pos = 2200-25*(time),0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.6,0.6
[State 192, Pah!]
type = Explod
trigger1 = time = 42 || time = 46 || time = 50 || time = 54 || time = 58 || time = 62 || time = 66 || time = 70 || time = 74|| time = 78 || time = 82 || time = 86
anim = 12210
pos = 2200-25*(time),12
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.7,0.7
[State 192, 5]
type = EnvShake
trigger1 = time = 75
persistent = 1
time = 13
ampl = -5
freq = 100
phase = 1
[State 1531, 5]
type = EnvColor
trigger1 = gametime%2 = 1 && time = [75,88]
value = 255,255,255
time = 1
[State 1531, 5]
type = PlaySnd
trigger1 = gametime%2 = 1 && time = [75,88]
value = 0,14
volume = 255
[State 1531, 5]
type = PlaySnd
trigger1 = time = 86
value = 0,15
volume = 255
[State 1531, 5]
type = PlaySnd
trigger1 = time = 75
value = 0,11
volume = 255
[State 191, 9]
type = ChangeState
trigger1 = time =100
value = 12023
[Statedef 12023]
type    = S
movetype= I
sprpriority = -5
anim = 11225
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 950
flag = Intro
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3700, SuperLight] 
type = Explod
trigger1 = time = 16
anim = 13035
pos = 42,-50
sprpriority = 5
supermove = 1
ownpal = 1
[State 195, 5]
type = EnvShake
trigger1 = time = 16
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 3700, SuperLight] 
type = Explod
trigger1 = time = 81
anim = 13036
pos = 42,-50
sprpriority = 3
supermove = 1
ownpal = 1
scale = 0.5, 0.5
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 16
value = 6,12
volume = 255
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 81
value = 6,12
volume = -255
[State 3450, fist] 
type = Explod
trigger1 = time = 15
anim = 12203
pos = 42,-62
sprpriority = 5
postype = p1
supermove = 1
removetime = 65
bindtime = 100
ownpal = 1
[State 1530, 5]
type = Sprpriority
trigger1 = Time = 0
value = -5
[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 4900,1
[State 610, 3]
type = PlayerPush
trigger1 = Time >= 1
Value = 0
[State 1530, 5]
type = Sprpriority
trigger1 = Time = 140
value = 1
[State 610, 4]
type = ChangeState
trigger1 = time = 200
value = 12024
ctrl = 1
[Statedef 12024]
type = S
movetype = I
physics = S
anim = 11226
velset = 0
ctrl = 0
[State 191, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 950
flag = Intro
[State 195, 5]
type = PlaySnd
trigger1 = Time = 13
value = 1,0
[State 195, 5]
type = PlaySnd
trigger1 = Time = 15
value = 1,1
channel = 0
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 16
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 195, 5]
type = EnvShake
Trigger1 = time = 16
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 195, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 0
[Statedef 12025]
type    = S
Anim = 11227
sprpriority = 4
[State 610, 4]
type = ChangeAnim
trigger1 = time = 115
value = 11228
[State 610, 4]
type = veladd
trigger1 = time > 183 && time < 195
y = 0.45
[State 610, 4]
type = velset
trigger1 = time = 195
y = 0
[State 194, 1]
type = AssertSpecial
trigger1 = time >= 220
flag = invisible
[State 196, 2]
type = AfterImage
trigger1 = Time = [220,223]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 250,250,250
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [224,226]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 230,230,230
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [227,229]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 210,210,210
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [230,232]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 190,190,190
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [233,235]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 170,170,170
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [236,238]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 150,150,150
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [239,241]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 130,130,130
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [242,244]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 110,110,110
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [245,247]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 90,90,90
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [248,250]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 70,70,70
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [251,253]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 50,50,50
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [254,256]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 30,30,30
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time > 256
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 10,10,10
trans = add
[State 3700, dissipate]
type = destroyself
trigger1 = time = 280
[Statedef 11050]
type = S
movetype = I
velset = 0,0
anim = 13040
ctrl = 0
[State 191, 4]
type = PlaySnd
trigger1 = time = 0
trigger2 = time = 59
freqmul = 1.5
value = 0,9
[State 191, 8]
type = PlaySnd
trigger1 = animelem = 4
freqmul = 1.5
value = 1,1
[State 7800, 3]
type = BGPalfx
trigger1 = time = 0
invertall = 1
supermove = 1
time = 60
add = 255,0,0
sinadd = -500,-500,-500,80
[State 1531, 5]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 59
value = 255,255,255
time = 1
[State 210, var(44) Defense up!]
type = varset
trigger1 = time = 59
v = 44
value = 10
[State 191, 9]
type = ChangeState
trigger1 = time = 60
ctrl = 1
value = 0
[Statedef 11010]
type = S
movetype = I
velset = 0,0
anim = 11010
[State 191, 4]
type = PlaySnd
trigger1 = time = 90
trigger1 = roundstate = 1
value = 2,6
loop = 1
channel = 2
time = 10
[State 191, 4]
type = StopSnd
trigger1 = roundstate = 2
channel = 2
[State 192, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 11010
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 2200
flag = Intro
flag2 = nobardisplay
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=2050
flag = NoMusic
[State 3450, blackbx]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,- 20
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12040
vel = 0,2
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,285
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12041
vel = 0,-2
scale = 35,4
[State 3450, blackbx]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
[State 3450, textbx]
type = explod
trigger1 = time = 40
anim = 11000
pos = 30,-100
sprpriority = 3
bindtime = 1
removetime = 1050
postype =  left
supermove = 1
ownpal = 1
id = 11000
vel = 0,10
accel = 0,-0.4
shadow = 10,10,10
[State 3450, textbx]
type = modifyexplod
trigger1 = time = 66
anim = 11000
pos = 30,30
sprpriority = 3
bindtime = -1
removetime = 2050
postype =  left
supermove = 1
ownpal = 1
id = 11000
shadow = 10,10,10
[State 3450, box delete]
type = removeexplod
trigger1 = time = 2050
id = 11000
[State 3450, textbx]
type = explod
trigger1 = time = 2050
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
accel = 0,-0.5
shadow = 10,10,10
[State 3450, text]
type = explod
trigger1 = time = 80
anim = 11004
pos = 110,42
sprpriority = 4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 11000
[State 3450, face ken]
type = explod
trigger1 = time = 85
anim = 10704
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 1000
bindtime = -1
ownpal = 1
ontop = 1
id = 10700
[State 3450, evil ken face]
type = explod
trigger1 = time = 1045
anim = 10705
pos = 38,38
sprpriority = 5
postype = left
removetime = -1
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, face delete]
type = removeexplod
trigger1 = time = 850
id = 10702
[State 192, 5]
type = ChangeState
trigger1 = time = 850
value = 11011
[Statedef 11011];---------------
type = S
movetype = I
velset = 0,0
anim = 192
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=2050
flag = NoMusic
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 180
add            = 0,0,0
sinadd         = -100,-100,-100,300
time           = 159
ignorehitpause = 1
persistent     = 0

[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 2200
flag = Intro
flag2 = nobardisplay
[State 192, 2]
type = PlaySnd
trigger1 = animelem = 25
value = 10,3
[State 192, sound2]
type = PlaySnd
trigger1 = animelem = 29
value = 6,3
volume = 255
[State 192, windy]
type = Explod
trigger1 = Animelem = 37
anim = 9405
pos = 60,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 192, Visual effect]
type = Explod
trigger1 = Animelem = 95;37, = 50
anim = 10010
pos = 73,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 1,1
shadow = 100,50,0
[State 7800, 3]
type = BGPalfx
trigger1 = time = 110
invertall = 1
supermove = 1
time = 210
add = 0,-255,-255
sinadd = 400,400,400,145
[State 1531, 5]
type = EnvColor
trigger1 = time = 150
value = 20,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 190
value = 40,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 220
value =60,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 240
value = 80,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 250
value = 100,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 255
value = 120,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 260
value = 140,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 265
value = 160,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 270
value = 180,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 275
value = 200,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 280
value = 220,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 285
value = 240,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 290
value = 250,0,0
time = 1
[State 1531, 5]
type = EnvColor
trigger1 = time = 295
value = 255,0,0
time = 1
[State 192, Sound]
type = PlaySnd
trigger1 = animelem = 33
value = 1,4
volume = 255
[State 192, 5]
type = EnvShake
trigger1 = animelem = 31
persistent = 0
time = 150
ampl = 7
freq = 28
phase = 2
[State 3450, blackbx]
type = explod
trigger1 = time = 0
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 352
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
[State 192, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0;11012
[Statedef 11012];-----------------
type = S
movetype = I
velset = 0,0
anim = 11020
[State 3450, face delete]
type = removeexplod
trigger1 = time = 0
id = 10702
[State 3450, face ryu]
type = explod
trigger1 = time = 0
anim = 10703
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 95
bindtime = -1
ownpal = 1
ontop = 1
id = 10703
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=2050
flag = NoMusic
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 2200
flag = Intro
flag2 = nobardisplay
[State 3450, groundshockwave] 
type = explod
trigger1 = Animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,0	
volume = 255
[State 191, 5]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,2
[State 191, 5]
type = EnvShake
trigger1 = Animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 1700, Dragon]
type = Helper
trigger1 = Animelem = 4, = 5
helpertype = normal
name = "Dragon"
id = 3
pos = -8,-30
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 7800, 3]
type = BGPalfx
trigger1 = Animelem = 4, =5
supermove = 1
time = 99
add = 0,0,0
sinadd = -400,-400,-400,200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -80, 80
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -80, 80
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(46),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(47),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 3700, this means shinryuken]
type = PlaySnd
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
channel = 3
value = 2,7
[State 191, 8]
type = PlaySnd
trigger1 = Animelem = 4,=5
value = 2,10
volume = 255
[State 3450, box delete]
type = removeexplod
trigger1 = time = 100
id = 11000
[State 3450, textbx]
type = explod
trigger1 = time = 100
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
accel = 0,-0.5
shadow = 10,10,10
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 99
id = 12040
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 99
id = 12041
[State 3450, blackbx]
type = explod
trigger1 = time = 99
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
vel = 0, -2
[State 3450, blackbx2]
type = explod
trigger1 = time = 99
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
vel = 0,2
[State 192, 5]
type = ChangeState
trigger1 = time = 100
value = 0
[Statedef 11020]
type = S
movetype = I
velset = 0,0
anim = 11030
[State 191, 4]
type = PlaySnd
trigger1 = time = 90
trigger1 = roundstate = 1
value = 2,6
loop = 1
channel = 2
time = 10
[State 191, 4]
type = StopSnd
trigger1 = roundstate = 2
channel = 2
[State 3450, blackbx]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,- 20
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12040
vel = 0,2
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,285
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12041
vel = 0,-2
scale = 35,4
[State 3450, blackbx]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
[State 192, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 11030
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 1000
flag = Intro
flag2 = nobardisplay
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=850
flag = NoMusic
[State 3450, textbx]
type = explod
trigger1 = time = 40
anim = 11000
pos = 30,-100
sprpriority = 3
bindtime = 1
removetime = 850
postype =  left
supermove = 1
ownpal = 1
id = 11000
vel = 0,10
accel = 0,-0.4
shadow = 10,10,10
[State 3450, textbx]
type = modifyexplod
trigger1 = time = 66
anim = 11000
pos = 30,30
sprpriority = 3
bindtime = -1
removetime = 850
postype =  left
supermove = 1
ownpal = 1
id = 11000
shadow = 10,10,10
[State 3450, box delete]
type = removeexplod
trigger1 = time = 850
id = 11000
[State 3450, textbx]
type = explod
trigger1 = time = 850
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
accel = 0,-0.5
shadow = 10,10,10
[State 3450, text]
type = explod
trigger1 = time = 80
anim = 11005
pos = 110 ,42
sprpriority = 4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 11000
[State 3450, face gouki]
type = explod
trigger1 = time = 85
anim = 10701
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 200
bindtime = -1
ownpal = 1
ontop = 1
id = 10700
[State 3450, face evilken]
type = explod
trigger1 = time = 285
anim = 10700
pos = 38,38
sprpriority = 5
postype = left
removetime = 200
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, face gouki]
type = explod
trigger1 = time = 485
anim = 10701
pos = 38,38
sprpriority = 5
postype = left
removetime = -1
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, face delete]
type = removeexplod
trigger1 = time = 850
id = 10702
[State 192, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 0
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 861
id = 12040
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 861
id = 12041
[State 3450, blackbx]
type = explod
trigger1 = time = 861
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
vel = 0, -2
[State 3450, blackbx2]
type = explod
trigger1 = time = 861
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
vel = 0,2
[State 192, 5]
type = ChangeState
trigger1 = time = 862
value = 11031
[Statedef 11031]
type = S
movetype = I
velset = 0,0
anim = 11020
[State 3450, groundshockwave] 
type = explod
trigger1 = Animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,0	
volume = 255
[State 191, 5]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,2
[State 191, 5]
type = EnvShake
trigger1 = Animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 1700, Dragon]
type = Helper
trigger1 = Animelem = 4,= 5
helpertype = normal
name = "Dragon"
id = 3
pos = -8,-30
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 7800, 3]
type = BGPalfx
trigger1 = Animelem = 4, =5
supermove = 1
time = 99
add = 0,0,0
sinadd = -400,-400,-400,200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -80, 80
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -80, 80
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(46),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(47),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 3700, this means shinryuken]
type = PlaySnd
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
channel = 3
value = 2,7
[State 191, 8]
type = PlaySnd
trigger1 = Animelem = 4,=5
value = 2,10
volume = 255
[State 192, 5]
type = ChangeState
trigger1 = time = 800
value = 0
[Statedef 11030]
type = S
movetype = I
velset = 0,0
anim = 193
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time = [1050,1054]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 24,-90
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(52)),-1/3*var(53)
[State 1000, FireB]
type = Explod
trigger1 = time = [1050,1054]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 24,-90
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*var(52)
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-4
[State 1000, FireB]
type = Explod
trigger1 = time = [22,1050]
trigger1 = random <= 100
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = 24,-90
random = 5,5
scale = 1, 0.3
sprpriority = 5
ownpal = 1
vel = 0,var(51)
[State 1000, FireB]
type = Explod
trigger1 = time = [22,1050]
trigger1 = random <= 400
persistent = 1
anim = 12215
id = 12212
scale = 1,0.3
postype = p1
pos = 24,-90
random = 5,5
sprpriority = 5
ownpal = 1
vel = 0,var(51)
[State 3450, blackbx]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,- 20
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12040
vel = 0,2
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 70
anim = 12040
pos = 285,285
sprpriority = 3
bindtime = 1
removetime = 22
postype =  left
supermove = 1
ownpal = 1
id = 12041
vel = 0,-2
scale = 35,4
[State 3450, blackbx]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
[State 3450, blackbx2]
type = explod
trigger1 = time = 92
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 9999
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
[State 191, 4]
type = PlaySnd
trigger1 = time = 90
trigger1 = roundstate = 1
value = 2,6
loop = 1
channel = 2
time = 10
[State 191, 4]
type = StopSnd
trigger1 = roundstate = 2
channel = 2
[State 192, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 193
[State 192, 2]
type = AssertSpecial
trigger1 = animelemtime(3) < 1200
flag = Intro
flag2 = nobardisplay
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=1050
flag = NoMusic
[State 3450, textbx]
type = explod
trigger1 = time = 40
anim = 11000
pos = 30,-100
sprpriority = 3
bindtime = 1
removetime = 1050
postype =  left
supermove = 1
ownpal = 1
id = 11000
vel = 0,10
accel = 0,-0.4
shadow = 10,10,10
[State 3450, textbx]
type = modifyexplod
trigger1 = time = 66
anim = 11000
pos = 30,30
sprpriority = 3
bindtime = -1
removetime = 1050
postype =  left
supermove = 1
ownpal = 1
id = 11000
shadow = 10,10,10
[State 3450, box delete]
type = removeexplod
trigger1 = time = 1050
id = 11000
[State 3450, textbx]
type = explod
trigger1 = time = 1050
anim = 11001
pos = 30,30
sprpriority = 3
bindtime = 0
removetime = 100
postype =  left
supermove = 1
ownpal = 1
id = 11001
accel = 0,-0.5
shadow = 10,10,10
[State 3450, text]
type = explod
trigger1 = time = 80
anim = 11003
pos = 220,55
sprpriority = 4
postype = left
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 11000
[State 3450, face evilken]
type = explod
trigger1 = time = 85
anim = 10700
pos = 38,38
sprpriority = 5
postype = left
supermove = 1
removetime = 600
bindtime = -1
ownpal = 1
ontop = 1
id = 10700
[State 3450, face bbh]
type = explod
trigger1 = time = 685
anim = 10702
pos = 38,38
sprpriority = 5
postype = left
removetime = -1
supermove = 1
bindtime = -1
ownpal = 1
ontop = 1
id = 10702
[State 3450, face delete]
type = removeexplod
trigger1 = time = 1050
id = 10702
[State 192, 5]
type = ChangeAnim
trigger1 = time = 1050
value = 194
[State 191, 8]
type = PlaySnd
trigger1 = time = 1050
value = 2,7
[State 192, 5]
type = ChangeState
trigger1 = time = 1062
value = 11021
[State 3450, blackbx]
type = explod
trigger1 = time = 1061
anim = 12040
pos = 285,24
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12040
scale = 35,4
vel = 0, -2
[State 3450, blackbx2]
type = explod
trigger1 = time = 1061
anim = 12040
pos = 285,241
sprpriority = 3
bindtime = 1
removetime = 20
postype =  left
supermove = 1
ownpal = 1
id = 12041
scale = 35,4
vel = 0,2
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 1061
id = 12040
[State 3450, bkbox delete]
type = removeexplod
trigger1 = time = 1061
id = 12041
[Statedef 11021]
type = S
movetype = I
velset = 0,0
anim = 11020
[State 3450, groundshockwave] 
type = explod
trigger1 = Animelem = 4
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 191, 4]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,0	
volume = 255
[State 191, 5]
type = PlaySnd
trigger1 = Animelem = 4
value = 1,2
[State 191, 5]
type = EnvShake
trigger1 = Animelem = 4
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 1700, Dragon]
type = Helper
trigger1 = Animelem = 4,= 5
helpertype = normal
name = "Dragon"
id = 3
pos = -8,-30
postype = p1
stateno =1011
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 7800, 3]
type = BGPalfx
trigger1 = Animelem = 4, =5
supermove = 1
time = 99
add = 0,0,0
sinadd = -400,-400,-400,200
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 46
range = -80, 80
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 47
range = -80, 80
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(46),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1700, Geyser]
type = Helper
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
helpertype = normal
name = "Geyser"
id = 3
pos = var(47),2
postype = p1
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 3700, this means shinryuken]
type = PlaySnd
triggerall = timemod = 9,8
trigger1 = Animelem = 4, = [0,30]
channel = 3
value = 2,7
[State 191, 8]
type = PlaySnd
trigger1 = Animelem = 4,=5
value = 2,10
volume = 255
[State 192, 5]
type = ChangeState
trigger1 = time = 800
value = 0
[Statedef 11040]
type = S
movetype = I
velset = 5,0
anim = 999
[State 11040, 1]
type = ChangeAnim
trigger1 = RoundState = 0
value = 999
[State 11040, 2]
type = AssertSpecial
trigger1 = AnimTime < 1000
flag = Intro
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 11040, 6]
type = AfterImage
trigger1 = time = 50
time = 110
length = 17
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 4
Trans = Add1
[State 11040, 2]
type = Changeanim
trigger1 = Time = 50
value = 3891
[State 11040, 2]
type = posadd
trigger1 = Time = 50
x = 240
[State 11040, 2]
type = turn 
trigger1 = Time = 50
[State 11040, 2]
type = velset
trigger1 = Time = 50
x = 10
[State 11040, 2]
type = VelAdd
trigger1 = Time > 50
trigger1 = Time < 80
x = -.2
[State 11040, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=1050
flag = NoMusic
[State 11040, 8]
type = PlaySnd
trigger1 = time = 50
value = 2,4
[State 210, 3]
type = Turn
trigger1 = time = 70
[State 11040, 3]
type = Velset
trigger1 = Time = 70
x = -4
[State 11040, 2]
type = VelAdd
trigger1 = Time > 70
trigger1 = time < 103
x = .3
[State 11040, 4]
type = Velset
trigger1 = Time = 103
x = 0
[State 11040, 2]
type = Changeanim
trigger1 = Time = 103
value = 3893
[State 7800, 3]
type = BGPalfx
trigger1 = time = 53
invertall = 1
supermove = 1
time = 76
add = 0,-255,-255
sinadd = 400,400,400,245
[State 1531, 5]
type = EnvColor
trigger1 = time = 127
value = 0,0,0
time = 80
[State 1531, 5]
type = Explod
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
Anim = 9420
scale = 0.7,0.7
pos = 30, -50
random = 100,50
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
value = 6,3
[State 1531, 5]
type = Explod
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
Anim = 9300
scale = 0.7,0.7
pos = 30, -50
random = 100,50
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time >= 127
trigger1 = TimeMod = 4, 3
trigger1 = time <= 180
trigger1 = random <= 500
value = S0,100
[State 11040, 2]
type = Changeanim
trigger1 = Time = 180
value = 3892
[State 1531, 5]
type = Explod
trigger1 = time = 180
Anim = 9420
scale = 2,2
pos = 75, -60
ontop = 1
[State 1531, 5]
type = Explod
trigger1 = time = 180
Anim = 9300
scale = 2,2
pos = 75, -60
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 178
value = S7,2
[State 1531, 5]
type = PlaySnd
trigger1 = time = 178
value = S10,4
[State 11040, 2]
type = posadd
trigger1 = Time = 180
x = -30
[State 11040, 2]
type = poweradd
trigger1 = Time = 180
value = 3000
[State 11040, 5]
type = ChangeState
trigger1 = time = 300
value = 0
[Statedef 196]
type = S
movetype = I
physics = S
anim = 196
velset = 0
ctrl = 0
poweradd=  (Var(10)=0)* 200
[State 195, 5]
type = PlaySnd
trigger1 = Time = 13
value = 1,0
[State 195, 5]
type = PlaySnd
trigger1 = Time = 15
value = 3,5
[State 3450, groundshockwave] 
type = explod
trigger1 = time = 16
anim = 10050
pos = -52,4
sprpriority = -1
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 195, 5]
type = EnvShake
Trigger1 = time = 16
persistent = 0
time = 20
ampl = -5
freq = 100
phase = 10
[State 210, var(44) Defense up!]
type = varset
trigger1 = animtime = 0
v = 44
value = 1
[State 195, 5]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 41]
type    = A
physics = N
anim = 40
ctrl = 0
sprpriority = 1
[State 1300, Super D]
type = Afterimage
triggerall = var(10) = 0 && var(30) != 59
trigger1 = Time = 0
time = 15
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
Trans = Add1
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) != 59
y = -16
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 59
y = -15
[State 40, 4]
type = veladd
trigger1 = Time >= 0
y = 2.4
[State 40, 4]
type = VelSet
trigger1 = command = "holdfwd2"
trigger2 = var(30) = 59
x = 6
[State 40, 4]
type = VelSet
trigger1 = command = "holdback2" && var(30) != 59
x = -5.5
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 42]
type    = A
physics = N
anim = 40
ctrl = 0
sprpriority = 1
[State 1300, Super D]
type = Afterimage
triggerall = var(10) = 0 && var(30) != 59
trigger1 = Time = 0
time = 15
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 2
Trans = Add1
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) != 59
y = -16
[State 40, 4]
type = VelSet
trigger1 = Time = 0 && var(30) = 59
y = -15
[State 40, 4]
type = veladd
trigger1 = Time >= 0
y = 2.4
[State 40, 4]
type = VelSet
trigger1 = command = "holdfwd2"
x = 6
[State 40, 4]
type = VelSet
trigger1 = command = "holdback2" && var(30) != 59
trigger2 = var(30) = 59
x = -5.5
[State 40, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 201]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
poweradd=  (Var(10)=0)* 20
sprpriority = 2
anim = 201
[State 201, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 25
animtype = Light
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8,8
sparkno = 0
sparkxy = -10,-25
guard.sparkno = S9100
hitsound = S6,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.velocity = -1,-3
down.velocity = -1,-3
ground.cornerpush.veloff = -3
[State 201, 2]
type = PlaySnd
trigger1 = animelem = 1, =1
value = 0, 2
[State 201, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 206]
type    = S
movetype= A
physics = S
juggle  = 4
velset = 0,0
ctrl = 0
poweradd=  (Var(10)=0)* 15
sprpriority = 2
anim = 205
[State 206, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 20
animtype = Light
getpower=   (Var(10)=0)*  20,10
givepower = 15,8
guardflag = HA
hitflag = HAFD
priority = 5, Hit
pausetime = 8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 5,-75
hitsound = S6,1
guardsound = S0,100
guard.velocity = -4
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -3
air.type = Low
air.velocity = -1,-3
air.hittime = 10
down.velocity = -1,-3
ground.cornerpush.veloff = -3
[State 206, 2]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 210, var(41)Miss memory]
type = varadd
trigger1 = animtime = 0
trigger1 = movecontact = 0
v = 41
value = 1
[State 206, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 209]
type = S
movetype = A
physics = S
juggle = 10
poweradd=  (Var(10)=0)* 40
ctrl = 0
velset = 0,0
anim = 209
sprpriority = 2
[State 209, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 16
[State 209, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 20
[State 209, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 24
[State 209, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
damage    = 50
hitflag = MAFD
guardflag = MA
priority = 4, Hit
pausetime = 12,12
sparkno = 1
sparkxy = -5,-55
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
guard.velocity = -6
air.velocity = -3,-4
down.velocity = -5,-3
ground.cornerpush.veloff = -5
[State 209, AttackVoice]
type = PlaySnd
trigger1 = animelem = 2, =1
value = 4, 8
volume = 25
channel = 0
[State 209, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2, =1
value = 0, 3
[State 209, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 210]
type    = S
movetype= A
physics = S
juggle  = 5
poweradd=  (Var(10)=0)* 30
ctrl = 0
velset = 0,0,0
anim = 210
sprpriority = 2
[State 210, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 20
[State 210, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 23
[State 210, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 26
[State 210, var(2) reset]
type = varset
trigger1 = time = 0
v = 2
value = 0
[State 210, var(2) add]
type = varadd
trigger1 = command = "c"
v = 2
value = 1
[State 210, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3
[State 210, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
getpower=   (Var(10)=0)*  20,15
givepower = 15,8
damage    = 50
hitflag = MAFD
guardflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-50
hitsound   = S6,4
guardsound = S0,100
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -3
guard.velocity = -6
air.velocity = -2,-3.5
air.hittime = 15
down.velocity = -2,-3
ground.cornerpush.veloff = -3
[State 210, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 15
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-75
hitsound = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
guard.velocity = -6
air.type = Low
air.velocity = -2,-3.5
air.hittime = 15
down.velocity = -2,-3
ground.cornerpush.veloff = -3
[State 210, 4]
type = PosAdd
trigger1 = Time < 6
x = 2
[State 210, 8]
type = posadd
trigger1 = animtime = 0
x = 20
[State 210, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 215]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 215
poweradd=  (Var(10)=0)* 50
sprpriority = 2
[State 215, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 35
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 10,-70
hitsound = S6,3
guardsound = S0,100
ground.type = high
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4
guard.velocity = -6
air.type = low
air.velocity = -3,-3.5
air.hittime = 15
down.velocity = -3,-3
ground.cornerpush.veloff = -4
[State 215, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 3
[State 215, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 220]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd=  (Var(10)=0)* 70
ctrl = 0
velset = 0,0
anim = 220
sprpriority = 2
[State 220, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 20
[State 220, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 23
[State 220, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 26
[State 220, w4]
type = width
trigger1 = animelem = 4, >= 0
value = 29
[State 220, w5]
type = width
trigger1 = animelem = 5, >= 0
value = 32
[State 220, RoundHouse]
type = PlaySnd
trigger1 = animelem = 5
value = 4, 10
channel = 0
[State 220, 1]
type = PlaySnd
trigger1 = animelem = 5
value = 0, 4
[State 220, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype  = Heavy
getpower=   (Var(10)=0)*  60,30
givepower = 40,20
damage    = 100
hitflag = MAFD
guardflag = MA
priority = 3, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 5,-50
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
guard.velocity = -6
air.velocity = -3,-4
down.velocity = -5,-3
ground.cornerpush.veloff = -6
[State 220, 4]
type = PosAdd
trigger1 = Time < 4
x = 2
[State 220, 5]
type = PosAdd
trigger1 = animtime = 0
x = 20
[State 220, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 225];---------------------------
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 240;255
poweradd=  (Var(10)=0)* 80
sprpriority = 2
[State 240, WhiffSound]
type = posadd
trigger1 = time = 0
x = 10
[State 225, 1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 110
animtype = Heavy
getpower=   (Var(10)=0)*  40,20
givepower = 30,15
guardflag = MA
hitflag = HAFD
priority = 3, Hit
pausetime = 12,12
sparkno = 3
guard.sparkno = S9100
sparkxy = 0,-75
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
guard.velocity = -6
air.type = Low
air.velocity = -3,-4
down.velocity = -3,-3
ground.cornerpush.veloff = -5
fall = 1
[State 225, Fierce]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 11
channel = 0
[State 225, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4
[State 225, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 230]
type    = S
movetype= A
physics = S
juggle  = 10
velset = 0,0
ctrl = 0
anim = 230
poweradd=  (Var(10)=0)* 80
sprpriority = 2
[State 240, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 90
animtype = Heavy
getpower=   (Var(10)=0)*  60,30
givepower = 30,20
guardflag = MA
hitflag = HAFD
priority = 4, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 0,-75
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5
air.type = Low
air.velocity = -3.0,-5
down.velocity = -3,-3
ground.cornerpush.veloff = -5
[State 240, WhiffSound]
type = PlaySnd
trigger1 = animelem = 2
value = 0,4
[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 240]
type    = S
movetype= A
physics = S
juggle  = 5
velset = 0,0
ctrl = 0
anim = 225
poweradd=  (Var(10)=0)* 70
sprpriority = 2
[State 240, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 35
animtype = Medium
getpower=   (Var(10)=0)*  60,30
givepower = 30,20
guardflag = MA
hitflag = HAFD
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-65
hitsound = S6,3
guardsound = S0,100
ground.type = low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2,-4
air.hittime = 15
down.velocity = -2,-3
ground.cornerpush.veloff = -3
[State 240, 2]
type = PlaySnd
trigger1 = Time = 0
value = 0, 4
[State 240, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 250]
type    = S
movetype= A
physics = S
juggle  = 10
poweradd=  (Var(10)=0)* 120
ctrl = 0
velset = 0,0
anim = 250
sprpriority = 2
[State 250, PrevCheck]
type = ChangeAnim
trigger1 = prevstateno = 210
value = 250
elem = 3
persistent = 0
[State 250, w1]
type = Width
trigger1 = time <= 5
value = 25
[State 250, w2]
type = Width
trigger1 = time = [6,10]
value = 30
[State 250, w3]
type = Width
trigger1 = time = [11,15]
value = 35
[State 250, w4]
type = Width
trigger1 = time = [15, 23]
value = 40
[State 250, Whiff]
type = PlaySnd
trigger1 = AnimElem = 5
value = 0, 4
[State 250, Attack Sound]
type = PlaySnd
trigger1 = AnimElem = 5
value = 4, 7
channel = 0
[State 250, 2]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Heavy
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
damage    = 100, 10
hitflag = MAFD
guardflag = MA
priority = 4, Hit
pausetime = 14,14
sparkxy = 0,-55
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 30
ground.hittime  = 25
ground.velocity = -5, -2.5
air.velocity = -5,-2.5
fall = 1
fall.recover = 0
yaccel = .25
down.velocity = -5,-3
ground.cornerpush.veloff = -5
[State 250, 4]
type = PosAdd
trigger1 = time = [16,21]
x = 4
[State 250, 5]
type = PosAdd
trigger1 = animtime = 0
x = 12
[State 250, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 275]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
velset = 0,0
anim = 270
sprpriority = 2
Special cancelling
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 270, width]
type = width
trigger1 = 1
value = 15
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 1
x = 16
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 2
x = 7
[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 271
[Statedef 271]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -3
sprpriority = 2
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 3
[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.20
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 11
value = 0, 4
volume = 25
[State 271, AttackVoice2]
type = PlaySnd
trigger1 = animelem = 9
value = 4, 0
channel = 0
[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
damage    = 70
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 7,12
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -8
air.velocity = -4,-4
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 12
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = heavy
damage    = 70
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = high
ground.slidetime = 5
ground.hittime  = 10
ground.velocity = -6, -6
air.velocity = -6,-5
air.type = low
fall = 1
fall.recover = 0
[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= -5
value = 272
[Statedef 272]
type = S
movetype = I
physics = S
velset = 2, 0
anim = 271
[State 272, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 272, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -15
[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 273]
type = S
movetype = I
physics = S
velset = 2, 0
anim = 3872
[State 272, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 270]
type    = S
movetype= A
physics = N
juggle = 10
velset = 0, 0
sprpriority = 2
anim = 3956
ctrl = 0
Special cancelling
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 4,8
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 6
value = 0, 4
volume = 25
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 7
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = Up
damage    = 70
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 10,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 5
ground.hittime  = 10
air.hittime = 40
ground.velocity = 1, -9
air.velocity = 1,-9
fall.recovertime = 100
air.type = High
fall.recover = 0
[State 271, 9]
type = ChangeState
trigger1 = Animtime = 0
value = 0
ctrl = 1
[Statedef 280]
type    = S
movetype= A
physics = S
juggle = 8
velset = 0, 0
sprpriority = -2
anim = 12130
ctrl = 0
Special cancelling
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4
volume = 25
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, width]
type = posadd
trigger1 = time =0
x = -9
[State 271, width]
type = velset
trigger1 = Animelem = 3
x = 2
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = hard
damage    = 50
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 7,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 40
ground.velocity = 1, 0
air.velocity = 1,-3
fall.recovertime = 100
air.type = High
fall.recover = 0
sprpriority = -2
[State 271, 9]
type = Varset
trigger1 = time = 0
v = 49
value = 0
[State 271, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
v = 49
value = 1
[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) >= 1
value = 281
ctrl = 0
[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) = 0
value = 250
ctrl = 0
 
[Statedef 281]
type    = S
movetype= A
physics = S
juggle = 0
velset = 0, 0
sprpriority = -2
anim = 12132
ctrl = 0
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4
volume = 25
[State 271, width]
type = velset
trigger1 = Animelem = 3
x = 2
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
getpower=   (Var(10)=0)*  70,35
givepower = 40,20
animtype = hard
damage    = 50
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 7,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 40
ground.velocity = 1, 0
air.velocity = 1,-3
fall.recovertime = 100
air.type = High
fall.recover = 0
sprpriority = -2
[State 271, 9]
type = Varset
trigger1 = time = 0
v = 49
value = 0
[State 271, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
v = 49
value = 1
[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) >= 1
value = 282
ctrl = 0
[State 271, 9]
type = ChangeState
triggerall = Animtime = 0
trigger1 = var(49) = 0
value = 250
ctrl = 0
 
[Statedef 282]
type    = A
movetype= A
physics = N
juggle = 0
velset = 5, -4
sprpriority = -2
anim = 12133
ctrl = 0
[State 271, width]
type = posadd
trigger1 = time =0
x = 5
y = -5
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 4
volume = 25
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 1002, charge sound]
type = playsnd
trigger1 = animelem = 1
value = 4,8
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 5
attr = S, NA
getpower=   (Var(10)=0)*  80,35
givepower = 40,20
animtype = hard
damage    = 120
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 30
ground.hittime  = 30
air.hittime = 40
ground.velocity = -9, -4
air.velocity = -9,-4
fall.recovertime = 100
air.type = High
fall.recover = 0
fall = 1
sprpriority = -2
[State 271, 9]
type = Veladd
trigger1 = time >= 0
y = 0.44
x = -0.1
[State 271, 9]
type = Varset
trigger1 = time = 0
v = 49
value = 0
[State 271, 9]
type = Varset
triggerall = time > 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
v = 49
value = 1
[State 271, 9]
type = ChangeState
triggerall = time > 8
trigger1 = pos Y >= -5
value = 1803
ctrl = 0
 
[Statedef 400]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 400
poweradd=  (Var(10)=0)* 20
sprpriority = 2
[State 400, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype = Light
getpower=   (Var(10)=0)*  20,10
givepower = 15,8
guardflag = L
hitflag = MFD
priority = 5, Hit
pausetime =8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 0,-5
hitsound = S6,2
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2
down.velocity = -1,-3
[State 400, WhiffSound]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1
[State 400, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 405]
type    = C
movetype= A
physics = C
juggle  = 1
ctrl = 0
anim = 405
poweradd=  (Var(10)=0)* 15
sprpriority = 2
[State 405, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 20
animtype = Light
getpower=   (Var(10)=0)*  20,10
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 5, Hit
pausetime = 8,8
sparkno = 0
guard.sparkno = S9100
sparkxy = 0,-48
hitsound = S6,1
guardsound = S0,100
ground.type = Low
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -2
air.velocity = -2,-3
air.hittime = 10
down.velocity = -2,-3
[State 405, whiffsound]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1
[State 405, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 410]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 412
poweradd=  (Var(10)=0)* 60
sprpriority = 2
[State 410, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = L
hitflag = MFD
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-5
hitsound = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -3
down.velocity = 0,-3
[State 410, Whiff]
type = PlaySnd
trigger1 = Time = 3
value = 0, 3
[State 410, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 415]
type    = C
movetype= A
physics = C
juggle  = 5
ctrl = 0
anim = 415
poweradd=  (Var(10)=0)* 40
sprpriority = 2
[State 415, 1]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 50
animtype = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
guardflag = MA
hitflag = MAFD
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-50
hitsound = S6,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -3
air.velocity = -2,-3.5
air.hittime = 15
down.velocity = -2,-3
[State 415, Whiff]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 3
[State 415, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 420]
type    = C
movetype= A
physics = C
juggle  = 4
poweradd=  (Var(10)=0)* 90
ctrl = 0
anim = 420
sprpriority = 2
[State 420, 2]
type = PlaySnd
trigger1 = animelem = 2
value = 0, 4
[State 420, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 85
getpower=  (Var(10)=0)* 40,20
givepower = 30,15
hitflag = MFD
guardflag = L
priority = 3, Hit
pausetime = 12,12
sparkxy = 0,-10
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-3
air.velocity = 0, -2
guard.velocity = -2
fall = 1
down.velocity = -2,-2
[State 420, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 425]
type    = C
movetype= A
physics = C
juggle  = 4
ctrl = 0
anim = 425
poweradd=  (Var(10)=0)* 80
sprpriority = 2
[State 425, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 55
animtype = Up
getpower=   (Var(10)=0)*  50,25
givepower = 30,15
guardflag = MA
hitflag = MAFD
priority = 3, Hit
pausetime = 12,12
sparkno = 2
guard.sparkno = S9100
sparkxy = 0,-60
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-11
air.type = High
air.velocity = -0,-10
fall.recover = 0
air.fall = 0
fall = 0
air.recover = 0
air.juggle = 4
down.velocity = 0,-12
[State 425, Whiff]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 4
[State 425, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 600]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 15
ctrl = 0
anim = 600
sprpriority =2
[State 600, Whiff]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 1
[State 600, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 15
getpower=  (Var(10)=0)* 10
givepower = 10
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkno = 0	
guard.sparkno = S9100
sparkxy = 0,-40
hitsound   = S6,2
guardsound = S0,100
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.type = low
air.velocity = -2,(vel Y)
air.hittime = 10
air.juggle = 4
[Statedef 603]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 15
ctrl = 0
anim = 603
sprpriority = 2
[State 603, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 603, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 12
getpower=  (Var(10)=0)* 10
givepower = 10
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkxy = 0,-70
sparkno = 0
guard.sparkno = S9100
hitsound   = S6,2
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -2,-4
air.hittime = 10
air.juggle = 4
fall.recovertime = 20
[Statedef 605]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 15
ctrl = 0
anim = 605
sprpriority = 2
[State 605, 1]
type = PlaySnd
trigger1 = Time = 1
value = 0, 1
[State 605, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 15
getpower=  (Var(10)=0)* 10
givepower = 10
guardflag = HA
hitflag = MAF
priority = 5, Hit
pausetime = 8,8
sparkxy = 0,-50
sparkno = 0
guard.sparkno = S9100
hitsound   = S6,1
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -2,(vel Y)
air.hittime = 10
air.juggle = 4
fall.recovertime = 20
[Statedef 610]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 40
ctrl = 0
anim = 610
sprpriority = 2
[State 610, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 3
[State 610, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = A, NA
damage    = 70
getpower=  (Var(10)=0)* 50
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-51
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -3,(vel Y)
air.hittime = 15
air.juggle = 4
fall.recovertime = 20
[Statedef 613]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 40
ctrl = 0
anim = 623
sprpriority = 2
[State 613, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 613, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage    = 70
getpower=  (Var(10)=0)* 50
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = Low
air.velocity = -2,-5.5
air.juggle = 4
fall.recovertime = 20
[Statedef 615]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 50
ctrl = 0
anim = 615
sprpriority = 2
[State 615, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 2
[State 615, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 60
getpower=  (Var(10)=0)* 40
givepower = 25
guardflag = HA
hitflag = MAF
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-60
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,3
guardsound = S0,100
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -4
air.type = low
air.velocity = -3,(vel Y)
air.juggle = 4
fall.recovertime = 20
[Statedef 620]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 80
ctrl = 0
anim = 620
sprpriority = 2
[State 620, Whiff]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 625, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 100
getpower=  (Var(10)=0)* 30
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14,14
sparkxy = 0,-50
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -7,3
air.type = Low
airguard.velocity = -4,-4
air.fall = 1
fall.xvelocity = -3
fall.damage = 10
air.juggle = 4
[Statedef 623]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 80
ctrl = 0
anim = 626
sprpriority = 2
[State 623, Whiff]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 625, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 100
getpower=  (Var(10)=0)* 30
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14,14
sparkxy = -10,-51
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4
air.velocity = -10, -2
airguard.velocity = -4, -4
air.type = low
air.fall = 1
fall.xvelocity = -3
fall.damage = 10
air.juggle = 4
[Statedef 625]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 80
ctrl = 0
anim = 625
sprpriority = 2
[State 625, 2]
type = PlaySnd
trigger1 = Time = 2
value = 0, 4
[State 625, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, NA
damage    = 100
getpower=  (Var(10)=0)* 30
givepower = 40
guardflag = HA
hitflag = MAF
priority = 3, Hit
pausetime = 14,14
sparkxy = 0,-60
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -5
air.velocity = -7.5,5
airguard.velocity = -4,-4
air.type = low
air.fall = 1
fall.xvelocity = -5
fall.damage = 10
air.juggle = 4
[Statedef 700]
type = S
movetype = A
physics = S
poweradd=  (Var(10)=0)* 70
ctrl = 0
anim = 700
velset = 0,0
sprpriority = 2
[State 700, AttackSound]
type = PlaySnd
trigger1 = Time = 10
value = 4,0
channel = 0
[State 700, w1]
type = Width
trigger1 = time <= 15
value = 18
[State 700, w2]
type = Width
trigger1 = time > 15
trigger1 = time <= 20
value = 22
[State 700, w3]
type = Width
trigger1 = time > 20
trigger1 = time <= 25
value = 25
[State 700, 2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, SA
animtype  = Medium
getpower=   (Var(10)=0)*  30,15
givepower = 15,8
damage    = 50
hitflag = MA
guardflag = HA
priority = 4, Hit
pausetime = 10,10
sparkxy = 0,-50
sparkno = 1
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -3,-3.5
air.hittime = 15
[State 700, 3]
type = HitDef
trigger1 = AnimElem = 10
attr = S, SA
damage    = 30
animtype = Medium
getpower=   (Var(10)=0)*  30,15
guardflag = HA
hitflag = MA
priority = 4, Hit
pausetime = 10,10
sparkno = 1
guard.sparkno = S9100
sparkxy = 0,-20
hitsound = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.type = Low
air.velocity = -3,-3.5
air.hittime = 15
[State 700, 4]
type = PosAdd
trigger1 = Time = [17,24]
x = 2.5
[State 700, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 720]
type    = A
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
velset =2,-1
anim = 3870
sprpriority = 2
[State 271, PosAdd]
type = Posadd
trigger1 = time = 0
y = -17
[State 270, AttackVoice1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,7
channel = 0
[State 270, whiff]
type = PlaySnd
trigger1 = animelem = 3
value = 0,4
channel = 0
[State 270, width]
type = width
trigger1 = 1
value = 15
[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 2
y = -12
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 1
x = 3
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
x = 4
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
y = -1
[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 3
value = 721
[Statedef 721]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -2
sprpriority = 2
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 4
y = 18
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 4
x = 1
[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 3
[State 271, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 271, AttackVoice2]
type = PlaySnd
trigger1 = animelem = 9
value = 4, 0
channel = 0
[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 60,15
hitflag = MAF
guardflag = HA
priority = 4, Hit
pausetime = 13,8
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,6
guardsound = S0,100
ground.type = high
ground.slidetime = 14
ground.hittime  = 10
ground.velocity = -5
air.velocity = -5,-4
[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 6
value = 52
[Statedef 750]
type = S
movetype = A
physics = S
poweradd=  (Var(10)=0)* 45
ctrl = 0
anim = 750
velset = 0
sprpriority = 2
[State 750, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3
[State 750, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 60
anim = Medium
priority = 4, Hit
guardflag = HAF
hitflag = MA
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
pausetime = 10,10
getpower=   (Var(10)=0)*  30
givepower = 15
hitsound   = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -5
air.velocity = -4,-4
air.hittime = 15
[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 900]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 900
sprpriority = 2
[State 900, 2]
type = HitDef
trigger1 = time < 1
trigger1 = P2BodyDist X <= 20
attr = S, NT   
p2facing = 1
p1facing = ifelse(command = "holdfwd",-1,1)
hitflag = M-
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 920
p2stateno = 925
p2getp1state = 1
fall = 1
[State 900, grabmiss]
type = playsnd
trigger1 = animelem = 4
value = 1, 10
persistent = 0
channel = 0
[State 900, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 905]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 900
sprpriority = 2
[State 905, 2]
type = HitDef
trigger1 = time < 1
trigger1 = P2BodyDist X <= 20
attr = S, NT   
p2facing = 1
p1facing = ifelse(command = "holdback",-1,1)
hitflag = M-
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 930
p2stateno = 935
p2getp1state = 1
fall = 1
[State 905, grabmiss]
type = playsnd
trigger1 = animelem = 4
value = 1, 10
persistent = 0
[State 905, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 920]
type = S
movetype = A
physics = S
anim = 920
velset = 0,0
sprpriority = 2
[State 920, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1
[State 920, CloseRH]
type = PlaySNd
trigger1 = time = 0
value = 4,8
channel = 0
[State 920, T1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 40, 0
[State 920, Edge]
type = Width
trigger1 = animelemtime(2) >= 0 && animelemtime(12) < 0
edge = 50, 40
[State 920, T2]
type = TargetBind
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 10, 0
[State 920, T3]
type = targetbind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
trigger2 = animelemtime(7) >= 0 && animelemtime(8) < 0
trigger3 = animelemtime(11) >= 0 && animelemtime(12) < 0
pos = 0, -60
[State 920, T4]
type = targetbind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
trigger2 = animelemtime(8) >= 0 && animelemtime(9) < 0
trigger3 = animelemtime(12) >= 0 && animelemtime(13) < 0
pos = -28, -77
[State 920, T5]
type = TargetBind
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
trigger2 = animelemtime(9) >= 0 && animelemtime(10) < 0
trigger3 = animelemtime(13) >= 0 && animelemtime(14) < 0
pos = 10,-5
[State 920, T6]
type = TargetBind
trigger1 = animelemtime(6) >= 0 && animelemtime(7) < 0
trigger2 = animelemtime(14) >= 0 && animelemtime(15) < 0
pos = 25,0
[State 920, 3]
type = VelSet
trigger1 = AnimElem = 3
y = -2.4
[State 920, PosAdd]
type = PosAdd
trigger1 = Time = [23,64] 
x = -4
[State 920, 4]
type = VelAdd
trigger1 = time = [29,59]
y = 0.17
[State 920, 6]
type = VelSet
trigger1 = animElem = 15
x = 0
y = 0
[State 920, 7]
type = PosSet
trigger1 = animElem = 15
y = 0
[State 920, 8]
type = envshake
trigger1 = animelem = 15
time = 15
ampl = -2
freq = 120
[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4 || animelem = 7 || animelem = 11 || animelem = 15
value = 0,4
[State 920, T11]
type = TargetBind
trigger1 = animelemtime(15) >= 00 && animelemtime(16) < 0
pos = -10,-50
[State 920, ThrowVoice]
type = PlaySnd
trigger1 = AnimElem = 15
value = 0,10
channel = 0
[State 920, TargetState]
type = TargetState
trigger1 = ANimElem = 16
value = 926
[State 920, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 16
value = -150
[State 920, Turn]
type = Turn
trigger1 = AnimTime = 0
value = 1
[State 920, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 925]
type = A
movetype = H
physics = N
sprpriority = 0
[State 925, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 925, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 925
[Statedef 926]
type = A
movetype = H
physics = N
sprpriority = 1
[State 926, 1]
type = PosAdd
trigger1 = time = 0
y = -10
x = 10
[State 926, 2]
type = VelSet
trigger1 = time = 0
x = 5
y = -3
[State 926, 4]
type = SelfState
trigger1 = time = 4
value = 5050
[Statedef 930]
type = S
movetype = A
physics = S
anim = 930
velset = 0,0
sprpriority = 2
[State 930, TimeCountVar]
type = VarSet
trigger1 = time = 0 && var(3) = 0
v = 3
value = 0
[State 930, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1
[State 932, TimeCount]
type = VarAdd
trigger1 = target, command = "a" || target, command = "b" || target, command = "c"
trigger2 = target, command = "x" || target, command = "y" || target, command = "z"
v = 3
value = 8
[State 930, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[State 930, ChangeState]
type = ChangeState
trigger1 = command = "a" || command = "b" || command = "c"
trigger1 = animelemtime(2) < 0
trigger2 = Var(30) = 59 && p2life > 0
trigger2 = animelemtime(2) < 0
value = 932
[State 930, Edge]
type = Width
trigger1 = animelemtime(1) >= 0
edge = 65,0
[State 930, T1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 45, 0
[State 930, T2]
type = TargetBind
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 45, -5
[State 930, T3]
type = targetbind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 45, -10
[State 930, FierceVoice]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 11
channel = 0
[State 930, T4]
type = targetbind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 45, -15
[State 930, HitSound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,4
[State 930, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -30
[State 930, HitCountAdd]
type = HitAdd
trigger1 = animelem = 4 && var(3) > 30
value = 1
[State 930, HitSpark]
type = Explod
trigger1 = AnimElem = 4
id = 930
anim = F2
pos = 60,-55
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[STate 930, T5]
type = targetbind
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 50, -5
[State 930, T6]
type = TargetBind
trigger1 = animelem = 6, >= 0
pos = 45, 0
[State 930, TargetState]
type = TargetState
trigger1 = animtime = 0 && var(3) >= 160
value = 936
[State 930, 9]
type = ChangeState
trigger1 = animtime = 0 && var(3) >= 160
value = 931
[Statedef 932]
type = S
movetype = A
physics = S
anim = 932
velset = 0,0
sprpriority = 2
[State 932, TargetStateChange]
type = Targetstate
trigger1 = time = 0
value = 937
[State 932, TimeCount]
type = VarAdd
trigger1 = 1
v = 3
value = 1
[State 932, TimeCount]
type = VarAdd
trigger1 = target, command = "a" || target, command = "b" || target, command = "c"
trigger2 = target, command = "x" || target, command = "y" || target, command = "z"
v = 3
value = 8
[State 932, 1]
type = NotHitBy
trigger1 = 1
value = SCA
[State 932, FlashingFX]
type = PalFx
trigger1 = timemod = 3,0
add = 48,48,48
time = 2
[State 932, Edge]
type = Width
trigger1 = animelemtime(1) >= 0
edge = 65,0
[State 932, T1]
type = TargetBind
trigger1 = animelemtime(2) < 0
pos = 45, 0
[State 932, T2]
type = TargetBind
trigger1 = animelemtime(2) >= 0 && animelemtime(3) < 0
pos = 45, -5
[State 932, T3]
type = targetbind
trigger1 = animelemtime(3) >= 0 && animelemtime(4) < 0
pos = 45, -10
[State 932, FierceVoice]
type = PlaySnd
trigger1 = animelem = 3
value = 4, 11
channel = 0
[State 932, T4]
type = targetbind
trigger1 = animelemtime(4) >= 0 && animelemtime(5) < 0
pos = 45, -15
[State 932, HitSound]
type = PlaySnd
trigger1 = AnimElem = 4
value = 6,4
[State 932, LifeMinus]
type = targetlifeadd
trigger1 = AnimElem = 4
value = -30
[State 932, HitCountAdd]
type = HitAdd
trigger1 = animelem = 4 && var(3) > 30
value = 1
[State 932, HitSpark]
type = Explod
trigger1 = AnimElem = 4
id = 930
anim = F2
pos = 60,-55
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[STate 932, T5]
type = targetbind
trigger1 = animelemtime(5) >= 0 && animelemtime(6) < 0
pos = 50, -5
[State 932, T6]
type = TargetBind
trigger1 = animelem = 6, >= 0
pos = 45, 0
[State 932, TargetState]
type = TargetState
trigger1 = animtime = 0
value = ifelse(var(3)>= 160, 936,935)
[State 932, 9]
type = ChangeState
trigger1 = animtime = 0
value = ifelse(var(3)>= 160, 931,930)
[Statedef 931]
type = S
movetype = I
physics = S
anim = 931
velset = 0,0
sprpriority = 2
[State 931, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA
time = 1
[State 931, ResetVar(3)]
type = VarSet
trigger1 = time = 0
v = 3
value = 0
[State 931, HitSpark]
type = Explod
trigger1 = AnimElem = 2
id = 930
anim = F2
pos = 60,-55
postype = p1
removetime = -2
sprpriority = 3
ownpal = 1
[State 930, HitSound]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6,4
[State 931, FRoundhouse]
type = PlaySNd
trigger1 = time = 2
value = 0,10
channel = 0
[State 931, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 935]
type = A
movetype = H
physics = N
[State 932, FlashingFX]
type = PalFx
triggerall = timemod = 3,0
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
add = 48,48,48
time = 2
[State 935, 0]
type = sprpriority
trigger1 = time = 0
value = -1
[State 935, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 935
[Statedef 937]
type = A
movetype = H
physics = N
[State 932, FlashingFX]
type = PalFx
triggerall = timemod = 3,0
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = command = "x" || command = "y" || command = "z"
add = 48,48,48
time = 2
[State 937, 0]
type = sprpriority
trigger1 = time = 0
value = -1
[State 937, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 937
[Statedef 936]
type = A
movetype = H
physics = N
[State 936, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 936
[State 936, 1]
type = PosAdd
trigger1 = time = 7
y = -60
x = -20
[State 936, 2]
type = VelSet
trigger1 = time = 6
x = -1
y = -5
[State 936, 5]
type = PosAdd
trigger1 = time = 12
y = 30
[State 936, 6]
type = SelfState
trigger1 = time = 12
value = 5050
[Statedef 950]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 950
[State 950, 2]
type = HitDef
trigger1 = 1
trigger1 = P2BodyDist X <= 20
trigger1 = P2BodyDist Y <= 10
attr = A, NT   
p2facing = 1
hitflag = AF
pausetime = 0,0
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 955
p2stateno = 960
p2getp1state = 1
fall = 1
[State 950, grabmiss]
type = playsnd
trigger1 = animelem = 3
value = 1, 10
persistent = 0
[State 950, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 955]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
ctrl = 0
anim = 955
[State 4000, 2]
type = turn
trigger1 = time = 0
trigger1 = Vel X > 0
[State 4000, 2]
type = VelAdd
trigger1 = Time >= 8
trigger1 = Pos Y < 0
y = 0.35
[State 4000, 2]
type = posfreeze
trigger1 = Time < 8
value = 1
[State 2206, 2]
type = Velset
trigger1 = Pos Y >= 0 && time >= 8
trigger1 = Vel Y > 0
y = 0
x = -5
[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 1
pos = 20,0
time = 4
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 20,0
time = 4
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 3
pos = -15,-60
time = 5
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -15,-5
time = 5
       
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 5,-10
time = 5
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 15,-70
time = 5
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 7
pos = -15,-60
time = 3
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 8
pos = -15,-5
time = 3
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 9
pos = 5,-10
time = 3
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 10
pos = 15,-70
time = 3
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 11
pos = -15,-60
time = 2
       
[State 210, 3]
type = TargetBind       
trigger1 = AnimElem = 12
pos = -15,-5
time = 2
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 13
pos = 5,-10
time = 2
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 14
pos = 15,-70
time = 2
[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 15
pos = 15,-115
time = 3
[State 4000, 2]
type = targetbind
trigger1 = AnimElem = 16
pos = -50,-50
time = 2
[State 4000, 2]
type = posset
trigger1 = AnimElem = 15
y = 0
[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4 || animelem = 7 || animelem = 11 || animelem = 15
value = 0,4
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1
[State 920, CloseRH]
type = PlaySNd
trigger1 = time = 0
value = 4,8
channel = 0
[State 920, CloseRH]
type = PlaySNd
trigger1 = animelem = 15
value = 0,10
channel = 0
[State 4000, 2]
type = targetstate
trigger1 = AnimElem = 16
value = 961
[State 4000, 2]
type = targetlifeadd
trigger1 = AnimElem = 16
value = -130/Var(22)
[State 4000, 2]
type = targetDrop
trigger1 = AnimElem = 16,1
[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 16
value = 1
[State 2206, 2]
type = Velset
trigger1 = AnimElem = 16
x = 0
[State 2206, 2]
type = Turn
trigger1 = AnimTime = 0
[State 210, 3]
type = posset
trigger1 = time = 86
y = 0
[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 960]
type    = A
movetype= H
physics = N
[State 4000, 2]
type = turn
trigger1 = time = 0
trigger1 = Vel X < 0
[State 2206, 2]
type = Velset
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
y = 0
[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 960
[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1
[Statedef 961]
type    = A
movetype= H
physics = N
[State 325, 0]
type = velset
trigger1 = time = 0
x = 5
y = -5
[State 325, 0]
type = Posadd
trigger1 = AnimElem = 18
y = 20
[State 325, 0]
type = Veladd
trigger1 = time >= 0
y = 0.35
[State 926, 4]
type = SelfState
trigger1 = time = 4
value = 5050
[Statedef 970]
type    = A
movetype= A
physics = A
juggle  = 4
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 950
[State 950, 2]
type = HitDef
trigger1 = 1
trigger1 = P2BodyDist X <= 20
trigger1 = P2BodyDist Y <= 10
attr = A, NT   
p2facing = 1
hitflag = AF
priority = 2, Miss
sparkno = -1
hitsound = S0,8
p1stateno = 971
p2stateno = 975
p2getp1state = 1
fall = 1
[State 950, grabmiss]
type = playsnd
trigger1 = animelem = 3
value = 1, 10
persistent = 0
[State 950, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1
[Statedef 971]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 971
[State 210, 3]
type = Playsnd
trigger1 = time = 0
value = 4,8
[State 200, 7]
type = Playsnd
trigger1 = AnimElem = 4
value = 0,4
[State 210, 3]
type = posadd
trigger1 = AnimElem = 4
x = 15
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 1 || animelem = 2
pos = 20,0
time = 4
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 4
pos = -20,-70
time = 4
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 5
pos = 0,-80
time = 5
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 6
pos = 10,-60
time = 99
[State 210, 3]
type = sprpriority
trigger1 = AnimELem = 6
value = -1
[State 210, 3]
type = PosFreeze
trigger1 = time < 10
[State 210, 3]
type = Velset
trigger1 = time = 10
y = -4
[State 210, 3]
type = Velset
trigger1 = time = 10
x = 2.8
[State 210, 3]
type = VelAdd
trigger1 = time > 10
y = 0.35
[State 2206, 2]
type = ChangeState
trigger1 = Pos Y >= 0
trigger1 = Vel Y > 0
value = 972
[Statedef 972]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd= 0
velset = 0,0
ctrl = 0
anim = 972
[State 210, 3]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 3,8
channel = 0
[State 210, 3]
type = Playsnd
trigger1 = AnimElem = 2,-1
value = 6,6
[State 191, 4]
type = EnvShake
Trigger1 = AnimElem = 2,-1
persistent = 0
time = 10
ampl = -5
freq = 100
phase = 10
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 1
pos = 28,-30
time = 2
[State 210, 3]
type = TargetState
trigger1 = time = 0
value = 976
[State 210, 3]
type = sprpriority
trigger1 = AnimElem = 4
value = 0
[State 210, 3]
type = PosFreeze
trigger1 = time >= 0
[State 210, 3]
type = TargetLifeAdd
trigger1 = AnimElem = 2
value = -100/Var(22)
[State 1531, 5]
type = HitAdd
trigger1 = AnimElem = 2
value = 1
[State 200, 4]
type = Explod
trigger1 = AnimElem = 2
persistent = 0
anim = F3
pos = 10,10
postype = p2
supermove = 1
sprpriority = 2
bindtime = 1
ignorehitpause = 1
ownpal = 1
[State 210, 3]
type = TargetBind
trigger1 = AnimElem = 2
pos = 30,-20
time = 8
[State 210, 3]
type = posset
trigger1 = animtime = 0
y = 0
[State 2206, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1
[Statedef 975]
type    = A
movetype= H
physics = N
[State 210, 3]
type = PosFreeze
trigger1 = time <= 10
[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0
[State 3545, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 975
[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = -1
[State 210, 3]
type = sprpriority
trigger1 = AnimElem = 4
value = 1
[Statedef 976]
type    = A
movetype= H
physics = N
[State 325, 0]
type = velset
trigger1 = time = 0
x = 0
y = 0
[State 210, 3]
type = ChangeAnim2
trigger1 = time = 0
value = 976
[State 210, 3]
type = sprpriority
trigger1 = time = 0
value = 1
[State 210, 3]
type = PosFreeze
trigger1 = time > 2
trigger1 = time <= 12
[State 210, 3]
type = ChangeState
trigger1 = animtime = 0
value = 977
[Statedef 977]
type    = A
movetype= H
physics = N
velset = -6,-4
[State 5050, 1] 
type = ChangeAnim
trigger1 = AnimTime = 0
trigger2 = Time = 0     
trigger2 = Anim != 5035
value = 5050
[State 5050, 3]
type = VelAdd
trigger1 = Time >= 0
y = .35
[State 5050, 6]
type = sELFState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 25
value = 5020
[Statedef 1000]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = 3
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1006
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1003]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1006
ownpal = 1
pausemovetime = 9999
size.xscale = 1.1
size.yscale = 1.1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = 3
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1000, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1001]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = 3
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1007
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1001, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1004]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = 3
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1001, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1007
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1001, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1001, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1002]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1002, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = 3
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1008
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1002, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1005]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1000
velset = 0,0
sprpriority = 2
juggle = 15
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 5,0
postype = p1
sprpriority = -4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 3885, SuperLight] 
type = Explod
trigger1 = Animelem = 3
anim = 4803
pos = 6,1
postype = p1
sprpriority = 3
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
[State 1002, HadokenVoice]
type = PlaySnd
trigger1 = Time = 2
value = 4, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 3
pos = 95, -56
postype = p1
stateno =1008
ownpal = 1
pausemovetime = 9999
size.xscale = 1.1
size.yscale = 1.1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1002, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 50
[State 1002, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 1016]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1018
velset = 2,2
sprpriority = 5
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
attr = S, SP
damage    = 100/(Parent, Var(22)),10
animtype  = light
hitflag = MAFD
guardflag = HA
pausetime = 0,9
guard.sparkno = S9200
getpower = (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,4
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 0
juggle = 0
air.fall = 1
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, FireB]
type = Explod
trigger1 = projHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, FireA]
type = Explod
trigger1 = projHit = 1
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1022
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3700, dissipate]
type = Changestate
trigger1 = movecontact
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1022
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1017]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1018
velset = 3,3
sprpriority = 5
juggle = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
guard.sparkno = S9200
getpower = (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.type = High
air.velocity = -2,-2
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 0
pausemovetime = 99
Supermovetime = 99
air.fall = 1
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
getpower = (parent,Var(10)=0)* 10
ground.hittime  = 18
ground.velocity = -6
air.type = Low
air.velocity = -6,-5
air.fall = 1
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 0
pausemovetime = 99
Supermovetime = 99
fall = 1
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1890
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1890
[Statedef 1890]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
velset = 3,3
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1890
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 2
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
guard.sparkno = S9200
getpower = (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 0
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.fall = 1
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 2
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,4
getpower = (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 0
pausemovetime = 99
Supermovetime = 99
air.fall = 1
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1022
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1890
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1019]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1018
velset = 4,4
sprpriority = 5
juggle = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 4
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
getpower = (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.type = High
air.velocity = -2,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.fall = 1
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 4
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
getpower = (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
air.fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1891
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1022
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1891
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1891]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 10
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, 5]
type = velset
trigger1 = 1
x = 3
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
getpower = (parent,Var(10)=0)* 10
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
air.fall = 1
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,6
getpower = (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4
air.type = High
air.velocity = -4,5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
ground.cornerpush.veloff = 0
air.fall = 1
air.cornerpush.veloff = 0
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1891
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1022
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1891
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1012]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1011
velset = 2,0
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, dissipate]
type = destroyself
trigger1 = time = 18
[Statedef 1009]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1026
velset = 2,0
sprpriority = 5
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45, -9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -45,-9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-3
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-9
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-9
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .80,.80,.80
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1000, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1992
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1000, 5]
type = velset
trigger1 = 1
x = 6
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 10
attr = S, HP
damage    = 45/(Parent, Var(22)),10
animtype  = Hard
getpower = 0
givepower = 80
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 10
attr = S, HP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
getpower= 0
givepower = 80
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 9
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 9 && movecontact
value = 1992
[Statedef 1992]
type    = S
movetype= A
physics = S
ctrl = 0
sprpriority = 5
[State 1000, 5]
type = velset
trigger1 = time > 3
x = 8
[State 1000, 5]
type = velset
trigger1 = time <= 3
x = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,0.8
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,0.8
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) =0 || var(54) = 1 || var(54) = 4 || var(54) = 5 || var(54)= 8 || var(54) = 9 || var(54)= 12
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
getpower = 0
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-6
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54)=2 || var(54) = 3 || var(54)=6 || var(54) = 7 || var(54) = 10 || var(54)= 11 || var(54) = 14
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Medium
guardflag = MA
pausetime = 0,10
getpower = 0
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-6
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 8
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
getpower = 0
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-6
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1992
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 9
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 9 && movecontact
value = 1992
[Statedef 1013]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 1026
velset = 2,0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,5
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 300
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = -45,-9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/5,-(var(35))/5
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -10,10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 300
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = -45,-9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/6,-(var(37))/6
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45, -9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -45,-9
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -1,-7
[State 1000, FireB]
type = Explod
trigger1 = movecontact = 0
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-9
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(53),0
[State 1000, FireB]
type = Explod
trigger1 = movecontact = 0
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-9
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(53),0
[State 3880, 9]
type = EnvShake
trigger1 = movehit
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 1
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 25
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .85,.85,.85
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1000, FireB]
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1000, FireA]
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 2,9
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1013
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3880, 1]
type = envcolor
trigger1 = movehit
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1013
[State 1000, 5]
type = velset
trigger1 = 1
x = 8
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
attr = S, HP
damage    = 570/(Parent, Var(22)),10
animtype  = Hard
getpower=   (Var(10)=0)*  0
givepower = 80
guardflag = MA
pausetime = 0,0
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-6
air.type = Low
air.velocity = -6,-6
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = movecontact=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = movecontact
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1993
[Statedef 1993]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1011
velset = 2,0
sprpriority = 5
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = 1
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -12, 12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -12, 12
[State 1000, FireB]
type = Explod
trigger1 = time < 13
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
[State 1000, FireB]
type = Explod
trigger1 = time < 13
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
[State 1000, FireB]
type = Explod
trigger1 = time < 13
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
[State 1000, FireB]
type = Explod
trigger1 = time < 13
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
[State 3700, dissipate]
type = destroyself
trigger1 = time = 28
[Statedef 1014]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 12205
sprpriority = 5
[State 1000, 5]
type = posset
trigger1 = time = 0
y = 0
[State 1000, 5]
type = velset
trigger1 = time = 0
y = -7
[State 1000, 5]
type = veladd
trigger1 = 1
y = -0.2
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 148,48,40,20
[State 3880, 9]
type = EnvShake
trigger1 = movehit
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 258,48,18
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 1000, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = 1,4
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = -7,300
random = 20,200
sprpriority = 5
ownpal = 1
vel = 0,var(53)
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = -7,300
random = 20,200
sprpriority = 5
ownpal = 1
vel = 0,var(53)
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -3, 3
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -7,300
random = 20,200
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),-(var(51))/4
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -7,300
random = 20,200
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),-(var(51))/4
[State 1000, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
persistent = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = movehit
trigger2 = projhit = 1
persistent = 0
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 1,1
[State 3450, Spark] 
type = Explod
trigger1 = projhit = 1
trigger2 = movehit
persistent = 1
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3880, 1]
type = envcolor
trigger1 = movehit
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1006
[State 1000, 8]
type = Hitdef
trigger1 = timemod = 4,1
attr = S, HP
damage    = 45/(Parent, Var(22)),10
animtype  = Hard
getpower=   (Var(10)=0)*  0
givepower = 10
hitflag = MAFD
guardflag = MA
pausetime = 2,0
guard.sparkno = S9200
hitsound   = S2,9
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-2
air.type = Low
air.velocity = 0,-10
guard.velocity = -2
airguard.velocity = -2,-10
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.fall = 1
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 100
[Statedef 1006]
type    = S
movetype= A
physics = S
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1015
velset = 2,0
sprpriority = 5
juggle = 10
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = -1,0
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1012
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1000, 5]
type = velset
trigger1 = 1
x = 2
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
attr = S, SP
damage    = 100/(Parent, Var(22)),10
animtype  = light
guardflag = MA
getpower=  (parent,Var(10)=0)* 10
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2
air.type = Low
air.velocity = -2,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = Changestate
trigger1 = movecontact
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[Statedef 1007]
type    = S
movetype= A
physics = S
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1015
velset = 2,0
sprpriority = 5
juggle = 10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 3
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
getpower=  (parent,Var(10)=0)* 10
air.velocity = -2,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1990
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1990
[Statedef 1990]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
v = 55
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 3
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) < 2
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,5
guard.sparkno = S9200
getpower=  (parent,Var(10)=0)* 10
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0 && var(55) >= 2
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,5
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
getpower=  (parent,Var(10)=0)* 10
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.juggle = 10
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1990
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) >= 3
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(55) < 3 && movecontact
value = 1990
[Statedef 1008]
type    = S
movetype= A
physics = S
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1015
velset = 3,0
sprpriority = 5
juggle = 10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 4
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 4
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
getpower=  (parent,Var(10)=0)* 10
air.velocity = -2,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 4
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
getpower=  (parent,Var(10)=0)* 10
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1991
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1991
[Statedef 1991]
type    = S
movetype= A
physics = S
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 200
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = -45,-7
scale = 0.3,1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, 5]
type = velset
trigger1 = 1
x = 4
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,10
getpower=  (parent,Var(10)=0)* 10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 3
attr = S, SP
damage    = 60/(Parent, Var(22)),10
animtype  = Hard
guardflag = MA
pausetime = 0,7
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
getpower=  (parent,Var(10)=0)* 10
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
fall = 1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1991
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 4
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1012
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 4 && movecontact
value = 1991
[Statedef 1022]
type    = S
movetype= A
physics = N
poweradd=  (parent,Var(10)=0)* 10
ctrl = 0
anim = 1019
velset = 2,2
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, dissipate]
type = destroyself
trigger1 = time = 18
[Statedef 1023]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 11243
velset = 0,0
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
//[State 80050,1]
//type = PalFx
//trigger1 = Time = [5,20]
//time = 1
//add = Ceil(-Time/25.0*300),Ceil(-Time/25.0*300),Ceil(-Time/25.0*300)
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 2,7
freqmul = 0.6
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 2,7
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, dissipate]
type = destroyself
trigger1 = time = 24
[Statedef 1010]
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* 10
ctrl = 0
anim = 10440
velset = 0,0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,-12
[State 1000, FireBa]
type = Explod
trigger1 = 1
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = -7,-45
scale = 1,0.3
random = 50,20
sprpriority = 5
ownpal = 1
vel = 0,var(51)
[State 1000, FireBaa]
type = Explod
trigger1 = 1
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = -7,-45
scale = 1,0.3
random = 50,20
sprpriority = 5
ownpal = 1
vel = 0,var(51)
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1200, Die projectile!]
type = ReversalDef 
trigger1 = 1 
p2attr = SA,NA,SA,SCA,P
reversal.attr = SCA, AA, AP,SA,NA,SA
attr = SCA, AA, AP,SA,NA,SA
pausetime = 0,20 
sparkxy = 0,-30 
sparkno = -1 
hitsound = S1, 18 
sprpriority = 2 
p1stateno = 1006
[State 1000, 5]
type = velset
trigger1 = 1
y = 11.5
[State 1000, 5]
type = Hitdef
trigger1 = time >= 0
attr = S, HP
damage    = 100,10
hitflag = MAFD
animtype  = Hard
guardflag = MA
pausetime = 0,8
guard.sparkno = S9200
hitsound   = S6,5
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -7
air.type = Low
air.velocity = -7,-4
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -7,-45
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -7,-45
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -7,-45
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -7,-45
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 26
[Statedef 1011]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10070
velset = 0,0
sprpriority = -5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,-9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -3, 3
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -7,-45
random = 50,20
sprpriority = -5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),0
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -7,-45
random = 50,20
sprpriority = -5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),0
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,front]
type = Sprpriority
trigger1 = Time >= 0
value = -5
ignorehitpause = 1
[State 1010,front]
type = velset
trigger1 = Time = 0
Y = -0.5
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = Animtime = 0
;---------------------------
[Statedef 1015]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12200
velset = 0,0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,-12
[State 1000, FireBaa]
type = Explod
trigger1 = time < 25 && random <= 200
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = -7,-45
scale = 1,0.3
random = 10,20
sprpriority = 5
ownpal = 1
vel = 0,var(51)
accel = 0,-0.2
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1010,NotHitBy]
type = posset
trigger1 = Time = 0
y = 0
[State 1000, 5]
type = Hitdef
trigger1 = Animelem = 1
attr = S, SP
damage    = 10,10
animtype  = Hard
guardflag = MA
pausetime = 0,0
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 0,-2
air.type = Low
air.velocity = 0,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 15
pausemovetime = 99
Supermovetime = 99
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 48
range = -5,5
[State 1010,front]
type = Sprpriority
trigger1 = Time = 0
value = var(48)
ignorehitpause = 1
[State 1010,front]
type = velset
trigger1 = Time = 0
Y = -0.5
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = Animtime = 0
[Statedef 1050]
type = S
movetype = A
physics = S
anim = 10900
velset = 0
ctrl = 0
sprpriority = 2
[State 183, End] 
type = ChangeState 
trigger1 = time = 20
value = 1051
ctrl = 0
[Statedef 1051]
type = S
movetype = A
physics = S
velset = 0
ctrl = 0
sprpriority = 1
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 7,4
volume = -50
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 1,3
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 14,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/3,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 2,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 2,10
[State 1000, FireBa]
type = Explod
trigger1 = time > 5 && random <= 400
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = 0,-6
random = 50,0
sprpriority = 5
ownpal = 1
vel = 0,-var(51)
scale = 1,0.2
[State 1000, FireB]
type = Explod
trigger1 = time > 5 && random <= 200
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = 0,-8
random = 80,0
sprpriority = -5
ownpal = 1
vel = 0,-var(51)
scale = 1,0.2
[State 1710, FireB]
type = Helper
trigger1 = time = 0
persistent = 0
ignorehitpause = 1
stateno = 94063
id = 2503
postype = p1
pos = 8,9
sprpriority = -2
ownpal = 1
[State 1700, Remove Flaming Aura]
type = RemoveExplod
triggerall = time > 50
trigger1 = command != "hold_y" 
trigger2 = command != "hold_b" 
trigger3 = prevstateno = 1051
id = 9406
[State 1700, Remove Windy2]
type = RemoveExplod
triggerall = time > 50
trigger1 = command != "hold_y" 
trigger2 = command != "hold_b" 
trigger3 = power = 3000
id = 10
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0
triggerall = time > 0
triggerall = time <= 20
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 20
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 21
triggerall = time <= 40
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 30
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 41
triggerall = time <= 60
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 40
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 61
triggerall = time <= 80
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 50
[State 182, PowerAdd]
 type = PowerAdd 
triggerall = (GameTime%5) = 0 
triggerall = time > 80
trigger1 = command = "hold_y" 
trigger1 = command = "hold_b" 
value = 60
[State 182, End] 
type = ChangeState 
trigger1 = power = 3000
value = 1052
ctrl = 0
[State 182, End] 
type = ChangeState 
triggerall = time > 50
trigger1 = command != "hold_y" 
trigger2 = command != "hold_b" 
value = 1052
ctrl = 0
[Statedef 94063]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 12030
[State 1010, 01]
type = sprpriority
trigger1 = Time >= 0
value = -2
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = parent,stateno != 1051
[Statedef 1052]
type = S
movetype = A
physics = S
anim = 10901
velset = 0
ctrl = 0
sprpriority = 2
[State 129, Blink] 
type = PalFX 
triggerall = power = 3000
trigger1 = time = 0
time = 24
add = 155,155,155 
sinadd = -155,-155,-155,100
[State 1700, Remove Windy2]
type = RemoveExplod
trigger1 = power = 3000
id = 10
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12032
pos = 3, 2
postype = p1
sprpriority = 3
bindtime = 1
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 0.6,0.4
id = 10
[State 1000, 2]
type = Explod
trigger1 = time = 0
persistent = 0
anim = 12033
pos = 3, 2
postype = p1
sprpriority = -2
bindtime = 1
ignorehitpause = 1
ownpal = 1
supermove = 1
scale = 0.6,0.4
id = 10
[State 183, End] 
type = ChangeState 
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 94061]
type    = A
movetype= A
physics = N
ctrl = 0
velset = 0,0,0
anim = 9406
[State 1010, 01]
type = sprpriority
trigger1 = Time >= 0
value = 3
[State 3885, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = command = "hold_x" 
trigger1 = command = "hold_a" 
trigger1 = timemod = 5,4
time = 10
length = 10
PalBright   =   100,  50,  0
PalContrast = 128,128,128
PalAdd      =   100,  50,  0
PalMul      =  1,1,1
FrameGap = 1
Trans = Add
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 100
[State 1010]
type = destroyself
triggerall = time > 10
trigger1 = command != "hold_x" 
trigger2 = command != "hold_a" 
[Statedef 1055]
type = S
physics = N
ctrl = 0
anim = 40
[State 1201, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 22
length = 13
PalBright   =   0,  0,  0
PalContrast = 148,148,148
paladd = 0,0,0
palmul = 1,1,1
FrameGap = 4
Trans = Add1
[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 100,9]
type = changestate
trigger1 = time = 2
value = 1056
[Statedef 1056]
type = A
movetype = I
physics = N
anim = 100
velset = 4.5,-1
ctrl = 0
[State 1201, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 101, PosAdd]
type = PosAdd
trigger1 = animelem = 2
y = -10
[state 101, SprPriority]
type = sprpriority
trigger1 = time >= 0
value = 1
[State 101, VelAdd]
type = veladd
trigger1 = 1
y = 0.15
[State 101, 9]
type = ChangeState
trigger1 = animelem = 3, >=0
trigger1 = vel y > 0
trigger1 = pos y >= -5
value = 1057
[Statedef 1057]
type = S
movetype = I
Physics = C
anim = 12120
ctrl = 0
[State 102, VelSet]
type = VelSet
trigger1 = time = 0
y = 0
[State 102, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 1201, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[state 102, Slide Sound]
type = playsnd
trigger1 = animelem = 1
value = 0, 11
volume = -50
[state 102, dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 102, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1200]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1200, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1200, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1200, 9]
type = changestate
trigger1 = animtime = 0
value = 1201
[Statedef 1201]
type = C
movetype = I
physics = N
anim = 1201
velset = 4,0
[State 1201, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1201, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1201, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SA
time = 1
[State 1201, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 1201, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0
[Statedef 1202]
type = C
movetype = I
physics = C
ctrl = 0
anim = 11
[State 1202, 8]
type = turn
trigger1 = time = 5
trigger1 = p2dist X < -5
[State 1202, 9]
type = changestate
trigger1 = time = 5
value = 11
ctrl = 1 
[Statedef 1210]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1210, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1210, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1210, 9]
type = changestate
trigger1 = animtime = 0
value = 1211
[Statedef 1211]
type = C
movetype = I
physics = N
anim = 1211
velset = 4,0
[State 1211, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1211, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1211, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SA
time = 1
[State 1211, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 1211, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0
[Statedef 1220]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1220, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1220, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1220, 9]
type = changestate
trigger1 = animtime = 0
value = 1221
[Statedef 1221]
type = C
movetype = I
physics = N
anim = 1221
velset = 4,0
[State 1221, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1221, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1221, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SA
time = 1
[State 1221, 3]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 1221, 9]
type = ChangeState
trigger1 = animtime = 0
value = 1202
ctrl = 0
[Statedef 3960]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 3960
velset = 0,0,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = add1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3961
[Statedef 3961]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = 9,0,0
[State 195, sound1]
type = PlaySnd
trigger1 = Time = 5
value = 8,1

[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X > 0
x = .92
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0
[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 3962
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0
[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 3962
ctrl = 0
[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962
[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 3962
ctrl = 0
[Statedef 3962]
type    = S
physics = S
movetype = A
ctrl = 0
anim = 47
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 3970]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 3960
velset = 0,0,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = 3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = -3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3971
[Statedef 3971]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = 6.5,0,0
[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X > 0
x = .92
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0
[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 3962
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
Time = 0
[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 3962
ctrl = 0
[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962
[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 3962
ctrl = 0
[Statedef 3980]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 3960
velset = 0,0,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3981
[Statedef 3981]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = -9,0,0
[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = Velmul
trigger1 = Time >= 25
trigger1 = Vel X < 0
x = .92
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Velset
trigger1 = Time = 45
trigger2 = frontedgedist = 10
x = 0
[State 210, 3]
type = Turn
trigger1 = Time = 45
trigger1 = anim = 3962
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0
[State 4110, 6]
type = Sprpriority
trigger1 = time = 33
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = ChangeState
trigger1 = Time = 45
trigger2 = frontedgedist = 10
value = 3962
ctrl = 0
[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962
[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 3962
ctrl = 0
[Statedef 3990]
type    = S
movetype= A
physics = S
juggle  = 0
poweradd=  (Var(10)=0)* 100
ctrl = 0
anim = 3960
velset = 0,0,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 4,5
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 3450, Shadows]
type = Afterimage
triggerall = var(10) = 0
trigger1 = Time = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 4110, 6]
type = Velset
trigger1 = time = 0
x = -3
[State 4110, 6]
type = Velset
trigger1 = AnimElem = 5
x = 3
[State 210, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 3991
[Statedef 3991]
type    = S
movetype= A
physics = N
juggle  = 0
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3961
velset = -6.5,0,0
[State 182, 2]
type = Width
trigger1 = Time >= 0
value = 10,0
[State 182, 2]
type = Playsnd
trigger1 = Time = 0
value = 21,6
[State 182, 2]
type = Changeanim
trigger1 = p2bodydist x < -30
value = 3962
[State 4110, 6]
type = Sprpriority
trigger1 = time >= 0
value = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,4
volume = 255
[State 182, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 182, 2]
type = Velmul
trigger1 = Time >= 15
trigger1 = Vel X < 0
x = .92
[State 182, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 3]
type = Velset
trigger1 = Time = 25
trigger2 = frontedgedist = 10
x = 0
[State 210, 3]
type = Turn
trigger1 = Time = 25
trigger1 = anim = 3962
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
Time = 0
[State 4110, 6]
type = Sprpriority
trigger1 = time = 13
trigger2 = frontedgedist = 10
trigger3 = backedgedist = 0
trigger3 = time > 4
value = 0
[State 210, 3]
type = ChangeState
trigger1 = Time = 25
trigger2 = frontedgedist = 10
value = 3962
ctrl = 0
[State 210, 3]
type = Turn
trigger1 = frontedgedist = 10
trigger1 = anim = 3962
[State 210, 3]
type = ChangeState
trigger1 = backedgedist = 0
trigger1 = time > 4
value = 3962
ctrl = 0
[Statedef 1250]
type = A
movetype = I
physics = N
ctrl = 0
anim = 1200
velset = 4,0
[State 1250, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1250, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1250, 9]
type = changestate
trigger1 = animtime = 0
value = 1251
[Statedef 1251]
type = C
movetype = I
physics = N
anim = 1250
[State 1250, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1250, 1]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1250, 9]
type = changestate
trigger1 = animelem = 2
value = 1252
[Statedef 1252]
type = L
movetype = I
physics = C
[State 1252, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1252, 1]
type = playsnd
trigger1 = time = 0
value = F7, 0
[State 1252, 9]
type = changestate
trigger1 = animtime = 0
value = 1253
[Statedef 1253]
type = A
movetype = I
physics = S
anim = 1253
[State 1253, 0]
type = posset
trigger1 = time = 0
y = 0
[State 1253, 9]
type = ChangeState
trigger1 = animelem = 4
value = 1254
[Statedef 1254]
type = A
movetype = I
physics = A
velset = -3.5, -2.5
[State 1253, 9]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1500]
type = S
movetype = A
physics = S
juggle = 20
poweradd=  (Var(10)=0)* 100
anim = 1500
velset = 0,0
ctrl = 0
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1500, Shoryuken]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 0
channel = 0
volume = 255
[State 1500, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 35, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -45
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0, -9
air.velocity = 0, -9
air.juggle = 20
fall.animtype = Hard
[State 1500, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 35, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 15
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -1, -9
air.velocity = -1, -9
air.juggle = 10
fall.animtype = Hard
fall = 1
[State 1500, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 1510
[Statedef 1550]
type = S
movetype = A
physics = S
poweradd=  (Var(10)=0)* 100
anim = 1600
velset = 0,0
ctrl = 0
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2600
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2601
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2602
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2603
[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 0
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1500, hnohn]
type = PlaySnd
trigger1 = animelem = 1
value = 1,5
channel = 0
volume = 255
[State 1500, 5]
type = ChangeState
trigger1 = AnimElem = 5
value = 1560
[Statedef 1510]
type = A
movetype = A
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 4
y = -6
[State 1510, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 50, 10
animtype = Diagup
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10, 12
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3, -8
air.velocity = -3, -8
air.juggle = 4
fall = 1
fall.recover = 0
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .40
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1510, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520
[Statedef 1560]
type = A
movetype = A
anim = 1601
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 6
y = -8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -100,-60
[State 1710, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 60, 30
animtype = Hard
getpower=   (Var(10)=0)*  50
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 14
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -10
air.velocity = -4, -10
air.juggle = 5
fall = 1
fall.recover = 0
[State 1710, 4]
type = HitDef
trigger1 = command = "x" || command = "y" || command = "z"
attr = S, SA
damage = 15, 5
animtype = Hard
getpower=   (Var(10)=0)*  50
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 3, 2
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -14
air.velocity = -4, (vel Y) - 1
air.juggle = 5
fall = 1
fall.recover = 0
[State 930, ChangeAnim]
type = ChangeAnim
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 2,1 && time > 2
value = anim
elem = AnimElemNo(0) + 1
[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1610
persistent = 0
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .88
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .40
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
persistent = 0
value = 1610
persistent = 0
[State 1510, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1570
[Statedef 1520]
type = S
movetype = I
physics = S
anim = 1520
velset = 0,0
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 20
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1
[Statedef 1521]
type = S
movetype = I
physics = S
anim = 1520
velset = 0,0
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 20
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1520, 9]
type = ChangeState
trigger1 = Time = 7
value = 0
ctrl = 1
[Statedef 1570]
type = S
movetype = I
physics = S
anim = 1620
velset = 0,0
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 0
ctrl = 1
[Statedef 1600]
type = S
movetype = A
juggle = 20
poweradd=  (Var(10)=0)* 110
anim = 1500
velset = 0,0
ctrl = 0
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 0
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1600, Shoryuken]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 1
channel = 0
volume = 255
[State 1600, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 45, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -45
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-9
air.velocity = 0, -9
air.juggle = 5
fall.animtype = Hard
[State 1600, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 45, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 16
sparkxy = -0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0, -9
air.velocity = 0, -9
air.juggle = 10
fall.animtype = Hard
fall = 1
[State 1600, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 1610
[Statedef 1650]
type = S
movetype = A
poweradd=  (Var(10)=0)* 110
anim = 1600
velset = 0,0
ctrl = 0
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2600
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2601
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2602
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2603
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1600, Shoryuken]
type = PlaySnd
trigger1 = animelem = 1
value = 1,5
channel = 0
volume = 255
[State 1600, 9]
type = ChangeState
trigger1 = AnimElem = 5
value = 1660
[Statedef 1610]
type = A
movetype = A
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1610, 1]
type = VelSet
trigger1 = Time = 0
x = 13
y = -8.5
[State 1610, 2]
type = VelMul
trigger1 = Time >= 0
x = .85
[State 1610, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1610, 9]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 60, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 11, 13
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -9
air.velocity = -4, -9
air.juggle = 10
fall = 1
[State 1610, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1610, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1610, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520
[Statedef 1660]
type = A
movetype = A
anim = 1601
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1610, 1]
type = VelSet
trigger1 = Time = 0
x = 15
y = -10.5
[State 1610, 2]
type = VelMul
trigger1 = Time >= 0
x = .85
[State 1610, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -100,-60
[State 1710, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 80, 30
animtype = Hard
getpower=   (Var(10)=0)*  50
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 14
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -12
air.velocity = -4, -12
air.juggle = 5
fall = 1
fall.recover = 0
[State 1710, 4]
type = HitDef
trigger1 = command = "x" || command = "y" || command = "z"
attr = S, SA
damage = 15, 5
animtype = Hard
getpower=   (Var(10)=0)*  50
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 3, 2
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -14
air.velocity = -4, (vel Y) - 1
air.juggle = 5
fall = 1
fall.recover = 0
[State 930, ChangeAnim]
type = ChangeAnim
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 2,1 && time > 2
value = anim
elem = AnimElemNo(0) + 1
[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1610
persistent = 0
[State 1610, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1610, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1570
[Statedef 1700]
type = S
movetype = A
juggle = 20
poweradd=  (Var(10)=0)* 120
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1520, 3]
type = VarSet
trigger1 = time = 0
v = 34
value = 0
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1700, Fist Fire Frame 1 & 2]
type = explod
trigger1 = animelem = 1 || animelem = 2
anim = ifelse(animelemtime(1)=0,2600,2601)
id = ifelse(animelemtime(1)=0,2600,2601)
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 10
[State 3460, Fist Fire 3]
type = explod
trigger1 = animelem = 3
anim = 2602
id = 2602
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
scale = ifelse(animelemtime(3)=0,1,0.8), 1
ownpal = 1
removeongethit = 1
[State 1700, Remove Fist Fire 1 & 2]
type = RemoveExplod
trigger1 = anim = 1500
trigger1 = animelem = 2 || animelem = 3
id = ifelse(animelemtime(2)=0,2600,2601)
[State 1700, Remove Fist Fire 3]
type = RemoveExplod
trigger1 = animelem = 4 && anim = 1500
id = 2602
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = animelem = 2
value = 4, 2
channel = 0
volume = 255
[State 1700, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SA
damage = 55, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -45
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-9
air.velocity = 0, -9
air.juggle = 4
fall.animtype = Hard
palfx.time = 7
palfx.add = 32,0,0
palfx.mul = 300,192,192
[State 1700, 3]
type = HitDef
trigger1 = animElem = 2
attr = S, SP
damage = 55, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -45
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = 0,-9
air.velocity = 0, -9
air.juggle = 4
fall.animtype = Hard
palfx.time = 7
palfx.add = 32,0,0
palfx.mul = 300,192,192
[State 1700, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
damage = 55, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 15
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0 ,-9
air.velocity = -0, -9
air.juggle = 4
palfx.time = 7
palfx.add = 32,0,0
palfx.mul = 300,192,192
[State 1700, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SP
damage = 55, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 13, 15
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -0 ,-9
air.velocity = -0, -9
air.juggle = 4
palfx.time = 7
palfx.add = 32,0,0
palfx.mul = 300,192,192
[State 1700, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, 6]
type = PlaySnd
trigger1 = AnimElem = 2
value = 6, 9
[State 1700, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 1710
[Statedef 1750]
type = S
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 1600
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2600
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2601
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2602
[State 1700, Remove Fist Fires]
type = RemoveExplod
trigger1 = 1
id = 2603
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1500, 1]
type = NotHitBy
trigger1 = time > 8
value = A, NP, SP, HP
time = 1
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = animelem = 1
value = 1,5
channel = 0
volume = 255
[State 1700, 9]
type = ChangeState
trigger1 = AnimElem = 5
value = 1760
[Statedef 1710]
type = A
movetype = A
velset = 14, -11
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -3, 3
[State 1000, FireB]
type = Explod
trigger1 = vel Y < -1
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 18,-124
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = vel Y < -1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 18,-124
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),-(var(51))/6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "hand fire"
pos = 0,0
postype = p1
stateno =1062
ownpal = 1
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1710, 2]
type = VelMul
trigger1 = Time >= 0
x = .90
[State 1710, 3]
type = VelAdd
trigger1 = Time >= 0
y = .46
[State 1710, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
damage = 70, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10, 12
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -5, -11
air.velocity = -5, -11
air.juggle = 10
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall = 1
fall.recover = 0
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1710, Fist Fire Frame 5]
type = explod
trigger1 = anim = 1510
trigger1 = animelem = 1
anim = 2604
id = 2604
pos = 0,-10
postype = p1
bindtime = -1
sprpriority = 3
ownpal = 1
vel = 0,-0.1
accel = 0, -0.1
removeongethit = 1
[State 1710, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1710, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1520
[Statedef 1062]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2603
velset = 0,0
sprpriority = 3
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 18,-64
random = 5,70
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 18,-64
random = 5,70
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(52)),-(var(51))/6
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 40
trigger2 = parent,vel y > -1
[Statedef 4811]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2
velset = 0,0
sprpriority = 3
[State 1822, Sound]
type = playsnd
trigger1 = time = 0
value = 0,7
freqmul = 0.85
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 0,0
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600 && time < 30
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -55,-79
random = 5,5
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/3,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600 && time < 30
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -55,-79
random = 5,5
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 40
trigger2 = parent,anim != 1
[Statedef 10620]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 2603
velset = 0,0
sprpriority = 3
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 18,-64
random = 5,70
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 18,-64
random = 5,70
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -1/3*(var(52)),-(var(51))/6
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .80,.80,.80
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 40
trigger2 = parent,vel y > -1
[Statedef 1063]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 13012
velset = -4,-(parent, vel Y)
sprpriority = -3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 0,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, -9
[State 1000, FireB]
type = Explod
trigger1 = time < 6 && random < 500
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = 0.84,-0.94
[State 1000, FireB]
type = Explod
trigger1 = time < 6 && random < 500
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = 0.84,-0.94
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .55,.55,.55
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 9
[Statedef 1064]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 13010
velset = 4,-(parent, vel Y)
sprpriority = 3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 0,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 6, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 6 && random < 500
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -0.84,-0.94
[State 1000, FireB]
type = Explod
trigger1 = time < 6 && random < 500
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -0.84,-0.94
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 9
[Statedef 1065]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 13013
velset = -6,0
sprpriority = -3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 0,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, -9
[State 1000, FireB]
type = Explod
trigger1 = time < 6 && random < 500
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = 0.84,-0.94
[State 1000, FireB]
type = Explod
trigger1 = time < 6 && random < 500
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = -4
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = 0.84,-0.94
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 15
[Statedef 1066]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 13014
velset = 6,0
sprpriority = 3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 0,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 6, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 6
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,0
random = 35,5
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -0.84,-0.94
[State 1000, FireB]
type = Explod
trigger1 = time < 6
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 0,0
random = 35,5
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -0.84,-0.94
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 10
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .60,.60,.60
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 15
[Statedef 1760]
type = A
movetype = A
velset = 16, -13
sprpriority = 2
anim = 1601
[State 1500, 1]
type = NotHitBy
trigger1 = time = 0
value = SCA, NP, SP, HP
time = 8
[State 1710, 2]
type = VelMul
trigger1 = Time >= 0
x = .90
[State 1710, 3]
type = VelAdd
trigger1 = Time >= 0
y = .46
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -100,-60
[State 1710, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 100, 30
animtype = Hard
getpower=   (Var(10)=0)*  50
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 14
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -14
air.velocity = -4, -14
air.juggle = 5
fall = 1
fall.recover = 0
[State 1710, 4]
type = HitDef
trigger1 = command = "x" || command = "y" || command = "z"
attr = S, SA
damage = 15, 5
animtype = Hard
getpower=   (Var(10)=0)*  50
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 3, 2
sparkxy = var(55), var(56)
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -4, -14
air.velocity = -4, (vel Y) - 1
air.juggle = 5
fall = 1
fall.recover = 0
[State 930, ChangeAnim]
type = ChangeAnim
trigger1 = command = "x" || command = "y" || command = "z"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 2,1 && time > 2
value = anim
elem = AnimElemNo(0) + 1
[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1610
persistent = 0
[State 1710, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1710, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1570
[Statedef 1800]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 110
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1800, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 1,7
channel = 0
volume = 255
[State 1800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3.0
air.velocity = -2, -3
[State 1800, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1801
[Statedef 1801]
type = A
movetype = A
velset = 3, -2
sprpriority = 2
[State 1801, 0]
type = posadd
trigger1 = animelem = 3
y = -7
[State 1801, 9]
type = ChangeState
trigger1 = time = 10
value = 1802
[Statedef 1802]
type = A
movetype = A
anim = 1810
velset = 3, 0
sprpriority = 2
[State 3860, Speed] 
type = ChangeAnim
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 3,2 && var(10) = 0
value = anim
elem = AnimElemNo(0) + 1
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1802, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
value = 0,4
[State 1802, 2]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 3
attr = A, SA
damage = 45, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -6
air.velocity = -4, -4
air.fall = 1
[State 1802, 9]
type = ChangeState
trigger1 = time = 8
value = 1803
[Statedef 1803]
type = A
movetype = A
physics = A
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 1820
[Statedef 1810]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 115
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1810, TATSUMAKI]
type = PlaySnd
trigger1 = animelem = 1
value = 1,6
channel = 0
volume = 255
[State 1810, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3.0
air.velocity = -2, -3
air.fall = 1
[State 1810, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1811
[Statedef 1811]
type = A
movetype = A
velset = 3, -2
sprpriority = 2
[State 1811, 0]
type = posadd
trigger1 = animelem = 3
y = -7
[State 1811, 9]
type = ChangeState
trigger1 = time = 10
value = 1812
[Statedef 1812]
type = A
movetype = A
anim = 1810
velset = 3, 0
sprpriority = 2
[State 3860, Speed] 
type = ChangeAnim
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 3,2 && var(10) = 0
value = anim
elem = AnimElemNo(0) + 1
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1812, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
value = 0,4
[State 1812, 9]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 3
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3
air.velocity = -3, -4
air.fall = 1
[State 1812, 5]
type = ChangeState
trigger1 = time = 24
value = 1803
[Statedef 1820]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1800
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1820, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 1,2
channel = 0
volume = 255
[State 1820, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3
air.velocity = -2, -4
[State 1820, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1821
[Statedef 1821]
type = A
movetype = A
velset = 3, -2
sprpriority = 2
[State 1811, 0]
type = posadd
trigger1 = animelem = 3
y = -7
[State 1821, 5]
type = ChangeState
trigger1 = time = 10
value = 1822
[Statedef 1822]
type = A
movetype = A
anim = 1811
velset = 3, 0
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1811
[State 3860, Speed] 
type = ChangeAnim
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 3,2 && var(10) = 0
value = anim
elem = AnimElemNo(0) + 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 54,-56
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 44,-56
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3 && time < 38
helpertype = normal
name = "leg fire"
pos = 24,-53
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4 && time < 38
helpertype = normal
name = "leg fire"
pos = -16,-50
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 5 && time < 38
helpertype = normal
name = "leg fire"
pos = -46,-53
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6 && time < 38
helpertype = normal
name = "leg fire"
pos = -44,-56
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7 && time < 38
helpertype = normal
name = "leg fire"
pos = -14,-59
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 8 && time < 38
helpertype = normal
name = "leg fire"
pos = 26,-62
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 56,-59
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 0,4
[State 1822, 9]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4
air.velocity = -4, -4
air.fall = 1
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 2,7
[State 1822, 5]
type = ChangeState
trigger1 = time = 40
value = 1803
[Statedef 1830]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 110
anim = 1800
velset = 1,-1
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1800, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 1,7
channel = 0
volume = 255
[State 1800, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 40
ground.hittime = 15
ground.velocity = -2, -7
air.velocity = -2, -7
fall.recover = 0
air.hittime = 40
[State 1800, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1831
[Statedef 1831]
type = A
movetype = A
velset = 2, -2
sprpriority = 2
[State 1801, 0]
type = posadd
trigger1 = animelem = 3
y = -7
[State 1801, 9]
type = ChangeState
trigger1 = time = 10
value = 1832
[Statedef 1832]
type = A
movetype = A
anim = 1810
velset = 3,-3
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 3860, Speed] 
type = ChangeAnim
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 3,2 && var(10) = 0
value = anim
elem = AnimElemNo(0) + 1
[State 1802, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
value = 0,4
[State 1802, 2]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 3
attr = A, SA
damage = 45, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -3,-5
air.velocity = -3, -5
air.recover = 0
air.hittime = 40
[State 1802, 9]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = time = 8
value = 1803
[State 1802, 9]
type = ChangeState
trigger1 = movecontact
trigger1 = time = 8
value = 1833
[Statedef 1833]
type = A
movetype = A
physics = A
[State 1820, 1]
type = changestate
trigger1 = time = 0
value = 1834
[Statedef 1834]
type = A
movetype = A
physics = N
anim = 3950
velset = 0,0
sprpriority = 2
[State 1811, 0]
type = posadd
trigger1 = time = 0
y = -8
x = -28
[State 3950, WhiffSound]
type = PlaySnd
trigger1 = animelem = 4
value = 0, 3
[State 3950, HAH]
type = PlaySnd
trigger1 = animelem = 4
value = 4,7
volume = 255
[State 3950, 2]
type = HitDef
trigger1 = animelem = 6 
attr = A, S
damage = 30
anim = Medium
priority = 4, Hit
guardflag = MAF
hitflag = HAFD
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
pausetime = 10,13
getpower=   (Var(10)=0)*  30
givepower = 15
hitsound   = S6,4
guardsound = S0,100
ground.type = trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -1,5
air.type = trip
air.velocity = -1,5
air.hittime = 15
air.fall = 1
fall.recover = 0
fall.damage = 10
fall = 1
fall.yvelocity = -7
bounce = 1
[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 1839
ctrl = 0
[Statedef 1839]
type = A
movetype = A
physics = A
[State 1811, 0]
type = posadd
trigger1 = time = 0
y = 8
x = 28
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 3951
[Statedef 1848]
type = A
movetype = A
physics = N
[State 1811, 0]
type = posadd
trigger1 = time = 0
y = 8
x = 28
[State 271, Gravity]
type = VelAdd
trigger1 = 1
y = .44
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 3951
[State 210, 1]
type = AfterImageTime
trigger1 = pos Y >= -5
Time = 0
[State 1820, 1]
type = posadd
trigger1 = pos y >= -5
x = -20
[State 1820, 1]
type = changestate
trigger1 = pos y >= -5
value = 1874
[Statedef 1849]
type = C
movetype = I
physics = C
Anim = 13033
ctrl = 0
[State 1820, 1]
type = posset
trigger1 = time = 0
y = 0
[State 1820, 1]
type = turn
trigger1 = p2bodydist X <= 0 && time = 4
[State 1820, 1]
type = velset
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1820, 1]
type = changestate
trigger1 = time = 9
value = 0
ctrl = 1
[Statedef 1835]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 115
anim = 1800
velset = 1,-1
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1810, TATSUMAKI]
type = PlaySnd
trigger1 = animelem = 1
value = 1,6
channel = 0
volume = 255
[State 1810, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -2,-5
air.velocity = -2,-5
air.hittime = 40
[State 1810, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1836
[Statedef 1836]
type = A
movetype = A
velset = 3, -1.7
sprpriority = 2
[State 1811, 0]
type = posadd
trigger1 = animelem = 3
y = -7
[State 1811, 9]
type = ChangeState
trigger1 = time = 10
value = 1837
[Statedef 1837]
type = A
movetype = A
anim = 1810
velset = 4, -2.7
sprpriority = 2
[State 3860, Speed] 
type = ChangeAnim
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 3,2 && var(10) = 0
value = anim
elem = AnimElemNo(0) + 1
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1812, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3
value = 0,4
[State 1812, 9]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 3
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4,-5
air.velocity = -4,-5
air.hittime = 40
[State 1812, 5]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = time = 24
value = 1803
[State 1812, 5]
type = ChangeState
trigger1 = movecontact
trigger1 = time = 24
value = 1833
[Statedef 1840]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1800
velset = 1,-1
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1820, TATSUMAKI!]
type = PlaySnd
trigger1 = animelem = 1
value = 1,2
channel = 0
volume = 255
[State 1820, 1]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 30, 10
animtype = Medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 10,10
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 15
ground.hittime = 15
ground.velocity = -3.5,-5
air.velocity = -3.5,-5
air.hittime = 40
[State 1820, 9]
type = ChangeState
trigger1 = AnimElem = 2
value = 1841
[Statedef 1841]
type = A
movetype = A
velset = 4,-1.2
sprpriority = 2
[State 1811, 0]
type = posadd
trigger1 = animelem = 3
y = -7
[State 1821, 5]
type = ChangeState
trigger1 = time = 10
value = 1842
[Statedef 1842]
type = A
movetype = A
anim = 1811
velset = 5,-2.2
sprpriority = 2
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1811
[State 3860, Speed] 
type = ChangeAnim
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 3,2 && var(10) = 0
value = anim
elem = AnimElemNo(0) + 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 54,-56
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 44,-56
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3 && time < 38
helpertype = normal
name = "leg fire"
pos = 24,-53
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4 && time < 38
helpertype = normal
name = "leg fire"
pos = -16,-50
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 5 && time < 38
helpertype = normal
name = "leg fire"
pos = -46,-53
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6 && time < 38
helpertype = normal
name = "leg fire"
pos = -44,-56
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7 && time < 38
helpertype = normal
name = "leg fire"
pos = -14,-59
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 8 && time < 38
helpertype = normal
name = "leg fire"
pos = 26,-62
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 56,-59
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 0,4
[State 1822, 9]
type = HitDef
trigger1 = AnimElem = 1 || AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5.5, -5
air.velocity = -5.5, -5
air.hittime = 40
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 2,7
[State 1822, 5]
type = ChangeState
trigger1 = movecontact = 0
trigger1 = time = 40
value = 1803
[State 1822, 5]
type = ChangeState
trigger1 = movecontact
trigger1 = time = 40
value = 1833
[Statedef 1850]
type = A
movetype = A
juggle = 4
anim = 1850
ctrl = 0
poweradd=  (Var(10)=0)* 100
sprpriority = 2
[State 3860, Speed] 
type = ChangeAnim
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 3,2 && var(10) = 0
value = anim
elem = AnimElemNo(0) + 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1850, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,7
channel = 0
volume = 255
[State 1850, Wind Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1851, 6]
type = VelAdd
trigger1 = 1
y = .30
[State 1850,3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = Time = 0
x = 1.3
[State 1850,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0)
y = ifelse(var(10) = 0,-3,-1.5)
[State 1850, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -4, -4
air.fall = 1
air.juggle = 4
air.cornerpush.veloff = -10
[State 1850, 9]
type = ChangeState
trigger1 = time = 8
trigger2 = pos y >= -5
value = 1803
[Statedef 1853]
type = A
movetype = A
juggle = 2
anim = 1850
ctrl = 0
poweradd=  (Var(10)=0)* 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1850, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,7
channel = 0
volume = 255
[State 1850, Wind Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1851, 6]
type = VelAdd
trigger1 = 1
y = .30
[State 1850,3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = Time = 0
x = 1.3
[State 1850,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0)
y = -1.5
[State 1850, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  0
givepower = 0
priority = 5, Hit
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -4, -4
air.fall = 1
air.cornerpush.veloff = -10
[State 1850, 9]
type = ChangeState
trigger1 = time = 8
trigger2 = pos y >= -5
value = 1803
[Statedef 1851]
type = A
movetype = A
juggle = 4
anim = 1850
poweradd=  (Var(10)=0)* 115
ctrl = 0
sprpriority = 2
[State 3860, Speed] 
type = ChangeAnim
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 3,2 && var(10) = 0
value = anim
elem = AnimElemNo(0) + 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1851, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,6
channel = 0
volume = 255
[State 1851, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1851, 6]
type = VelAdd
trigger1 = Time >= 0
y = .30
[State 1851,3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = Time = 0
x = 1.4
[State 1851,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0.5)
y = ifelse(var(10) = 0,-3,-1.5)
[State 1851, 7]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -4, -4
air.fall = 1
air.juggle = 4
air.cornerpush.veloff = -10
[State 1851, 8]
type = ChangeState
trigger1 = time = 24
trigger2 = pos y >= -5
value = 1803
[Statedef 1854]
type = A
movetype = A
juggle = 2
anim = 1850
poweradd=  (Var(10)=0)* 0
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1810
[State 1851, TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,6
channel = 0
volume = 255
[State 1851, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
value = 0,4
[State 1851, 6]
type = VelAdd
trigger1 = Time >= 0
y = .30
[State 1851,3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = Time = 0
x = 1.4
[State 1851,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0.5)
y = -1.5
[State 1851, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = Hard
getpower=   (Var(10)=0)*  0
givepower = 0
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 8,8
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -4, -4
air.fall = 1
[State 1851, 8]
type = ChangeState
trigger1 = time = 24
trigger2 = pos y >= -5
value = 1803
[Statedef 1852]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1851
ctrl = 0
sprpriority = 2
[State 3860, Speed] 
type = ChangeAnim
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0 && timemod = 3,2 && var(10) = 0
value = anim
elem = AnimElemNo(0) + 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1811
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 54,-56
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 44,-56
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3 && time < 38
helpertype = normal
name = "leg fire"
pos = 24,-53
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4 && time < 38
helpertype = normal
name = "leg fire"
pos = -16,-50
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 5 && time < 38
helpertype = normal
name = "leg fire"
pos = -46,-53
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6 && time < 38
helpertype = normal
name = "leg fire"
pos = -44,-56
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7 && time < 38
helpertype = normal
name = "leg fire"
pos = -14,-59
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 8 && time < 38
helpertype = normal
name = "leg fire"
pos = 26,-62
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 56,-59
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 0,4
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 0
y = .30
[State 1852,3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = Time = 0
x = 1.5
[State 1852,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0)
y = ifelse(var(10) = 0,-3,-1.5)
[State 1852, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 10,10
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -4, -4
air.fall = 1
air.cornerpush.veloff = -10
air.juggle = 4
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 2,7
[State 1852, 8]
type = ChangeState
trigger1 = time = 40
trigger2 = pos y >= -5
value = 1803
[Statedef 1855]
type = A
movetype = A
juggle = 2
poweradd=  (Var(10)=0)* 0
anim = 1851
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 1811
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 54,-56
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 44,-56
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3 && time < 38
helpertype = normal
name = "leg fire"
pos = 24,-53
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4 && time < 38
helpertype = normal
name = "leg fire"
pos = -16,-50
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 5 && time < 38
helpertype = normal
name = "leg fire"
pos = -46,-53
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6 && time < 38
helpertype = normal
name = "leg fire"
pos = -44,-56
postype = p1
stateno =1064
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7 && time < 38
helpertype = normal
name = "leg fire"
pos = -14,-59
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 8 && time < 38
helpertype = normal
name = "leg fire"
pos = 26,-62
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 38
helpertype = normal
name = "leg fire"
pos = 56,-59
postype = p1
stateno =1063
ownpal = 1
size.xscale = 0.8
size.yscale = 0.6
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = time = 1
value = 1,2
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 0,4
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 0
y = .30
[State 1852,3]
type = VelAdd
trigger1 = Vel X = 0
trigger1 = Time = 0
x = 1.5
[State 1852,5]
type = VelAdd
trigger1 = Time = 0
trigger1 = vel x != 0
x = ifelse(vel x > 0,1.1, 0)
y = -1.5
[State 1852, 7]
type = HitDef
trigger1 = animelem = 1 || animelem = 3 || animelem = 5
attr = A, SA
damage = 40, 10
animtype = medium
getpower=   (Var(10)=0)*  0
givepower = 0
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 8,8
sparkxy = -5, -50
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -4, -4
air.fall = 1
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 2,7
[State 1852, 8]
type = ChangeState
trigger1 = time = 40
trigger2 = pos y >= -5
value = 1803
[Statedef 1864]
type = C
movetype = I
physics = C
Anim = 13033
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = time = 0
x = 20
[State 1820, 1]
type = posset
trigger1 = time = 0
y = 0
[State 1820, 1]
type = turn
trigger1 = p2bodydist X <= 0 && time = 4
[State 1820, 1]
type = velset
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1820, 1]
type = changestate
trigger1 = time = 4
value = 12
ctrl = 1
[Statedef 1874]
type = C
movetype = I
physics = C
Anim = 13034
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = time = 0
x = 20
[State 1820, 1]
type = posset
trigger1 = time = 0
y = 0
[State 1820, 1]
type = turn
trigger1 = p2bodydist X <= 0 && time = 4
[State 1820, 1]
type = velset
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1820, 1]
type = changestate
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 1860]
type = A
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 13005
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,9]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
trigger1 = Animelem = 2
x = 5
y = 8
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 9
y = .30
[State 1852, 7]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 10
priority = 5
hitflag = MAFD
guardflag = HA
pausetime = 8,8
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, 3
air.recover = 0
fall.recover = 0
down.velocity = 0,0
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 5
value = 1864
[Statedef 1861]
type = A
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 13005
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,9]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
trigger1 = Animelem = 2
x = 5.5
y = 7.5
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 9
y = .30
[State 1852, 7]
type = HitDef
triggerall = Var(10) = 0
trigger1 = AnimElem = 3
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = MAFD
guardflag = HA
pausetime = 8,10
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, 3
air.recover = 0
fall.recover = 0
down.velocity = 0,0
[State 1852, 7]
type = HitDef
triggerall = Var(10) > 1
trigger1 = AnimElem = 3
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = HAFD
guardflag = HA
pausetime = 8,10
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Light
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, -6
air.recover = 0
fall.recover = 0
down.velocity = 0,0
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 5
value = 1864
[State 1852, 8]
type = ChangeState
trigger1 = movecontact
value = 1863
[Statedef 1863]
type = A
movetype = I
Physics = N
anim = 13007
ctrl = 0
sprpriority = 2
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 0
y = .30
[State 1852, 6]
type = Velset
trigger1 = Time = 0
x = 5.2
y = -7
[State 2001, 8]
type = turn
trigger1 = animelem = 6
persistent = 0
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 0
value = 1803
[Statedef 1862]
type = A
movetype = A
poweradd=  (Var(10)=0)* 120
anim = 13005
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = time = 10
value = 6,9
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3
helpertype = normal
name = "leg fire"
pos = 0,0
postype = p1
stateno =1060
ownpal = 1
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,9]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
trigger1 = Animelem = 2
x = 6
y = 7
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 9
y = .30
[State 1852, 7]
type = HitDef
trigger1 = time > 0
attr = A, SA
damage = 95, 10
animtype = medium
getpower=   (Var(10)=0)*  30
givepower = 20
priority = 5
hitflag = MAFD
guardflag = HA
pausetime = 8,10
sparkxy = -5, -0
sparkno = 2
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -5
air.velocity = -5, 3
air.recover = 0
fall.recover = 0
down.velocity = 0,0
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 8]
type = ChangeAnim
trigger1 = movecontact
persistent = 0
value = 13006
[State 1852, 8]
type = ctrlset
trigger1 = movecontact
value = 1
[State 1852, 8]
type = ChangeState
triggerall = movecontact = 0
trigger1 = pos y >= 5
value = 1864
[State 1852, 8]
type = ChangeState
triggerall = movecontact
trigger1 = pos y >= 5
value = 1803
[Statedef 1060]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12222
velset = 0,0
sprpriority = 3
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time <= 10
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = 50,-20
random = 10,10
bindtime = 1
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time <= 10
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = 50,-20
random = 10,10
bindtime = 1
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .80,.80,.80
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = parent,pos y >= 5
trigger2 = parent,stateno != 1862
trigger2 = parent,stateno != 4055
[Statedef 1061]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 12222
velset = 0,0
sprpriority = 3
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time <= 10
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = 50,-20
random = 10,10
bindtime = 1
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 1000, FireB]
type = Explod
trigger1 = random <= 300 && time <= 10
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = 50,-20
random = 10,10
bindtime = 1
sprpriority = 5
ownpal = 1
vel = -1,-1
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 30
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .90,.90,.90
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3700, dissipate]
type = Destroyself
trigger1 = parent,pos y >= 5
trigger2 = parent,stateno != 4050
[Statedef 1865]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1022
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1852, 6]
type = Velmul
trigger1 = time = 15
x = 0.53
[State 1710, FireA]
type = Explod
trigger1 = animelem = 5
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 54, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6]
type = veladd
trigger1 = 1
y = 0.4
[State 1852, 6]
type = posfreeze
trigger1 = time = [15,17]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 5
value = 4, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "hadouken"
id = 7
pos = 56, -59
postype = p1
stateno =1016
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(7), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(7), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 5
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1864
[Statedef 1866]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1022
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1710, FireA]
type = Explod
trigger1 = animelem = 5
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 54, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6]
type = VelAdd
trigger1 = Time = 15
y = -3.5
x = -0.5
[State 1852, 6]
type = veladd
trigger1 = 1
y = 0.35
[State 1852, 6]
type = posfreeze
trigger1 = time = [15,17]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 5
value = 4, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "hadouken"
id = 7
pos = 56, -59
postype = p1
stateno =1017
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(7), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(7), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 5
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1864
[Statedef 1867]
type = A
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* 120
anim = 1022
ctrl = 0
sprpriority = 2
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1710, FireA]
type = Explod
trigger1 = animelem = 5
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2505
postype = p1
pos = 54, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 8]
type = veladd
trigger1 = 1
y = 0.3
[State 1852, 9]
type = VelAdd
trigger1 = time = 15
y = -4.5
x = -1.5
[State 1852, 10]
type = posfreeze
trigger1 = time = [15,17]
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 5
value = 4, 3
channel = 0
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = Animelem = 5
helpertype = normal
name = "hadouken"
id = 7
pos = 56, -59
postype = p1
stateno =1019
ownpal = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(7), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(7), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1852, 6]
type = posadd
trigger1 = pos y >= 15
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 5
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 15
value = 1864
[Statedef 1868]
type    = A
movetype= A
physics = N
poweradd=  (Var(10)=0)* 100
juggle = 0
ctrl = 0
anim = 12220
sprpriority = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [11,16]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [11,18]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),0
[State 1955, fly]
type = Veladd
trigger1 = time = 16
x = -4
[State 1955, fly]
type = Velmul
trigger1 = time = 16
y = 0.3
[State 1955, fly]
type = Veladd
trigger1 = time = [0,16]
y = 0
[State 1955, fly]
type = Veladd
trigger1 = time >= 16
y = 0.3
[State 1500, 0]
type = posadd
trigger1 = time = 30
x = 10
y = 8
[State 1852, 10]
type = posfreeze
trigger1 = time = [13,16]
value = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "hadouken"
id = 3
pos = 45, -67
postype = p1
stateno =1030
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "hadouken"
id = 3
pos = 45, -67
postype = p1
stateno =1031
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 5
value = 3,2
volume = 250
freqmul = 1.5
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 5
value = 4,7
channel = 0
[State 3885, 9]
type = ChangeAnim
trigger1 = time = 30
value = 10503
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = pos y >= 2
x = -10
[State 1510, 9]
trigger1 = pos y >= 2
type = ChangeState
value = 1864
ctrl = 0
[Statedef 1040]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1021
velset = 5,5
sprpriority = 5
juggle = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-3
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -5,-2
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*(var(53))
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*(var(53))
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
getpower = 0
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -2,-5
air.type = Low
air.velocity = -2,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
air.hittime = 35
recover=  0
air.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
getpower = 0
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -6,-5
air.type = Low
air.velocity = -6,-5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
air.hittime = 35
recover=  0
air.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 20
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .80,.80,.80
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 3450, Spark] 
type = Explod
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1041
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 10
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1042
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 10 && movecontact
value = 1041
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1041]
type    = S
movetype= A
physics = N
ctrl = 0
sprpriority = 5
[State 1000, 5]
type = velset
trigger1 = time > 3
x = 5
y = 5
[State 1000, 5]
type = velset
trigger1 = time <= 3
x = 1
y = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0 && random <= 500
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 1000, 5]
type = Hitdef
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
getpower = 0
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,5
air.type = Low
air.velocity = -5,5
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
down.velocity = 0,0
air.hittime = 35
recover=  0
air.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54)=2 || var(54) = 3 || var(54)=6 || var(54) = 7 || var(54) = 10 || var(54)= 11 || var(54) = 14
trigger1 = var(54) < 10
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Medium
guardflag = MA
pausetime = 0,10
getpower = 0
guard.sparkno = S9200
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -8,-6
air.type = Low
air.velocity = -8,-6
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
fall.recover = 0
air.recover = 0
[State 1000, 5]
type = Hitdef
trigger1 = var(54) >= 9
attr = S, SP
damage    = 40/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,10
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
getpower = 0
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,9
air.type = Low
air.velocity = -10,9
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
fall = 1
down.velocity = 0,0
air.hittime = 35
recover=  0
air.recover = 0
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 3450, Spark] 
type = Explod
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1041
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) >= 10
trigger2 = frontedgedist < -70
trigger3 = backedgedist < -70
value = 1042
[State 3700, dissipate]
type = Changestate
trigger1 = Var(54) < 10 && movecontact
value = 1041
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1023
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1042]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 1019
velset = 2,0
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, dissipate]
type = destroyself
trigger1 = time = 18
[Statedef 1045]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 1021
velset = 6,6
sprpriority = 5
juggle = 0
[State 920, 1]
type = screenbound
trigger1 = 1
value = 1
movecamera = 1,1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-6
[State 1500, 0]
type = VarAdd
trigger1 = time = 0
persistent = 1
v = 54
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 54
range = -9, 9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(54),(var(53))
scale = 0.1,0.75
accel = 1/2*(var(54)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(54),(var(53))
scale = 0.1,0.75
accel = 1/2*(var(54)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(54))
scale = 0.1,0.75
accel = 1/2*(var(53)),1/2*(var(54))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(54))
scale = 0.1,0.75
accel = 1/2*(var(53)),1/2*(var(54))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0
persistent = 1
anim = 11241
id = 12213
postype = p1
pos = -20,-17
scale = 1.1,1.1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 1000, FireB]
type = Explod
trigger1 = vel X != 0
persistent = 1
anim = 11240
id = 12213
postype = p1
pos = -20,-17
scale = 1.1,1.1
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),var(51)
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -5,-2
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*(var(53))
[State 1000, FireB]
type = Explod
trigger1 = time = [0,6]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -20,-17
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*(var(53))
[State 1000, 5]
type = Hitdef
trigger1 = movecontact = 0
attr = S, SP
damage    = 300/(Parent, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
pausetime = 0,5
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -5,4
air.type = Low
air.velocity = -5,4
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
getpower = 0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
pausemovetime = 99
Supermovetime = 99
fall = 1
down.velocity = 0,0
air.hittime = 35
recover=  0
air.recover = 0
fall.recover = 0
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3710, 1]
type = palfx
trigger1 = Time = 0
time = 9999
add = 130,-70,-70
sinadd = 48,48,40,120
[State 70002, Afterimage]
type = AfterImage
trigger1 = Time = 0
length = 25
PalBright = 1, 1, 1
PalContrast = 255, 155, 25
PalAdd = 0, 0, 0
PalMul = .85,.85,.85
TimeGap  = 1
FrameGap = 1
Trans = Add
time = 9999
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = time = 0
persistent = 0
v = 4
value = 1
[State 1500, 0]
type = VarAdd
trigger1 = moveguarded=1
persistent = 1
v = 4
value = 1
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1045
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1700, hadouken hit helper]
type = Helper
trigger1 = pos Y >= 2
helpertype = normal
name = "hadouken"
id = 3
postype = p1
stateno =1047
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 3700, dissipate]
type = destroyself
trigger1 = pos Y >= 2
[Statedef 1047]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 11244
velset = 0,0
sprpriority = 5
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = time = 0
value = 2,7
persistent = 0
freqmul = 1.2
ignorehitpause = 1
volume = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -3,-9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 36
range = 3, 7
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -7,-45
random = 50,20
sprpriority = -5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -1/3*(var(35)),-0.1
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -7,-45
random = 50,20
sprpriority = -5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -1/3*(var(36)),-0.1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 37
range = -3,-8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 38
range = 5, 10
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -7,-45
random = 50,20
sprpriority = -5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -1/3*(var(37)),-0.1
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -7,-45
random = 50,20
sprpriority = -5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -1/3*(var(38)),-0.1
[State 3880, 1]
type = envcolor
trigger1 = movehit
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 3880, 9]
type = EnvShake
trigger1 = movehit
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -9, 9
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1000, 5]
type = Hitdef
trigger1 = animelem = 1
attr = S, SP
damage    = 400/(root, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = HA
getpower = 0
pausetime = 0,5
guard.sparkno = S9200
hitsound   = S2,7
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9,-15
air.type = Low
air.velocity = -9,-15
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.fall = 1
pausemovetime = 99
Supermovetime = 99
fall = 1
down.velocity = -9,-15
air.hittime = 35
recover=  0
air.recover = 0
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 2,9
freqmul = 0.6
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 2,9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -9, 9
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time < 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 3700, dissipate]
type = destroyself
trigger1 = time = 23
[Statedef 1048]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 11244
velset = 0,0
sprpriority = 5
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -3,-9
[State 181, Randomizer]
type = Turn
trigger1 = time = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 36
range = 3, 7
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 27,-45
random = 50,20
sprpriority = -5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -1/3*(var(35)),-0.1
[State 1000, FireB]
type = Explod
trigger1 = time < 12
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 27,-45
random = 50,20
sprpriority = -5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -1/3*(var(36)),-0.1
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1000, 5]
type = Hitdef
trigger1 = 1
attr = S, SP
damage    = 40/(root, Var(22)),10
animtype  = Hard
hitflag = MAFD
guardflag = MA
getpower = 0
pausetime = 0,0
guard.sparkno = S9200
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -0,-15
air.type = Low
air.velocity = -0,-15
forcestand = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.fall = 1
pausemovetime = 99
Supermovetime = 99
fall = 1
down.velocity = -0,-15
air.hittime = 35
recover=  0
air.recover = 0
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 3,2
volume = 255
freqmul = 0.9
[State 1002, charge sound]
type = playsnd
trigger1 = time = 0
value = 3,2
volume = 255
[State 3700, dissipate]
type = destroyself
trigger1 = time = 24
[Statedef 1030]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 12218
velset = 0,0
sprpriority = 3
juggle = 10
[State 1000, bind]
type = Bindtoparent
trigger1 = time <= 5
value = 1
pos = 45, -67
[State 1000, 5]
type = Hitdef
trigger1 = animelem = 3
attr = S, SP
damage    = 100/(Parent, Var(22)),10
animtype  = light
guardflag = MA
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
getpower = (parent,Var(10)=0)* 10
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -9,-3
air.type = Low
air.velocity = -9,-3
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1030
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time = 24
trigger2= parent,pos y >= 2
[Statedef 1032]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 12218
velset = 0,0
sprpriority = 3
juggle = 10
[State 1000, bind]
type = Bindtoparent
trigger1 = time <= 5
value = 1
pos = 45, -67
[State 1000, 5]
type = Hitdef
trigger1 = animelem = 3
attr = S, SP
damage    = 100/(Parent, Var(22)),10
animtype  = light
guardflag = MA
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -10,-4
air.type = Low
air.velocity = -10,-4
forcestand = 1
palfx.time = 20
getpower = (parent,Var(10)=0)* 10
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1030
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time = 24
trigger2= parent,pos y >= 2
[Statedef 1033]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 12218
velset = 0,0
sprpriority = 3
juggle = 10
[State 1000, bind]
type = Bindtoparent
trigger1 = time <= 5
value = 1
pos = 45, -67
[State 1000, 5]
type = Hitdef
trigger1 = animelem = 3
attr = S, SP
damage    = 100/(Parent, Var(22)),10
animtype  = light
guardflag = MA
pausetime = 0,9
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -11,-5
air.type = Low
air.velocity = -11,-5
forcestand = 1
getpower = (parent,Var(10)=0)* 10
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 6,5
persistent = 0
ignorehitpause = 1
 
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1030
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time = 24
trigger2= parent,pos y >= 2
[Statedef 1034]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 12227
velset = 0,0
sprpriority = 3
juggle = 10
[State 3880, 1]
type = envcolor
trigger1 = movehit
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 3880, 9]
type = EnvShake
trigger1 = movehit
persistent = 0
time = 20
ampl = -10
freq = 100
phase = 1
[State 1000, bind]
type = Bindtoparent
trigger1 = time <= 5
value = 1
pos = 45, -67
[State 1000, 5]
type = Hitdef
trigger1 = animelem = 3
attr = S, SP
damage    = 400/(Parent, Var(22)),10
animtype  = light
getpower = 0,0
guardflag = MA
pausetime = 0,12
guard.sparkno = S9200
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -13,-6
air.type = Low
air.velocity = -13,-6
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 11001, PlaySnd]
type = PlaySnd
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = MoveContact
value = 2,9
persistent = 0
ignorehitpause = 1
[State 11001, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
time = 1
value = SCA, NA, SA, HA, NT, ST, HT
ignorehitpause = 1
[State 11001, HitOverride]
type = HitOverride
trigger1 = Time >= 0
slot = 1
time = 1
stateno = 1034
attr = SCA, NP, SP, HP
ignorehitpause = 1
[State 11001, HitBy]
type = HitBy
trigger1 = Time >= 0
value = SCA, NP, SP, HP
time = 1
ignorehitpause = 1
[State 3450, Spark] 
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time = 24
[Statedef 1035]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 12225
velset = 0,0
sprpriority = 3
juggle = 10
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -3,3
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 500
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,-10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -(var(52))/4,-(var(51))/4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,5
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -(var(36))/5,-(var(35))/5
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -10,10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -(var(38))/6,-(var(37))/6
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 45, -67
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1000, 5]
type = Hitdef
trigger1 = timemod = 4,3
attr = S, SP
damage    = 30/(Parent, Var(22)),10
getpower = 0,0
animtype  = light
guardflag = MA
pausetime = 0,0
guard.sparkno = S9200
hitsound   = S2,7
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 2,-2
air.type = Low
air.velocity = 2,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 191, Button Mashing!]
type = HitDef
triggerall = TimeMod = 2, 1
trigger1 = parent,command = "x"
trigger2 = parent,command = "y"
trigger3 = parent,command = "z"
trigger4 = parent,Var(30) = 59 && p2life > 0
attr = S, SP
getpower = 0,0
damage    = 10/(Parent, Var(22)),10
animtype  = light
guardflag = MA
pausetime = 0,0
guard.sparkno = S9200
hitsound   = S2,7
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = 2,-2
air.type = Low
air.velocity = 2,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
air.fall = 1
fall = 1
pausemovetime = 99
Supermovetime = 99
palfx.time = 50
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 3450, Spark] 
type = Explod
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time = 32
[Statedef 1036]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 12226
velset = 0,0
sprpriority = 2
juggle = 10
[State 1000, bind]
type = Bindtoparent
trigger1 = 1
value = 1
pos = 45, -67
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3450, Spark] 
type = Explod
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time = 40
trigger2= parent, pos Y >= 2
[Statedef 1031]
type    = S
movetype= A
physics = S
ctrl = 0
anim = 12219
velset = 0,0
sprpriority = 2
juggle = 10
[State 1000, bind]
type = Bindtoparent
trigger1 = time <= 5
value = 1
pos = 45, -67
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3450, Spark] 
type = Explod
trigger1 = projhit = 1
trigger2 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = VarSet
trigger1 = hitcount = 1
persistent = 0
v = 11
value = 50
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 1006, Helper Hits Count Too]
type = ParentVarSet
trigger1 = UniqHitCount != Var(20)
v = 19
value = 1
[State 1006, Helper Hits Count Too]
type = VarSet
trigger1 = UniqHitCount != Var(20)
v = 20
value = UniqHitCount
[State 3700, dissipate]
type = destroyself
trigger1 = time = 19
trigger2= parent, pos Y >= 2
[Statedef 1869]
type    = A
movetype= A
physics = N
poweradd=  (Var(10)=0)* 100
juggle = 0
ctrl = 0
anim = 12220
sprpriority = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 5
value = 4,7
channel = 0
[State 1000, FireB]
type = Explod
trigger1 = time = [11,16]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [11,18]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),0
[State 1955, fly]
type = Veladd
trigger1 = time = 16
x = -5
[State 1955, fly]
type = Velmul
trigger1 = time = 16
y = 0.3
[State 1955, fly]
type = Veladd
trigger1 = time = [0,16]
y = 0
[State 1955, fly]
type = Veladd
trigger1 = time >= 16
y = 0.3
[State 1500, 0]
type = posadd
trigger1 = time = 30
x = 10
y = 8
[State 1852, 10]
type = posfreeze
trigger1 = time = [13,16]
value = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "hadouken"
id = 3
pos = 45, -67
postype = p1
stateno =1032
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "hadouken"
id = 3
pos = 45, -67
postype = p1
stateno =1031
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 5
value = 3,2
volume = 250
freqmul = 1.5
[State 3885, 9]
type = ChangeAnim
trigger1 = time = 30
value = 10503
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = pos y >= 2
x = -10
[State 1510, 9]
trigger1 = pos y >= 2
type = ChangeState
value = 1864
ctrl = 0
[Statedef 1870]
type    = A
movetype= A
physics = N
poweradd=  (Var(10)=0)* 100
juggle = 0
ctrl = 0
anim = 12220
sprpriority = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1     = time = 0 && var(28) > 0
value = 0,12
volume = 255
freqmul = 1.5
[State 2100, 1]
type = Pause
trigger1     = time = 0 && var(28) > 0
time = 5
movetime = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0 && var(28) > 0
time = 24
add = 155,55,55 
sinadd = -155,-55,-55,100
[State 3880, 1]
type = envcolor
trigger1     = time = 0 && var(28) > 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 5
[State 210, 1]
type = AfterImageTime
triggerall = var(10) = 0
trigger1 = time = 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 5
value = 4,7
channel = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,3
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [11,16]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [11,18]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),0
[State 1955, fly]
type = Veladd
trigger1 = time = 16
x = -6
[State 1955, fly]
type = Velmul
trigger1 = time = 16
y = 0.3
[State 1955, fly]
type = Veladd
trigger1 = time = [0,16]
y = 0
[State 1955, fly]
type = Veladd
trigger1 = time >= 16
y = 0.3
[State 1500, 0]
type = posadd
trigger1 = time = 30
x = 10
y = 8
[State 1852, 10]
type = posfreeze
trigger1 = time = [13,16]
value = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "hadouken"
id = 3
pos = 45, -67
postype = p1
stateno =1033
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 8
helpertype = normal
name = "hadouken"
id = 3
pos = 45, -67
postype = p1
stateno =1031
ownpal = 1
size.xscale = 0.7
size.yscale = 0.7
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 5
value = 3,2
volume = 250
freqmul = 1.5
[State 3885, 9]
type = ChangeAnim
trigger1 = time = 30
value = 10503
ctrl = 0
[State 1820, 1]
type = posadd
trigger1 = pos y >= 2
x = -10
[State 1510, 9]
trigger1 = pos y >= 2
type = ChangeState
value = 1864
ctrl = 0
[Statedef 2001]
type = C
movetype = I
physics = C
anim = 2001
velset = 0,0
[State 2001, 1]
type = Posset
trigger1 = time = 0
y = 0
[State 2001, 2]
type = PlayerPush
trigger1 = 1
value = 0
[State 2001, 8]
type = turn
trigger1 = p2bodydist x < -5
trigger1 = animtime = 0
persistent = 0
[State 2010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2001, 9]
type = ChangeState
trigger1 = animtime = 0
value = 11
ctrl = 1
[Statedef 2002]
type = C
movetype = I
physics = C
anim = 2001
velset = 0,0
[State 2002, 1]
type = Posset
trigger1 = time = 0
y = 0
[State 2010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2002, 2]
type = velset
trigger1 = 1
x = 5
[State 2002, 3]
type = PlayerPush
trigger1 = 1
value = 0
[State 2002, 8]
type = turn
trigger1 = p2bodydist x < -5
trigger1 = time = 20
persistexnt = 0
[State 2002, 9]
type = ChangeState
trigger1 = time = 20
value = 11
ctrl = 1
[Statedef 2003]
type = C
movetype = I
physics = C
anim = 2001
velset = 0,0
[State 2003, 1]
type = Posset
trigger1 = time = 0
y = 0
[State 2010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2003, 2]
type = velset
trigger1 = 1
x = 6
[State 2003, 3]
type = PlayerPush
trigger1 = 1
value = 0
[State 2003, 8]
type = turn
trigger1 = p2bodydist x < -5
trigger1 = time = 24
persistexnt = 0
[State 2003, 9]
type = ChangeState
trigger1 = time = 24
value = 11
ctrl = 1
[Statedef 2010]
type    = S
movetype= I
physics = N
anim = 5121
velset = 0,0 
ctrl = 0
[State 2010, 0]
type = PosSet
trigger1 = Time = 0
y = 0
[State 2010, 1]
type = PLaySnd
trigger1 = time = 0
value = 4,8
[State 2010, 2]
type = Turn
trigger1 = Time = 0
trigger1 = p2dist X < -5
[State 2010, 3]
type = PalFX
trigger1 = Time = 0
time = 3
add = 128,128,128
[State 2010, 4]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2010, 9]
type = ChangeState
trigger1 = animelem = 4
value = 2011
[Statedef 2011]
type = A
movetype = I
physics = A
velset = -4, -3.5
[State 2011, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[Statedef 2100]
type = S
movetype = I
physics = S
juggle = 0
poweradd=  (Var(10)=0)* -1000
ctrl = 0
anim = 2100
velset = 0,0
sprpriority = 1
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 2100, 0]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 2100, PlayerPush]
type = PlayerPush
trigger1 = 1
value = 1
[State 2100, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
[State 2100, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 0,9
volume = 255
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 3, -46
sprpriority = 3
ownpal = 1
pausemovetime = -1
[State 2100, 9]
type = ChangeState
trigger1 = animelem =3, =9
value = 1700
[Statedef 2200]
type = S
movetype = I
physics = S
juggle = 0 
poweradd=  (Var(10)=0)* -1000
ctrl = 0
anim = 2100
velset = 0,0
sprpriority = 1
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 2200, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 20
[State 2200, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
[State 2200, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 0,9
volume = 255
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 3, -46
sprpriority = 3
ownpal = 1
pausemovetime = -1
[State 2200, 9]
type = ChangeState
trigger1 = animelem =3, =9
value = 1840
[Statedef 2210]
type = S
movetype = I
physics = S
juggle = 0 
poweradd=  (Var(10)=0)* -1000
ctrl = 0
anim = 2101
velset = 0,0
sprpriority = 1
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 2200, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 20
[State 2200, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
[State 2200, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 0,9
volume = 255
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 8, -84
sprpriority = 2
ownpal = 1
pausemovetime = -1
[State 2200, 9]
type = ChangeState
trigger1 = animelem =3, =9
value = 1852
[Statedef 2211]
type = S
movetype = I
physics = S
juggle = 0 
poweradd=  (Var(10)=0)* -1000
ctrl = 0
anim = 2101
velset = 0,0
sprpriority = 1
[State 3880, 1]
type = envcolor
trigger1 = time = 0
value = 255, 10, 10
under = 1
ignorehitpause = 1
persistent = 0
time = 1
[State 2200, 0]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 20
[State 2200, 1]
type = Pause
trigger1 = time = 0
time = 20
movetime = 20
[State 2200, CounterSound]
type = PlaySnd
trigger1 = time = 0
value = 0,9
volume = 255
[State 2200, 4]
type = explod
trigger1 = time = 0
anim = 2102
id = 9400
postype = p1
pos = 8, -84
sprpriority = 2
ownpal = 1
pausemovetime = -1
[State 2200, 9]
type = posadd
trigger1 = animelem =3, =9
x = -6
y = -22
[State 2200, 9]
type = ChangeState
trigger1 = animelem =3, =9
value = 1870
[Statedef 3450]
type = S
movetype = A
physics = N
juggle = 3
poweradd=  (Var(10)=0)* -1000
anim = 1500
velset = 2,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 21
value = 0
[State 3450, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3450, Ikuze]
type = PlaySnd
trigger1 = time = 0
value = 1,3
volume = 255
channel = 0
[State 3450, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 2
[State 3450, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 33
sprpriority = 3
movetime = 2
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 200
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 93
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Shadows]
type = Afterimage
triggerall = Time = 0 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 153
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, HitDefa]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -50
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -1
air.velocity = -2, -6
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0
[State 3450, 3]
type = PlaySnd
trigger1 = animelem = 3
value = 4,0
volume = 255
[State 3450, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 3454
[Statedef 3454]
type = A
movetype = A
ctrl = 0
[State 1510, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 5
y = -4.5
[State 3450, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 45, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime = 27
ground.velocity = -2
getpower=  (Var(10)=0)* 0
air.velocity = -2.5, -4
air.type = Low
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .85
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 3453
[Statedef 3453]
type = S
movetype = I
physics = S
anim = 1520
velset = 1,0
ctrl = 0
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 3455
ctrl = 0
[Statedef 3455]
type = S
movetype = A
physics = N
anim = 3400
velset = 2,0
sprpriority = 2
ctrl = 0
[State 3455, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 3455, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[State 3455, HitDefa]
type = HitDef
trigger1 = AnimELem = 2
trigger2 = AnimElem = 3
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7,9
sparkxy = 0, -50
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = Low
getpower=  (Var(10)=0)* 0
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -2
air.velocity = -2, -3
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0
[State 3450, 6]
type = PlaySnd
trigger1 = Animelem = 3
value = 4,1
volume = 255
[State 3450, 9]
type = ChangeState
triggerall = AnimElem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 3456
[State 3450, 9]
type = ChangeState
triggerall = AnimElem = 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3451
[Statedef 3451]
type = A
movetype = A
ctrl = 0
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 5
y = -4.5
[State 3455, HitDefb]
type = HitDef
trigger1 = AnimELem = 4
attr = S, HA
damage = 45, 10
animtype = Back
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = High
ground.slidetime = 20
ground.hittime = 28
getpower=  (Var(10)=0)* 0
ground.velocity = -2
air.velocity = -3, -4
ground.cornerpush.veloff = 0
fall.animtype = Hard
air.fall = 1
down.velocity = 0,-2
fall.recover = 0
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .85
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 3452
[Statedef 3456]
type = A
movetype = A
ctrl = 0
anim = 1501
[State 1610, 1]
type = VelSet
trigger1 = Time = 0
x = 13
y = -8.5
[State 1610, 2]
type = VelMul
trigger1 = Time >= 0
x = .85
[State 1610, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1610, 9]
type = HitDef
trigger1 = AnimElem = 1
attr = S, SA
damage = 60, 10
animtype = Hard
getpower=   (Var(10)=0)*  25
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 11, 13
sparkxy = 0, -80
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -3, -9
air.velocity = -3, -9
air.juggle = 10
fall = 1
fall.recover = 0
[State 1510, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 3452
[Statedef 3452]
type = S
movetype = I
physics = S
anim = 1520
velset = 1,0
ctrl = 0
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1520, 9]
type = ChangeState
trigger1 = Time = 3
value = 3460
ctrl = 0
[Statedef 3460]
type = S
movetype = A
physics = N
anim = 3410
velset = 10,0
sprpriority = 2
ctrl = 0
[State 3455, FloorFire]
type = Explod
triggerall = time = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
id = 2650
anim = 2650
postype = p1
pos = -40,-2
sprpriority = 3
ownpal = 1
[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 2
x = 10
[State 3460, VelMul]
type = VelMul
trigger1 = 1
x = 0.95
[State 3460, Fist Fire Frame 1 & 2]
type = explod
triggerall = animelem = 1 || animelem = 2
trigger1 = var(46) < 90
trigger1 = var(28) < 3
anim = ifelse(animelemtime(1)=0,2600,2601)
id = ifelse(animelemtime(1)=0,2600,2601)
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
ownpal = 1
removeongethit = 1
[State 3460, Remove Fist Fire 1 & 2]
type = RemoveExplod
trigger1 = animelem = 2 || animelem = 3
id = ifelse(animelemtime(2)=0,2600,2601)
[State 3460, Fist Fire 3]
type = explod
triggerall = animelem = 3
trigger1 = var(46) < 90
trigger1 = var(28) < 3
anim = 2602
id = 2603
pos = ifelse(animelemtime(3)=0,0,-3),ifelse(animelemtime(3)=0,0,-6)
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
scale = ifelse(animelemtime(3)=0,1,0.8), 1
ownpal = 1
removeongethit = 1
[State 3460, Remove Fist Fire 3]
type = RemoveExplod
trigger1 = animelem = 4
id = 2603
[State 3460, Fist Fire 4]
type = explod
triggerall = animelem = 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
anim = 2603
id = 2603
pos = ifelse(animelemtime(3)=0,0,-3),ifelse(animelemtime(3)=0,0,-6)
postype = p1
bindtime = -1
removetime = -1
sprpriority = 3
scale = ifelse(animelemtime(3)=0,1,0.8), 1
ownpal = 1
removeongethit = 1
[State 3460, Sound]
type = PlaySnd
triggerall = AnimElem = 2
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 6,9
[State 3460, 2]
type = PlaySnd
triggerall = time = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 4,2
volume = 255
[State 3460, HitDef]
type = HitDef
trigger1 = AnimELem = 2
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 2,1
sparkxy = 0, -55
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -5
air.velocity = -5.5, -6
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192
air.fall = 1
fall.animtype = Hard
forcestand = 1
down.velocity = -1,-2
fall.recover = 0
[State 3460, HitDef]
type = HitDef
trigger1 = AnimElem = 3
attr = S, HA
damage = 45, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 2,1
sparkxy = 0, -55
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 20
ground.hittime = 25
ground.velocity = -5, -2
air.velocity = -5.5, -2
getpower=  (Var(10)=0)* 0
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192
fall.animtype = Hard
air.fall = 1
forcestand = 1
down.velocity = -1,-2
fall.recover = 0
[State 3460, FireB]
type = Explod
triggerall = movehit
triggerall = numexplod(2500) < 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-40
random = 50,40
bindtime = -1
sprpriority = 3
ownpal = 1
[State 3460, FireA]
type = Explod
triggerall = movehit
triggerall = numexplod(2500) < 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-80
random = 50,40
bindtime = -1
sprpriority = 3
ownpal = 1
[State 3700, attacksnd]
type = PlaySnd
triggerall = AnimElem = 2,3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
volume = 255
value = 0,7
[State 3800, Bam]
type = PlaySnd
triggerall = AnimElem = 2,3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 2,9
volume = 255
[State 3800, Bam]
type = PlaySnd
triggerall = AnimElem = 2,3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 3,2
volume = 255
[State 3450, Implosion] 
type = Explod
triggerall = AnimElem = 2,3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
anim = 10451
sprpriority = 2
pos = 0,10
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
ontop = 1
scale = 1.3,1.3
removeongethit = 1
[State 3460, 9]
type = ChangeState
triggerall = AnimElem = 3,1
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 60053
[State 3460, 9]
type = ChangeState
triggerall = AnimElem = 4,1
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3470
[Statedef 3470]
type = A
movetype = A
physics = N
velset = 14, -13.5
sprpriority = 2
ctrl = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 3,9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -3, 3
[State 1000, FireB]
type = Explod
trigger1 = vel Y < -1
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 18,-124
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),-(var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = vel Y < -1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 18,-124
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),-(var(51))/6
[State 3470, 9]
type = HitDef
trigger1 = TimeMod = 2, 0
trigger1 = time < 10
attr = A, HA
damage = 28, 10
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 5,4
sparkxy = -18, -80
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = High
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -3, -14
air.velocity = -3, -14
fall = 1
fall.recover = 0
fall.animtype = Hard
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192
down.velocity = -1,-2
[State 191, Button Mashing!]
type = HitDef
triggerall = TimeMod = 2, 1
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = Var(30) = 59 && p2life > 0
attr = A, HA
damage = 12,12
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 5, 4
sparkxy = -18, -80
guard.sparkno = S9300
hitsound = S6,10
guardsound = S0,100
ground.type = High
getpower=  (Var(10)=0)* 0
ground.slidetime = 5
ground.hittime = 5
ground.velocity = -3, -14
air.velocity = -3, -14
fall = 1
fall.recover = 0
fall.animtype = Hard
palfx.time = 7
palfx.add = 32, 0, 0
palfx.mul = 300, 192, 192
down.velocity = -1,-2
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, 3]
type = VelMul
trigger1 = time > 0
x = .88
[State 3470, 4]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 3470, 5]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 3470, RemoveFF_4]
type = RemoveExplod
trigger1 = animelem = 1
trigger1 = anim = 1510
id = 2603
[State 1700, hadouken hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "hand fire"
pos = 0,0
postype = p1
stateno =10620
ownpal = 1
[State 3470, 6]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1500, 0]
type = Varset
trigger1 = vel y > 0 && pos y >= 0
v = 28
value = 0
[State 3470, 9]
trigger1 = vel y > 0 && pos y >= 0
type = ChangeState
value = 1521
[Statedef 3700]
type = S
movetype = A
juggle = 0
poweradd=  (Var(10)=0)* -1000
anim = 3500
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = time >= 11
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 18,-39
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*var(53)
[State 1000, FireB]
type = Explod
trigger1 = time >= 11
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 18,-39
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*var(53)
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 65
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, Kurai]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = time = 0
value = 3,9
channel = 0
[State 3700, Push]
type = playerpush
trigger1 = time >= 0
value = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 90
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 65
movetime = 13
sprpriority = 3
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 32
movetime = 13
sprpriority = 3
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, FC1] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10410
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, FC2] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10411
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, FC1] 
type = Explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 10412
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, FC2] 
type = Explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 10413
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 1700, Fist Fire Frame 1]
type = explod
triggerall = var(28) = 0
trigger1 = animelem = 1
anim = 2610
id = 2600
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 4
ownpal = 1
supermove = 1
pausemovetime = 9999
[State 1700, Fist Fire Frame 1]
type = explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 2611
id = 2600
pos = 0,0
postype = p1
bindtime = -1
removetime = -1
sprpriority = 4
ownpal = 1
supermove = 1
pausemovetime = 9999
[State 1700, Remove Fist Fire 1]
type = RemoveExplod
trigger1 = animelem = 6
id = 2600
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3700, charge snd]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 5
value = 7,3
volume = 255
[State 3700, charge snd]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 5
value = 0,12
volume = 255
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 5
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 5 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = AnimElem = 7
value = 2,10
channel = 0
[State 3450, Wind effect2] 
type = Explod
trigger1 = AnimElem = 7
anim = 9403
pos = -5,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3450, Rising Dragon] 
type = Explod
trigger1 = AnimElem = 6
anim = 10200
sprpriority = 0
pos = -2,0
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.3,0.9
removeongethit = 1
ID = 911
[State 3450, Rising Dragon] 
type = Explod
trigger1 = AnimElem = 6
anim = 10201
sprpriority = 2
pos = -2,0
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.35,0.95
removeongethit = 1
ID = 911
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -10,-30
[State 1000, FireB]
type = Explod
trigger1 = time > 14
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = -2,-40
random = 50,0
sprpriority = 5
ownpal = 1
vel = 0,var(51)
[State 1000, FireB]
type = Explod
trigger1 = time > 14
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = -2,-40
random = 50,0
sprpriority = 5
ownpal = 1
vel = 0,var(51)
[State 3450, Column Fire] 
type = Explod
trigger1 = AnimElem = 6
anim = 10101
pos = -2,1
sprpriority = -1
postype = p1
bindtime = 1
ownpal = 1
id = 10100
removeongethit = 1
[State 1700, Fist Fire Frame 2]
type = explod
trigger1 = animelem = 6
anim = 2601
id = 2601
pos = 0,0
postype = p1
bindtime = -1
removetime = 15
sprpriority = 3
ownpal = 1
removeongethit = 1
supermovetime = 10
[State 1700, Remove Fist Fire 2]
type = RemoveExplod
trigger1 = animelem = 7
id = 2601
[State 3460, Fist Fire 3]
type = explod
trigger1 = animelem = 7
anim = 2602
id = 2602
pos = ifelse(animelemtime(7)=0,0,-3),ifelse(animelemtime(7)=0,0,-6)
postype = p1
bindtime = -1
removetime = 4
sprpriority = 3
scale = ifelse(animelemtime(7)=0,1,0.8), 1
ownpal = 1
removeongethit = 1
[State 1700, Remove Fist Fire 3]
type = RemoveExplod
trigger1 = stateno = 3710
id = 2602
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -20,20
[State 3700, 3]
type = HitDef
trigger1 = AnimELem = 6
trigger2 = AnimElem = 7
attr = S, HA
damage = 20, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 7, 0
sparkxy = var(55), var(56)
sparkno = 3
guard.sparkno = 9300
hitsound = S6,5
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 3,-8
air.velocity = 3, -8
down.velocity = 3,-8
fall = 1
fall.animtype = hard
[State 3700, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3710
[State 3700, 9]
type = ChangeState
triggerall = AnimTime = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 3711
[Statedef 3710]
type = A
movetype = A
physics = N
anim = 3520
sprpriority = 2
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 52
range = -3,3
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 51
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y < 0
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,-110
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -(var(52))/4,-(var(51))/4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 36
range = -5,5
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 35
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y < 0
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-110
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -(var(36))/5,-(var(35))/5
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 38
range = -10,10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 37
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y < 0
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-110
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -(var(38))/6,-(var(37))/6
[State 170, 1]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1
[State 3710, 2]
type = velset
trigger1 = 1
x = 0
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = movehit
persistent = 0
value = 2,3
[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = -13.3
[State 3710, 1]
type = palfx
trigger1 = Time = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100
[State 1500, 0]
type = Varset
trigger1 = p2bodydist X < -25
v = 7
value = 1
[State 1500, 0]
type = Varset
trigger1 = p2bodydist X > -5
v = 7
value = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -120,-80
[State 3710, 7]
type = HitDef
triggerall = hitcount < 20
triggerall = var(7) = 0
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
p2facing = 1
p2turn = 1
attr = S, SA
damage = 31, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
hitsound = S6,5
sparkxy = var(55), var(56)
guard.sparkno = S9300
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 3, -7
air.velocity = 3, -7
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, 7]
type = HitDef
triggerall = var(7) = 1
triggerall = hitcount < 20
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
p2facing = -1
p2turn = 1
attr = S, SA
damage = 31, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
hitsound = S6,5
sparkxy = var(55), var(56)
guard.sparkno = S9300
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3, -7
air.velocity = -3, -7
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, 9]
type = HitDef
triggerall = hitcount >= 20
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = S, SA
damage = 31, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
pausetime = 2,0
hitsound = S6,5
sparkxy = var(55), var(56)
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -3, -14
air.velocity = -3, -14
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, Button Mashing!]
type = HitDef
triggerall = Hitcount < 20
triggerall = var(7) = 0
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59 && p2life > 0
p2facing = 1
p2turn = 1
attr = S, SA
damage   = 16,5
velset = 0,-10
guardflag = MA
hitflag = MAFD
getpower=  (Var(10)=0)* 0
pausetime = 2,1
hitsound = S6,5
guardsound = S0,100
sparkxy = var(55), var(56)
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0,-7
fall = 1
fall.animtype = Hard
air.velocity = 3,-7
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, Button Mashing! suck in]
type = HitDef
triggerall = Hitcount < 20
triggerall = var(7) = 1
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59 && p2life > 0
p2facing = -1
p2turn = 1
attr = S, SA
damage   = 16,5
velset = 0,-10
guardflag = MA
getpower=  (Var(10)=0)* 0
hitflag = MAFD
pausetime = 2,1
hitsound = S6,5
guardsound = S0,100
sparkxy = var(55), var(56)
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = 0,-7
fall = 1
fall.animtype = Hard
air.velocity = -3,-8
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, Button Mashing!]
type = HitDef
triggerall = Hitcount >= 20
triggerall = Hitcount < 25
triggerall = P2BodyDist X < 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59 && p2life > 0
attr = S, SA
getpower=  (Var(10)=0)* 0
damage   = 15,5
velset = 0,-10
guardflag = MA
hitflag = MAFD
pausetime = 2,1
hitsound = S6,5
guardsound = S0,100
sparkxy = var(55), var(56)
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-14
fall = 1
fall.animtype = Hard
air.velocity = -3,-14
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, Button Mashing! suck in]
type = HitDef
triggerall = Hitcount >= 20
triggerall = Hitcount < 25
triggerall = P2BodyDist X > 10
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59 && p2life > 0
attr = S, SA
damage   = 15,5
velset = 0,-10
getpower=  (Var(10)=0)* 0
guardflag = MA
hitflag = MAFD
pausetime = 2,1
hitsound = S6,5
guardsound = S0,100
sparkxy = var(55), var(56)
guard.sparkno = S9300
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.velocity = -3,-14
fall = 1
fall.animtype = Hard
air.velocity = -5,-14
air.juggle = 0
air.fall = 1
down.velocity = 0,-7
down.hittime = 30
down.bounce = 1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, 4]
type = VelAdd
trigger1 = Time > 5
y = .44
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount < 18
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,8
volume = -255
channel = 3
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount >= 19
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,9
volume = -255
channel = 3
[State 3880, 9]
type = EnvShake
triggerall = vel y < 0
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -5
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
triggerall = vel y < 0
trigger1 = timemod = 4,3
trigger1 = movehit
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3880, 1]
type = envcolor
triggerall = vel y < 0
trigger1 = Hitcount > 18
trigger1 = movehit
value = 255, 10, 10
under = 1
time = 1
[State 3710, 5]
type = ChangeAnim
trigger1 = vel y > -1
trigger1 = time > 1
value = 1510
persistent = 0
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 3710, 7]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1521
[Statedef 3711]
type = A
movetype = A
physics = N
anim = 3520
sprpriority = 2
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 52
range = -3,3
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 51
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y < 0
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,-110
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -(var(52))/4,-(var(51))/4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 36
range = -5,5
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 35
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y < 0
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-110
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -(var(36))/5,-(var(35))/5
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 38
range = -10,10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 37
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y < 0
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-110
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -(var(38))/6,-(var(37))/6
[State 170, 1]
type = NotHitBy
trigger1 = Time = [0,10]
value = SCA
time = 1
[State 3710, 2]
type = velset
trigger1 = 1
x = 0
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 0
trigger1 = movehit
value = 2,3
[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = -13.3
[State 3710, 1]
type = palfx
trigger1 = Time = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100
[State 1500, 0]
type = Varset
trigger1 = p2bodydist X < -25
v = 7
value = 1
[State 1500, 0]
type = Varset
trigger1 = p2bodydist X > -5
v = 7
value = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -150,-100
[State 3710, 7]
type = HitDef
triggerall = hitcount < 20
triggerall = var(7) = 0
trigger1 = (gametime%3) = 1
attr = S, SA
damage = 30, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
hitsound = S6,5
sparkxy = var(55), var(56)
guard.sparkno = S9300
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, -7
air.velocity = 2, -5
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, 7]
type = HitDef
triggerall = hitcount < 20
triggerall = var(7) = 1
trigger1 = (gametime%3) = 1
attr = S, SA
damage = 30, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
hitsound = S6,5
sparkxy = var(55), var(56)
guard.sparkno = S9300
guardsound = S0,100
ground.type = Low
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, -7
air.velocity = -2, -5
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
[State 3710, 4]
type = VelAdd
trigger1 = Time > 5
trigger1 = time < 40
y = .20
[State 3710, 4]
type = VelAdd
trigger1 = Time > 40
y = .44
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount < 18
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,8
volume = -255
channel = 3
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y < 0
triggerall = Hitcount >= 19
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,9
volume = -255
channel = 3
[State 3880, 9]
type = EnvShake
triggerall = vel y < 0
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -5
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
triggerall = vel y < 0
trigger1 = timemod = 4,3
trigger1 = movehit
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 3710, 7]
triggerall = movecontact
trigger1 = time = 40
type = ChangeState
value = 3712
[State 3710, 7]
triggerall = movecontact = 0
trigger1 = time = 40
type = ChangeAnim
value = 1510
[State 3710, 7]
triggerall = movecontact = 0
trigger1 = time > 10
trigger1 = pos Y >= -5
type = ChangeState
value = 1521
[Statedef 3712]
type = A
movetype = A
physics = N
anim = 3521
sprpriority = -5
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 52
range = -3,3
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 51
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = random <= 100 && vel Y >0
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -(var(52))/4,(var(51))/4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 36
range = -5,5
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 35
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 100 && vel Y > 0
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -(var(36))/5,(var(35))/5
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 38
range = -10,10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 37
range = -4, -10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y > 0
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,10
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -(var(38))/6,(var(37))/6
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State 3710, 2]
type = velset
trigger1 = 1
x = 0
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 0
trigger1 = movehit
value = 2,3
[State 3710, Push]
type = playerpush
trigger1 = time >= 0
value = 0
[State 3710, 1]
type = VelSet
trigger1 = Time = 1
y = 9
[State 3710, 1]
type = palfx
trigger1 = Time = 1
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100
[State 1500, 0]
type = Varset
trigger1 = p2bodydist X < -25
v = 7
value = 1
[State 1500, 0]
type = Varset
trigger1 = p2bodydist X > -5
v = 7
value = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = 0,50
[State 3710, 7]
type = HitDef
triggerall = pos y <= -65
triggerall = var(7) = 0
trigger1 = (gametime%3) = 1
attr = S, SA
damage = 35, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
hitsound = S6,5
sparkxy = var(55), var(56)
guard.sparkno = S9300
guardsound = S0,100
ground.type = Trip
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, 8
air.velocity = 2, 8
fall = 1
fall.animtype = Hard
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = -2
airguard.velocity = -2,3
down.velocity = 0,0
down.hittime = 10
bounce = 0
down.bounce = 0
[State 3710, 7]
type = HitDef
triggerall = pos y <= -65
triggerall = var(7) = 1
trigger1 = (gametime%3) = 1
attr = S, SA
damage = 35, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
hitsound = S6,5
sparkxy = var(55), var(56)
guard.sparkno = S9300
guardsound = S0,100
ground.type = Trip
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, 8
air.velocity = -2, 8
fall = 1
fall.animtype = Hard
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = -2
airguard.velocity = -2,3
down.velocity = 0,0
down.hittime = 10
bounce = 0
down.bounce = 0
[State 3710, 7]
type = HitDef
trigger1 = pos y > -65
attr = S, SA
damage = 21, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 2,0
sparkxy = var(55), var(56)
guard.sparkno = S9300
guardsound = S0,100
ground.type = Trip
ground.slidetime = 16
ground.hittime = 16
ground.velocity = 0, 30
air.velocity = -1, 30
fall = 1
fall.animtype = Hard
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = -2
airguard.velocity = -2,3
down.velocity = 0,0
down.hittime = 70
bounce = 0
down.bounce = 0
[State 3710, 4]
type = VelAdd
trigger1 = Time > 0
y = .3
[State 3800, flame sound]
type = PlaySnd
triggerall = vel y > 0
trigger1 = movehit
trigger1 = timemod = 5,4
value = 2,8
volume = -255
channel = 3
[State 3880, 9]
type = EnvShake
trigger1 = Pos Y >= -5
ignorehitpause = 1
time = 40
ampl = -10
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
triggerall = vel y > 0
trigger1 = timemod = 4,3
trigger1 = movehit
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3880, 1]
type = envcolor
trigger1 = pos y >= -5
value = 255, 10, 10
under = 1
time = 3
[State 3450, Rising Dragon] 
type = Explod
trigger1 = time = 0
anim = 10202
sprpriority = 2
pos = 0,-50
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.35,0.95
removeongethit = 1
[State 3450, Rising Dragon] 
type = Explod
trigger1 = time = 0
anim = 10203
sprpriority = 0
pos = 0,-50
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
scale = 1.3,0.9
removeongethit = 1
[State 1500, 0]
type = Varset
trigger1 = pos y >= -5
v = 28
value = 0
[State 3800, Crash]
type = PlaySnd
trigger1 = Pos Y >= -5
value = 2,9
volume = 255
[State 3800, Bam]
type = PlaySnd
trigger1 = Pos Y >= -5
value = 3,3
volume = 255
[State 3450, Implosion] 
type = Explod
trigger1 = Pos Y >= -5
anim = 10451
sprpriority = 5
pos = 0,10
postype = p1
bindtime = 1
ownpal = 1
persistent = 0
pausemovetime = 0
ontop = 1
scale = 1.3,1.3
removeongethit = 1
[State 3710, 7]
trigger1 = Pos Y >= -5
type = ChangeState
value = 3713
[Statedef 3713]
type = A
movetype = I
Physics = N
anim = 1821
ctrl = 0
sprpriority = 2
[State 1710, FireB]
type = Explod
trigger1 = timemod = 4,3
trigger1 = time < 70
trigger1 = numexplod(2500) < 4
postype = p2
ignorehitpause = 1
anim = 2500
id = 2500
pos = 0,-10
random = 80,10
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = timemod = 4,3
trigger1 = time < 70
trigger1 = numexplod(2500) < 4
postype = p2
ignorehitpause = 1
anim = 2501
id = 2500
pos = 0,-10
random = 80,10
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 10,-56
random = 95,100
sprpriority = 5
ownpal = 1
vel = var(52),0
scale = 0.1,0.75
accel = -(var(52))/3,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -10,-56
random = 95,100
sprpriority = 5
ownpal = 1
vel = var(36),0
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = time < 30
time = 1
movetime = 0
ignorehitpause = 1 
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 40
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1852, 6]
type = Velset
trigger1 = Time = 0
x = 5
y = -9
[State 2001, 8]
type = turn
trigger1 = time = 0
persistent = 0
[State 1852, 8]
type = ChangeState
triggerall = time > 5
trigger1 = pos y >= 0
value = 107
ctrl = 0
[Statedef 3800]
type = S
movetype = A
juggle = 3
poweradd=  (Var(10)=0)* -1000
anim = 3800
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3800, NotHitBy]
type = NotHitBy
trigger1 = Time <= 30
value = SCA
time = 1
[State 3800, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, Shadows]
type = Afterimage
triggerall = Time = 0 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[STate 3800, width]
type = width
trigger1 = animelem = 3, >= 0
value = 30
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,350
time           = 57
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3800, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 57
pos = -19, -29
movetime = 4
sprpriority = 3
[State 3800, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -19, -29
movetime = 4
sprpriority = 3
[State 3800, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -22, -29
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3800, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -22, -29
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 30,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3800, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 3
value = 7,3
volume = 255
[State 3800, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 3
value = 0,12
volume = 255
[State 1500, 0]
type = Varadd
trigger1 = animelem = 3
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 3 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3800, Shippu]
type = PlaySnd
trigger1 = time = 0
value = 1,5
channel = 0
[State 3800, PosAdd]
type = PosAdd
trigger1 = time >= 4
x = 2.2
[State 3800, RoundHouse]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 28
value = 4, 10
channel = 0
[State 3800, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 12 || animelem = 20 || animelem = 28
value = 0, 4
volume = 25
[State 3800, Forwars]
type = PlaySnd
trigger1 = animelem = 12 || animelem = 20
value = 4, 8
volume = 25
channel = 0
[State 3800, RoundHouse]
type = HitDef
trigger1 = AnimElem = 5 || animelem = 29
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -60
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,4
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 20
ground.velocity = ifelse(movehit=0,5,-6)
guard.velocity = -3
air.velocity = 1, -4
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
[State 3800, Forward]
type = HitDef
trigger1 = AnimElem = 13 || AnimElem = 21
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 7, 9
sparkxy = 0, -70
sparkno = 3
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime = 20
ground.velocity = ifelse(movehit=0,5,-6)
guard.velocity = -3
air.velocity = -8, -4
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
[State 3800, PosAdd]
type = PosAdd
trigger1 = time = 61
x = ifelse(movehit=0,10,40)
[State 3800, 9]
type = ChangeState
triggerall = Animelem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 3820
[State 3800, 9]
type = ChangeState
trigger1 = animtime = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3820
[Statedef 3820]
type = S
movetype = A
physics = S
anim = 3821
sprpriority = 2
ctrl = 0
[State 3820, w1]
type = width
trigger1 = animelem = 1, >= 0
value = 16
[State 3820, w2]
type = width
trigger1 = animelem = 2, >= 0
value = 20
[State 3820, w3]
type = width
trigger1 = animelem = 3, >= 0
value = 24
[State 3820, AttackVoice]
type = PlaySnd
trigger1 = time = 6
value = 6,11
volume = 25
channel = 0
[State 3820, WhiffSound]
type = PlaySnd
trigger1 = time = 6
value = 0, 4
volume = 255
[State 3820, WhiffSound]
type = PlaySnd
trigger1 = time = 6
value = 0, 4
volume = 255
freqmul = 0.8
[State 3820, 2]
type = HitDef
trigger1 = AnimElem = 7
attr = S, HA
animtype  = Hard
damage    = 45
hitflag = MAF
guardflag = MA
priority = 5, Hit
getpower=  (Var(10)=0)* 0
pausetime = 10,20
sparkno = 3
sparkxy = 0,-50
guard.sparkno = S9300
hitsound   = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 18
ground.velocity = -4+((p2bodydist X)/10),-6
air.velocity =  -4+((p2bodydist X)/10),-6
forcestand = 1
fall = 1
fall.recover = 0
air.recover = 0
[State 4019, 5]
type = ChangeAnim
trigger1 = movehit = 0
trigger1 = time = 9
value = 3822
[State 3800, 9]
type = ChangeState
triggerall = movehit && animtime = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 3842
[State 3820, 8]
type = ChangeState
trigger1 = movehit && animtime = 0
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 3840
[State 1500, 0]
type = Varset
triggerall = AnimTime = 0
trigger1 = moveguarded || Movecontact = 0
v = 28
value = 0
[State 210, 1]
type = AfterImageTime
trigger1 = movehit = 0 && animtime = 0
Time = 0
[State 3800, 9]
type = ChangeState
trigger1 = movehit = 0 && animtime = 0
value = 0
ctrl = 1
[Statedef 3840]
type = A
movetype = A
physics = N
velset = 2,-9
anim = 3840
sprpriority = 2
ctrl = 0
[State 3840, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3840, 1]
type = Posadd
trigger1 = time = 0
x = 40
[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,4
channel = 0
[State 3850, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3860
[Statedef 3860]
type = A
movetype = A
physics = N
anim = 3841
sprpriority = 2
velset = 8, -3.5
ctrl = 0
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 3841
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 2,7
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 68
helpertype = normal
name = "leg fire"
pos = 54,-56
postype = p1
stateno =1065
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 68
helpertype = normal
name = "leg fire"
pos = 44,-56
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3 && time < 68
helpertype = normal
name = "leg fire"
pos = 24,-53
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4 && time < 68
helpertype = normal
name = "leg fire"
pos = -16,-50
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 5 && time < 68
helpertype = normal
name = "leg fire"
pos = -46,-53
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6 && time < 68
helpertype = normal
name = "leg fire"
pos = -44,-56
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7 && time < 68
helpertype = normal
name = "leg fire"
pos = -14,-59
postype = p1
stateno =1065
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 8 && time < 68
helpertype = normal
name = "leg fire"
pos = 26,-62
postype = p1
stateno =1065
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 68
helpertype = normal
name = "leg fire"
pos = 56,-59
postype = p1
stateno =1065
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -6, 6
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -6, 6
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 40,-59
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = -1/3*(var(52)),-1/3*var(53)
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -40,-59
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = -1/3*(var(53)),-1/3*var(52)
[State 0, Var(26)reset]
type = Varset
trigger1 = time = 0
v = 26
value = 0
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 10
v = 26
value = 1
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 20
v = 26
value = 2
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 30
v = 26
value = 3
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 40
v = 26
value = 4
[State 0, Var(26)reset]
type = Varadd
trigger1 = time = 50
v = 26
value = 5
[State 3860, 6]
type = Velset
trigger1 = time = 0
x = 8
[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 1
[State 3860, 2]
type = VelMul
trigger1 = 1
x = 0.64
[State 3860, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 50, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 3 - (var(26))/10,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1, -5.5
air.velocity = -1, -5.5
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
sprpriority = -1
ground.cornerpush.veloff = 0
air.cornerpush.veloff = 0
[State 3860, 9]
type = HitDef
trigger1 = animelem = 3 && movecontact = 0
attr = A, HA
damage = 25, 10
snap = -40,-0
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 4 - (var(26))/10 ,2 - (var(26))/10
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -20, -2
air.velocity = -16, -2
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
air.cornerpush.veloff = -40
[State 3880, 9]
type = EnvShake
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -2
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -15,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = time >= 45
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 0, Var(32)reset]
type = Varset
trigger1 = time = 0
v = 32
value = 0
[State 5150, Var(32) Add]
type = VarAdd
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0
trigger2 = time > 0
v = 32
value = 1
[State 3860, 9]
type = ChangeState
triggerall = Var(32) = 0 && movecontact = 0
triggerall = Var(30) != 59
trigger1 = time = 39
value = 3861
[State 3860, 9]
type = ChangeState
triggerall = Var(32) = 0 && movecontact
triggerall = Var(30) != 59
trigger1 = time = 39
value = 13861
t
[State 3860, 9]
type = ChangeState
triggerall = Var(32) <= 6 && movecontact = 0
triggerall = Var(30) != 59
trigger1 = time = 48
value = 3861
[State 3860, 9]
type = ChangeState
triggerall = Var(32) <= 6 && movecontact
triggerall = Var(30) != 59
trigger1 = time = 48
value = 13861
[State 3860, 9]
type = ChangeState
triggerall = Var(32) > 6 && movecontact = 0
triggerall = Var(32) <= 10
triggerall = Var(30) != 59
trigger1 = time = 55
value = 3861
[State 3860, 9]
type = ChangeState
triggerall = Var(32) > 6 && movecontact
triggerall = Var(32) <= 10
triggerall = Var(30) != 59
trigger1 = time = 55
value = 13861
[State 3860, 9]
type = ChangeState
triggerall = Var(32) > 10 && movecontact = 0
triggerall = Var(32) <= 14
triggerall = Var(30) != 59
trigger1 = time = 62
value = 3861
[State 3860, 9]
type = ChangeState
triggerall = Var(32) > 10 && movecontact
triggerall = Var(32) <= 14
triggerall = Var(30) != 59
trigger1 = time = 62
value = 13861
[State 3860, 9]
type = ChangeState
trigger1 = time = 62 && movecontact = 0
trigger2 = Var(30) = 59
trigger2 = time = 69
value = 3861
[State 3860, 9]
type = ChangeState
trigger1 = time = 62 && movecontact
trigger2 = Var(30) = 59
trigger2 = time = 69
value = 13861
[Statedef 3842]
type = A
movetype = A
physics = N
velset = 0,-3
anim = 3840
sprpriority = 2
ctrl = 0
[State 3840, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3840, 1]
type = Posadd
trigger1 = time = 0
x = 40
[State 3840, JinRaiKyayu]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,4
channel = 0
[State 3850, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3862
[Statedef 3862]
type = A
movetype = A
physics = N
anim = 3841
sprpriority = 2
velset = 0, -10.5
ctrl = 0
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 10,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(52),0
scale = 0.1,0.75
accel = -(var(52))/3,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -10,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),0
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 3860, 5]
type = ChangeAnim
trigger1 = animtime = 0
value = 3841
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 0,4
[State 1822, Sound]
type = playsnd
trigger1 = animelem = 1 || animelem = 5
value = 2,7
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 68
helpertype = normal
name = "leg fire"
pos = 54,-56
postype = p1
stateno =1065
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 68
helpertype = normal
name = "leg fire"
pos = 44,-56
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3 && time < 68
helpertype = normal
name = "leg fire"
pos = 24,-53
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 4 && time < 68
helpertype = normal
name = "leg fire"
pos = -16,-50
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 5 && time < 68
helpertype = normal
name = "leg fire"
pos = -46,-53
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 6 && time < 68
helpertype = normal
name = "leg fire"
pos = -44,-56
postype = p1
stateno =1066
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7 && time < 68
helpertype = normal
name = "leg fire"
pos = -14,-59
postype = p1
stateno =1065
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 8 && time < 68
helpertype = normal
name = "leg fire"
pos = 26,-62
postype = p1
stateno =1065
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 1 && time < 68
helpertype = normal
name = "leg fire"
pos = 56,-59
postype = p1
stateno =1065
ownpal = 1
size.xscale = 0.8
size.yscale = 0.8
[State 3860, 6]
type = Velset
trigger1 = time != 1
x = 0
[State 1531, 5]
type = VelMul
trigger1 = time >= 0
y = .97
[State 3860, 1]
type = PlayerPush
trigger1 = time >= 0
value = 0
[State 0, Var(26)reset]
type = Varset
trigger1 = time = 0
v = 26
value = 0
[State 0, Var(26)reset]
type = Varadd
trigger1 = (gametime%4) = 1
v = 26
value = 1
[State 3860, 9]
type = HitDef
trigger1 = animElem = 1
attr = A, HA
damage = 30, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = -1
p2turn = 1
snap = 40,-0
pausetime = 2,2
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = 20, -2
air.velocity = 16, -2
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
sprpriority = -1
air.cornerpush.veloff = -40
[State 3860, 9]
type = HitDef
trigger1 = animelem = 3
attr = A, HA
damage = 40, 10
snap = -40,-0
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
p2facing = 1
p2turn = 1
pausetime = 2,2
sparkxy = 0, -50
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -20, -2
air.velocity = -16, -2
fall = 1
fall.recover = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 3880, 9]
type = EnvShake
trigger1 = timemod = 3,2
Trigger1 = movehit
ignorehitpause = 1
time = 4
ampl = -2
freq = 100
phase = 1
[State 1710, FireB]
type = Explod
triggerall = time >= 61
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -15,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = time >= 61
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1500, 0]
type = Varset
trigger1 = time = 62
trigger2 = Var(30) = 59
trigger2 = time = 62
v = 28
value = 0
[State 3860, 9]
type = ChangeState
trigger1 = time = 62
trigger2 = Var(30) = 59
trigger2 = time = 62
value = 3863
[Statedef 3863]
type = A
movetype = A
physics = N
anim = 3953
velset = 0,0
sprpriority = 2
[State 610, 3]
type = PlayerPush
trigger1 = Time >= 1
Value = 0
[State 1811, 0]
type = posadd
trigger1 = time = 0
y = -8
x = 2
[State 3950, WhiffSound]
type = PlaySnd
trigger1 = animelem = 1
value = 0, 3
[State 3950, HAH]
type = PlaySnd
trigger1 = animelem = 1
value = 4,7
volume = 255
[State 3950, 2]
type = HitDef
trigger1 = animelem = 3
attr = A, S
damage = 70
anim = Medium
priority = 4, Hit
guardflag = MAF
hitflag = HAFD
sparkxy = 0,-70
sparkno = 1
guard.sparkno = S9100
pausetime = 15,15
getpower=   (Var(10)=0)*  30
givepower = 15
hitsound   = S6,4
guardsound = S0,100
ground.type = trip
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -10,-9
air.type = low
air.velocity = -10,-9
air.hittime = 15
air.fall = 1
fall.recover = 0
fall = 1
fall.envshake = 1
fall.envshake.time = 30
fall.envshake.freq = 100
fall.envshake.ampl = -6
fall.envshake.phase = 1
envshake = 1
envshake.time = 30
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 1
[State 750, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 3843
ctrl = 0
[Statedef 3843]
type = A
movetype = A
physics = N
[State 3865, A-ism]
type = PlaySnd
trigger1 = p2movetype = H
trigger1 = target, pos Y = 0
value = 3, 3
volume = 255
ignorehitpause = 1
persistent = 0
[State 271, Gravity]
type = VelAdd
trigger1 = 1
y = .44
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 3951
[State 210, 1]
type = AfterImageTime
trigger1 = pos Y >= -5
Time = 0
[State 1820, 1]
type = posadd
trigger1 = pos y >= -5
x = -20
[State 1820, 1]
type = changestate
trigger1 = pos y >= -5
value = 1874
[Statedef 3861]
type = A
movetype = A
physics = N
[State 0, Var(32)reset]
type = Varset
trigger1 = time = 0
v = 32
value = 0
[State 271, Gravity]
type = VelAdd
trigger1 = Time >= 30
y = .40
[State 1531, 5]
type = VelMul
trigger1 = time >= 0
trigger1 = time < 30
y = .95
[State 271, Gravity]
type = Velmul
trigger1 = Time >= 5
x = .65
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 13020
[State 210, 1]
type = AfterImageTime
trigger1 = pos Y >= -5
Time = 0
[State 1500, 0]
type = Varset
trigger1 = pos Y >= -5
v = 28
value = 0
[State 3860, 9]
type = ChangeState
trigger1 = pos Y >= -5
value = 52
[Statedef 13861]
type = A
movetype = A
physics = N
[State 0, Var(32)reset]
type = Varset
trigger1 = time = 0
v = 32
value = 0
[State 271, Gravity]
type = VelAdd
trigger1 = Time >= 30
y = .40
[State 1531, 5]
type = VelMul
trigger1 = time >= 0
trigger1 = time < 30
y = .95
[State 271, Gravity]
type = Velmul
trigger1 = Time >= 5
x = .65
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 13020
[State 210, 1]
type = AfterImageTime
trigger1 = pos Y >= -5
Time = 0
[State 1500, 0]
type = Varset
trigger1 = pos Y >= -5
v = 28
value = 0
[State 3860, 9]
type = ChangeState
trigger1 = pos Y >= -5
value = 52
[Statedef 3865]
type = S
movetype = A
juggle = 3
poweradd=  (Var(10)=0)* -2000
anim = 3865
velset = 0,0
ctrl = 0
sprpriority = 2
[State 3865, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
[State 3865, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 299
length = 21
PalBright   =   0,  0,  0
PalContrast = 0,0,542
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3865, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 57
pos = 81, -29
movetime = 4
sprpriority = 3
[State 3865, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = 81, -29
movetime = 4
sprpriority = 3
[State 3865, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 3
anim = 10060
pos = 82, -30
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3865, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 3
anim = 10061
pos = 82, -30
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 270, width]
type = width
trigger1 = 1
value = 15
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 3
anim = 9402
scale = 0.7,0.7
pos = 30,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3865, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 3
value = 7, 3
volume = 255
[State 3865, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 3
value = 0,12
volume = 255
[State 3865, chiargesound]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0,10
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 3
v = 28
value = 1
[State 3870, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 8
value = 0, 1
volume = 25
[State 3870, Forward huneh]
type = PlaySnd
trigger1 = animelem = 5 
value = 4, 4
volume = 25
channel = 0
[State 3870, RoundHouse]
type = HitDef
trigger1 = animelem = 5
attr = S, HA
damage = 35, 5
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkxy = -5, -55
sparkno = 2
guard.sparkno = S9300
hitsound = S6,4
guard.pausetime = 12,12
guardsound = S0,100
getpower=  (Var(10)=0)* 0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -4
guard.velocity = -1
forcestand = 1
air.fall = 0
p2facing = 1
fall.recover = 0
ground.cornerpush.veloff = 0
snap = 70,0
[State 3870, RoundHouse]
type = HitDef
trigger1 = animelem = 9
attr = S, HA
damage = 35, 5
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkxy = 5, -65
sparkno = 2
guard.sparkno = S9300
hitsound = S6,4
guardsound = S0,100
getpower=  (Var(10)=0)* 0
ground.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -1
guard.velocity = -1
air.velocity = -1, -1
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
[State 3800, 9]
type = ChangeState
trigger1 = animtime = 0
value = 3866
[State 210, 1]
type = varset
trigger1 = animelem = 6 && movehit = 0
v = 28
value = 0
[State 210, 1]
type = AfterImageTime
trigger1 = animelem = 6 && movehit = 0
Time = 0
[State 3800, 9]
type = ChangeState
trigger1 = animelem = 6 && movehit = 0
value = 273
[Statedef 3866]
type = S
movetype = A
anim = 3866
velset = 0,0
ctrl = 0
[State 3870, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 3
value = 0, 3
volume = 25
[State 270, width]
type = width
trigger1 = 1
value = 15
[State 270, width]
type = velset
trigger1 = animelem = 3
x = 1
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 3870, RoundHouse]
type = HitDef
trigger1 = animelem = 4
attr = S, HA
damage = 45, 10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 5,5
sparkxy = -12, -60
sparkno = 2
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
ground.slidetime = 30
getpower=  (Var(10)=0)* 0
ground.hittime = 30
ground.velocity = -5
guard.velocity = -3
air.velocity = -1, -2
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3867
ctrl = 0
[Statedef 3867]
type = S
movetype = A
anim = 3867
velset = 0.5,0
ctrl = 0
[State 3870, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 3|| animelem = 4
value = 0, 4
volume = 25
[State 3870, Forward]
type = PlaySnd
trigger1 = animelem = 4
value = 4, 8
volume = 25
channel = 0
[State 3870, RoundHouse]
type = HitDef
trigger1 = animelem = 4 || animelem = 5
attr = S, HA
damage = 35, 5
animtype = Heavy
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 4,4
sparkxy = 0, -60
sparkno = 2
getpower=  (Var(10)=0)* 0
guard.sparkno = S9300
hitsound = S6,4
guardsound = S0,100
ground.type = High
ground.slidetime = 18
ground.hittime = 30
ground.velocity = -1
guard.velocity = -1
air.velocity = -1, -4
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3868
ctrl = 0
[Statedef 3868]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0,0
anim = 3868
sprpriority = 2
[State 270, width]
type = width
trigger1 = 1
value = 15
[State 270, PosAdd]
type = posadd
trigger1 = time = 0
x = 11
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 1
x = 16
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 2
x = 7
[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 4
value = 3869
[Statedef 3869]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -3
sprpriority = 2
ctrl = 0
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 3
[State 271, VelAdd]
type = VelAdd
trigger1 = time >= 0
y = 0.30
[State 271, Whiff]
type = PlaySnd
trigger1 = animelem = 4 || animelem = 11
value = 0,2
channel = 0
[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
animtype  = Medium
damage    = 55
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 4,5
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = low
ground.slidetime = 14
ground.hittime  = 20
ground.velocity = -3
getpower=  (Var(10)=0)* 0
air.velocity = -3,-4
[State 271, Hitdef2]
type = HitDef
trigger1 = animelem = 12
attr = S, NA
animtype = heavy
damage    = 55
hitflag = MAF
guardflag = MA
priority = 3, Hit
pausetime = 5,6
sparkxy = 0,-67
sparkno = 2
guard.sparkno = S9100
hitsound   = S6,4
guardsound = S0,100
ground.type = high
ground.slidetime = 5
ground.hittime  = 30
ground.velocity = -3, 0
air.velocity = -3,-4
getpower=  (Var(10)=0)* 0
air.type = low
fall.recover = 0
[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= -5
value = 3870
[Statedef 3870];----------------------
type = S
movetype = I
physics = S
velset = 1, 0
anim = 271
ctrl = 0
[State 272, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[State 272, PosAdd]
type = PosAdd
trigger1 = time = 0
x = -15
[State 272, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3871
ctrl = 0
[Statedef 3871];----------------------
type = S
movetype = A
physics = C
anim = 3869
velset = 0,0
ctrl = 0
[State 1900, Slide Sound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0,11
volume = 25
channel = 0
[State 1900, 2]
type = Velset
trigger1 = time = 0
x = 15
[State 1900, 1]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 1900, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
damage = 70,10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 4, 5
sparkxy = 0, -60
sparkno = 2
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
getpower=  (Var(10)=0)* 0
ground.type = Low
ground.slidetime = 10
ground.hittime = 30
ground.velocity = -1.2
air.velocity = -4, -3
[State 1900, 5]
type = ChangeState
trigger1 = animtime = 0
value = 3872
ctrl = 0
[Statedef 3872]
type    = S
movetype= A
physics = S
ctrl = 0
velset =2,-1
anim = 3870
sprpriority = 2
[State 271, PosAdd]
type = Posadd
trigger1 = time = 0
y = -17
[State 270, AttackVoice1]
type = PlaySnd
trigger1 = animelem = 3
value = 1,7
channel = 0
[State 270, whiff]
type = PlaySnd
trigger1 = animelem = 3
value = 0,4
channel = 0
[State 270, width]
type = width
trigger1 = 1
value = 15
[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 2
y = -12
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 1
x = 3
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
x = 4
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 3
y = -1
[State 270, 9]
type = ChangeState
trigger1 = AnimElem = 3
value = 3873
[Statedef 3873]
type    = A
movetype= A
physics = N
juggle = 5
velset = 0, -2
sprpriority = 2
ctrl = 0
[State 271, width]
type = width
trigger1 = time >=0
value = 25
[State 271, PosAdd]
type = Posadd
trigger1 = Animelem = 4
y = 18
[State 270, PosAdd]
type = posadd
trigger1 = animelem = 4
x = 1
[State 271, PosAdd]
type = Posadd
trigger1 = time >= 0
x = 3
[State 271, Gravity]
type = VelAdd
trigger1 = Time >= 0
y = .54
[State 271, AttackVoice2]
type = PlaySnd
trigger1 = animelem = 9
value = 4, 0
channel = 0
[State 271, Hitdef1]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype  = Medium
damage    = 70,15
hitflag = MAF
guardflag = MA
priority = 4, Hit
pausetime = 4,5
sparkno = 2
sparkxy = 5,-45
guard.sparkno = S9100
hitsound   = S6,6
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = high
ground.slidetime = 14
ground.hittime  = 30
ground.velocity = -3
air.velocity = -4,-4
kill = 0
[State 271, 9]
type = ChangeState
trigger1 = time > 5
trigger1 = pos Y >= 6
value = 3875
[Statedef 3875];--------------------------
type = S
movetype = A
anim = 3871
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600 && time > 16
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -10,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/3,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600 && time > 16
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -10,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 2,10
[State 1000, FireBa]
type = Explod
trigger1 = time > 16 && random <= 400
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = 0,-6
random = 50,0
sprpriority = 5
ownpal = 1
vel = 0,-var(51)
scale = 1.5,0.2
[State 1000, FireB]
type = Explod
trigger1 = time > 16 && random <= 200
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = -10,-8
random = 80,0
sprpriority = -5
ownpal = 1
vel = 0,-var(51)
scale = 1.5,0.2
[State 3870, WhiffSoundRoundhouse]
type = PlaySnd
trigger1 = animelem = 10
value = 3,5
volume = 255

[State 820, 1]
type = screenbound
Trigger1 = Time >= 0
value = 1
movecamera = 1,1
[State 3700, SuperLight charge for Shun Goku Shoryuken] 
type = Explod
trigger1 = Animelem = 10
anim = 10086
pos = -5,-55
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
id = 112
[State 1599,6]
type = ModifyExplod
trigger1 = 1
ID = 112
scale = 0.6 - (.01*(time-25)), 0.6 - (.01*(time-25))
[State 3700, X-ism]
type = PlaySnd
trigger1 = AnimElem = 10,=50
value = 2,1
volume = 255
[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect3] 
type = Explod
trigger1 = Animelem = 10
anim = 10020
pos = 0,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 36
ownpal = 1
pausemovetime = 9999
[State 3450, groundshockwave] 
type = explod
trigger1 = AnimElem = 10
anim = 10030
pos = 0,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3875, 4]
type = HitDef
trigger1 = animelem = 7
attr = S, HA
animtype  = Hard
damage    = 80
hitflag = MAFD
guardflag = MA
priority = 5, Hit
pausetime = 4,6
getpower=  (Var(10)=0)* 0
sparkno = 2
sparkxy = 0,-70
guard.sparkno = S9300
hitsound   = S6,4
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = -2, 0
air.velocity = -2, -2
forcestand = 1
fall.yvelocity = -6
down.velocity = 0,-12
down.hittime = 10
bounce = 1
hitonce = 1
kill = 0
[State 3875, 4]
type = HitDef
trigger1 = animelem = 10
attr = S, HA
animtype  = Up
damage    = 220
hitflag = MAFD
guardflag = 
priority = 5, Hit
pausetime = 10,10
sparkno = 62
sparkxy = 0,0
guard.sparkno = S9300
hitsound   = S3,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = 0, -10
air.velocity = 0,-12
forcestand = 1
getpower=  (Var(10)=0)* 0
air.fall = 1
fall.recover = 0
fall.recovertime = 9999
fall.damage = 50
fall = 1
fall.animtype = hard
fall.yvelocity = -6
down.velocity = 0,-12
down.bounce = 1
down.hittime = 10
bounce = 1
hitonce = 1
kill = 0
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,0
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 4,7
[State 195, 5]
type = EnvShake
trigger1 = AnimElem = 10
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 7800, 3]
type = BGPalfx
trigger1 = time = 31
invertall = 1
supermove = 1
time = 82
add = 0,-255,-255
sinadd = 400,400,400,125
[State 195, posadd]
type = PosAdd
trigger1 = animtime = 0
x = -5
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
trigger1 = (GameTime%2) = 0 &&roundstate = 2 && stateno = 3875
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 3875, 8]
type = ChangeState
trigger1 = animtime = 0
value = 3880
[Statedef 1955];-------------------------------
type = S
movetype = H
velset = -7,0
[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time < 10
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 1955
ignorehitpause = 1
[State 1955, Friction]
type = VelMul
trigger1 = time >= 0
x = 0.9
[State 1955, Shi-NE!]
type = SelfState
trigger1 = alive = 0 && time = 10
value = 5070
[State 1955, Change to Custom Dizzy Anim]
type = ChangeAnim2
trigger1 = alive = 1 && time = 30 && !selfanimexist(5300)
value = 5301
[State 1955, Change to Dizzy Anim]
type = ChangeAnim
trigger1 = alive = 1 && time = 30 && selfanimexist(5300)
value = 5300
[State 1955, 9]
type = SelfState
trigger1 = time = 200
value = 0
ctrl = 1
[Statedef 3880];-------------------------
type = A
movetype = A
physics = N
anim = 13000
sprpriority = 2
[State 3860, 9]
type = ChangeState
trigger1 = time = 8
value = 3881
[Statedef 3881];-------------------------
type = A
movetype = A
physics = N
sprpriority = 2
[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
[State 3880, 1]
type = EnvColor
trigger1 = movehit
value = 255, 255, 255
persistent = 0
time = 2
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3880, 1]
type = VelSet
trigger1 = Time = 0
x = 13
y = -13.5
[State 3880, 2]
type = VelMul
trigger1 = Time >= 0
x = .92
[State 3880, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 3880, 9]
type = HitDef
trigger1 = animElem = 5
attr = A, HA
damage = 390, 50
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = 
pausetime = 0,0
sparkxy = 0, -50
sparkno = 72
guard.sparkno = S9300
hitsound = S7,2
getpower=  (Var(10)=0)* 0
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -4, -12
air.hittime = 10
air.velocity = -4, -12
fall = 1
fall.recover = 0
air.recover = 0
fall.damage = 20
down.velocity = 0,-10 
down.bounce = 1
flag = unguardable
[State 3880, 9]
type = EnvShake
Trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15
[State 3450, Spark] 
type = Explod
trigger1 = movehit
anim = 9420
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
removetime = 12
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
[State 3860, 9]
type = changeanim
trigger1 = time = 26
value = 13001
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1570
[Statedef 3885];---------------------------------
type    = S
movetype= A
physics = S
poweradd=  (Var(10)=0)* -1000
juggle = 0
ctrl = 0
anim = 3905
velset = 0,0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3700, flame charge]
type = PlaySnd
trigger1 = AnimElem = 1,=4
value = 3,1
supermove = 1
[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,390
time           = 80
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 80
pos = -29, -63
movetime = 4
sprpriority = 3
[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -29, -63
movetime = 4
sprpriority = 3
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4800
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4804
pos = 5,0
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 4804
pos = 6,1
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 4800
pos = 6,1
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
removeongethit = 1
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10086
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
id = 112
[State 1599,6]
type = ModifyExplod
trigger1 = 1
ID = 112
scale = 0.6 - (.08*time), 0.6 - (.08*time)
;charge 10810-10826
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10830
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.2,0.2
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10831
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.25,0.25
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10832
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.3,0.3
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10833
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.35,0.35
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10834
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.4,0.4
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10835
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.45,0.45
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10836
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.5,0.5
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10837
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.55,0.55
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10838
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.6,0.6
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10839
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.65,0.65
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10840
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.7,0.7
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10841
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
removetime = 81
ownpal = 1
shadow = 0,50,100
scale = 0.75,0.75
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) > 0
trigger1 = time = 0
anim = 10087
pos = 0,-80
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 0,-80
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 0,-80
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3865, chiargesound]
type = PlaySnd
trigger1 = time = 0
value = 2,2
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, HadokenVoice]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,3
channel = 0
volume = 0
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animelem = 4
helpertype = normal
name = "hadouken"
id = 4
pos = 95, -53
postype = p1
stateno =1009
ownpal = 1
[State 1710, FireB]
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = (enemyNear, StateNo = [5000,5999])
trigger1 = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = animelem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "hadouken"
id = 4
pos = 95, -56
postype = p1
stateno =1013
ownpal = 1
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 255
freqmul = 0.9
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = animelem = 4
value = 0,7
volume = 255
freqmul = 1.1
[State 1500, 0]
type = Varset
trigger1 = AnimTime = 0
v = 28
value = 0
[State 3885, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 3890];---------------------------
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* -3000
ctrl = 0
anim = 3890
velset = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 50
range = 0, 100
[State 1531, 5]
type = PosFreeze
trigger1 = time <= 30
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 2,1
[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 200
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 60
ignorehitpause = 1
invertall = 1
[State 4120, 1]
type = Pause
triggerall = var(28) = 0
trigger1 = time = 0
movetime = 30
time = 60
pos = 7, -95
anim = -1
[State 4120, 1]
type = Pause
triggerall = var(28) > 0
trigger1 = time = 0
movetime = 30
time = 32
pos = 7, -95
anim = -1
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 4, -102
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 4, -102
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7, 3
volume = 255
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 182, 2]
type = NotHitBy
trigger1 = Time <= 31
value = SCA
time = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = S22,1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 30
value = S21,6
[State 4120, 1]
type = ChangeAnim
trigger1 = time = 30
value = 3891
[State 4120, 1]
type = Velset
trigger1 = time = 30
x = 5 
[State 610, 3]
type = HitDef
trigger1 = Time >= 30
attr = S, HT
p2facing = 1 
damage    = 0
getpower=  (Var(10)=0)* 0
givepower = 0
guardflag =
hitflag = M
priority = 5, hit
pausetime = 0,0
snap = 40
sparkxy = -1, 100
hitsound   = S0,8
ground.type = High
ground.slidetime = 0
ground.hittime  = 0
ground.Velocity = 0
p1stateno = 3891
p2stateno = ifelse(var(50)>= 50, 3895,3898)
kill = 0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 80
Time = 0
[State 210, 1]
type = AfterImageTime
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
Time = 0
[State 1500, 0]
type = Varadd
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
trigger2 = Time = 90
v = 28
value = 0
[State 610, 1]
type = ChangeState
Trigger1 = frontedgedist = 0
Trigger1 = movecontact = 0
value = 0
ctrl = 1
[State 610, 4]
type = ChangeState
trigger1 = Time = 90
value = 0
ctrl = 1
[Statedef 3891];------------------
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 0
ctrl = 0
anim = 3893
velset = 0
sprpriority = 2
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 210, 1]
type = Posadd
trigger1 = time = 0
x = 10
[State 3891, 3]
type = AssertSpecial
trigger1 = Time >=0
trigger1 = Time <=450
flag = NoMusic
flag2 = nofg
flag3 = nobardisplay
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 7800, 3]
type = BGPalfx
trigger1 = time = 0
supermove = 1
time = 50
add = 0,0,0
sinadd = -400,-400,-400,295
[State 610, 4]
type = targetLifeAdd
trigger1 = time = 45
value = ifelse(var(50)>= 50, -600,-400)
kill = 0
[State 1531, 5]
type = EnvColor
trigger1 = time = 43
value = 0,0,0
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 45
value = 10,10,10
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 47
value = 20,20,20
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 49
value = 30,30,30
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 51
value = 40,40,40
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 53
value = 50,50,50
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 55
value = 60,60,60
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 57
value = 70,70,70
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 59
value = 80,80,80
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 61
value = 90,90,90
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 63
value = 100,100,100
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 65
value = 110,110,110
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 67
value = 120,120,120
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 69
value = 130,130,130
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 71
value = 140,140,140
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 73
value = 150,150,150
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 75
value = 160,160,160
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 77
value = 170,170,170
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 79
value = 180,180,180
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 81
value = 190,190,190
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 83
value = 200,200,200
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 85
value = 210,210,210
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 87
value = 220,220,220
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 89
value = 230,230,230
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 91
value = 240,240,240
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 93
value = 250,250,250
time = 2
[State 1531, 5]
type = EnvColor
trigger1 = time = 95
value = 255,255,255
time = 40
[State 610, 3]
type = PosAdd
trigger1 = Time = 95
persistent = 1
x = 50
[State 1531, 5]
type = Explod
trigger1 = time >= 41
trigger1 = TimeMod = 4, 3
trigger1 = time <= 98
Anim = 9420
scale = 0.7,0.7
pos = 30, -50
random = 100,50
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time >= 41
trigger1 = TimeMod = 4, 3
trigger1 = time <= 98
value = 6,5
[State 1531, 5]
type = HitAdd
trigger1 = time >= 41
trigger1 = TimeMod = 4, 3
trigger1 = time <= 98
value = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 0,17
volume = 255
[State 1700, Dragon]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Dragon"
id = 666
pos = 160,-170
postype = left
stateno =12000
ownpal = 1
pausemovetime = 9999
[State 1700, Dragon]
type = Helper
trigger1 = time = 3
helpertype = normal
name = "Dragon"
id = 666
pos = 260,-120
postype = left
stateno =12001
ownpal = 1
pausemovetime = 9999
[State 1700, Dragon]
type = Helper
trigger1 = time = 6
helpertype = normal
name = "Dragon"
id = 666
pos = 220,-20
postype = left
stateno =12002
ownpal = 1
pausemovetime = 9999
[State 1700, Dragon]
type = Helper
trigger1 = time = 9
helpertype = normal
name = "Dragon"
id = 666
pos = 100,-25
postype = left
stateno =12003
ownpal = 1
pausemovetime = 9999
[State 1700, Dragon]
type = Helper
trigger1 = time = 12
helpertype = normal
name = "Dragon"
id = 666
pos = 60,-120
postype = left
stateno =12004
ownpal = 1
pausemovetime = 9999
[State 610, 4]
type = ChangeState
trigger1 = Time = 98
value = ifelse(var(50)>= 50, 3892,3893)
[Statedef 12000];----------------------------
type = S
movetype = I
velset = 0,0
anim = 12230
sprpriority = 5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 0,17
volume = 255
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 194, 1]
type = AssertSpecial
trigger1 = time > 242
flag = invisible
[State 196, 2]
type = AfterImage
trigger1 = Time = [243,245]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 250,250,250
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [246,248]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 230,230,230
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [249,251]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 210,210,210
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [252,254]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 190,190,190
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [255,257]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 170,170,170
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [258,260]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 150,150,150
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [261,263]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 130,130,130
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [264,266]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 110,110,110
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [267,269]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 90,90,90
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [270,272]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 70,70,70
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [273,275]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 50,50,50
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [276,279]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 30,30,30
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time > 280
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 10,10,10
trans = add
[State 6310, 4]
type = destroyself
trigger1 = time = ifelse(parent,var(50)>= 50, 50,283)
[Statedef 12001]
type = S
movetype = I
velset = 0,0
anim = 12231
sprpriority = 5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 0,17
volume = 255
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 194, 1]
type = AssertSpecial
trigger1 = time > 239
flag = invisible
[State 196, 2]
type = AfterImage
trigger1 = Time = [240,242]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 250,250,250
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [243,245]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 230,230,230
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [246,248]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 210,210,210
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [249,251]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 190,190,190
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [252,254]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 170,170,170
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [255,257]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 150,150,150
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [258,260]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 130,130,130
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [261,263]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 110,110,110
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [264,266]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 90,90,90
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [267,269]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 70,70,70
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [270,272]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 50,50,50
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [273,275]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 30,30,30
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time > 276
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 10,10,10
trans = add
[State 6310, 4]
type = destroyself
trigger1 = time = ifelse(parent,var(50)>= 50, 50,280)
[Statedef 12002]
type = S
movetype = I
velset = 0,0
anim = 12232
sprpriority = 5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 0,17
volume = 255
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 194, 1]
type = AssertSpecial
trigger1 = time > 236
flag = invisible
[State 196, 2]
type = AfterImage
trigger1 = Time = [237,239]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 250,250,250
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [240,242]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 230,230,230
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [243,245]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 210,210,210
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [246,248]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 190,190,190
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [249,251]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 170,170,170
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [252,254]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 150,150,150
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [255,257]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 130,130,130
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [258,260]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 110,110,110
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [261,263]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 90,90,90
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [264,266]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 70,70,70
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [267,269]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 50,50,50
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [270,272]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 30,30,30
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time > 273
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 10,10,10
trans = add
[State 6310, 4]
type = destroyself
trigger1 = time = ifelse(parent,var(50)>= 50, 50,276)
[Statedef 12003]
type = S
movetype = I
velset = 0,0
anim = 12233
sprpriority = 5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 0,17
volume = 255
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 194, 1]
type = AssertSpecial
trigger1 = time > 233
flag = invisible
[State 196, 2]
type = AfterImage
trigger1 = Time = [234,236]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 250,250,250
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [237,239]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 230,230,230
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [240,242]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 210,210,210
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [243,245]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 190,190,190
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [246,248]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 170,170,170
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [249,251]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 150,150,150
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [252,254]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 130,130,130
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [255,257]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 110,110,110
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [258,260]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 90,90,90
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [261,263]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 70,70,70
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [264,266]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 50,50,50
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [267,269]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 30,30,30
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time > 270
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 10,10,10
trans = add
[State 6310, 4]
type = destroyself
trigger1 = time = ifelse(parent,var(50)>= 50, 50,273)
[Statedef 12004]
type = S
movetype = I
velset = 0,0
anim = 12234
sprpriority = 5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 0,17
volume = 255
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 194, 1]
type = AssertSpecial
trigger1 = time > 230
flag = invisible
[State 196, 2]
type = AfterImage
trigger1 = Time = [231,233]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 250,250,250
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [234,236]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 230,230,230
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [237,239]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 210,210,210
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [240,242]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 190,190,190
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [243,245]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 170,170,170
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [246,248]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 150,150,150
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [249,251]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 130,130,130
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [252,254]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 110,110,110
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [255,257]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 90,90,90
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [258,260]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 70,70,70
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [261,263]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 50,50,50
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [264,266]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 30,30,30
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time > 267
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 10,10,10
trans = add
[State 6310, 4]
type = destroyself
trigger1 = time = ifelse(parent,var(50)>= 50, 50,270)
[Statedef 12005]
type = S
movetype = I
velset = 0,0
anim = 12235
sprpriority = 5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = 0,17
volume = 255
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = 200,200,200
sinadd         = -50,-200,-200,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 194, 1]
type = AssertSpecial
trigger1 = time > 129
flag = invisible
[State 196, 2]
type = AfterImage
trigger1 = Time = [131,133]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 250,250,250
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [134,136]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 230,230,230
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [137,139]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 210,210,210
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [140,142]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 190,190,190
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [143,145]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 170,170,170
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [146,148]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 150,150,150
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [149,151]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 130,130,130
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [152,154]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 110,110,110
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [155,157]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 90,90,90
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [158,160]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 70,70,70
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [161,163]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 50,50,50
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time = [164,166]
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 30,30,30
trans = add
[State 196, 2]
type = AfterImage
trigger1 = Time > 167
time = 5
framegap = 1
length = 2
paladd = 0, 0, 0
palmul = .55,.55,.55
palcontrast = 10,10,10
trans = add
[State 6310, 4]
type = destroyself
trigger1 = time = ifelse(parent,var(50)>= 50, 50,170)
[Statedef 12006]
type = S
movetype = I
velset = 0,2
anim = 12236
sprpriority = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 6310, 4]
type = destroyself
trigger1 = time = 15
[Statedef 12007]
type = S
movetype = I
velset = 3,1
anim = 12236
sprpriority = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 6310, 4]
type = destroyself
trigger1 = time = 15
[Statedef 12008]
type = S
movetype = I
velset = -3,1
anim = 12236
sprpriority = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 6310, 4]
type = destroyself
trigger1 = time = 15
[Statedef 12009]
type = S
movetype = I
velset = 2,-2
anim = 12236
sprpriority = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 6310, 4]
type = destroyself
trigger1 = time = 15
[Statedef 12010]
type = S
movetype = I
velset = -2,-2
anim = 12236
sprpriority = 5
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 0
add            = -100,0,0
sinadd         = 250,0,0,80
time           = 20
ignorehitpause = 1
persistent     = 0
[state 6005, skin fadeout]
type           = PalFx
trigger1     = time = 20
add            = 150,0,0
time           = 900
ignorehitpause = 1
persistent     = 0
[State 6310, 4]
type = destroyself
trigger1 = time = 15
[Statedef 3892]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 0
sprpriority = 3
ctrl = 0
anim = 3892
[State 1530, 5]
type = Sprpriority
trigger1 = Time = 0
value = 3
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 610, 4]
type = targetLifeAdd
trigger1 = time = 39
value = -1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
persistent = 0
value = 7,1
[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 4900,1
[State 7800, 3]
type = BGPalfx
trigger1 = time = 50
supermove = 1
time = 12
mul = 158,158,158
[State 7800, 3]
type = BGPalfx
trigger1 = time = 40
supermove = 1
time = 12
mul = 138,138,138
[State 7800, 3]
type = BGPalfx
trigger1 = time = 30
supermove = 1
time = 12
mul = 118,118,118
[State 7800, 3]
type = BGPalfx
trigger1 = time = 20
supermove = 1
time = 12
mul = 98,98,98
[State 7800, 3]
type = BGPalfx
trigger1 = time = 10
supermove = 1
time = 12
mul = 78,78,78
[State 7800, 3]
type = BGPalfx
trigger1 = time = 0
supermove = 1
time = 12
mul = 58,58,58
[State 610, 3]
type = PlayerPush
trigger1 = Time >= 1
Value = 0
[State 1530, 5]
type = Sprpriority
trigger1 = Time = 140
value = 1
[State 1500, 0]
type = Varset
trigger1 = time = 200
v = 28
value = 0
[State 7800, 3]
type = Palfx
trigger1 = time = 150 && var(50) < 50
time = 51
add = -255,-255,-255
[State 210, var(44) Defense up!]
type = varset
trigger1 = time = 200
v = 50
value = 0
[State 610, 4]
type = ChangeState
trigger1 = time = 200
value = 0
ctrl = 1
[Statedef 3893]
type    = S
movetype= A
physics = N
poweradd=  (Var(10)=0)* 0
sprpriority = -5
ctrl = 0
anim = 12202
[State 1700, Dragon]
type = Helper
trigger1 = time = 16
helpertype = normal
name = "Dragon"
id = 666
pos = 165,-95
postype = left
stateno =12005
ownpal = 1
pausemovetime = 9999
[State 1700, Dragon]
type = Helper
trigger1 = time = 2
helpertype = normal
name = "Dragon"
id = 666
pos = 165,-125
postype = left
stateno =12006
ownpal = 1
pausemovetime = 9999
[State 1700, Dragon]
type = Helper
trigger1 = time = 2
helpertype = normal
name = "Dragon"
id = 666
pos = 120,-110
postype = left
stateno =12007
ownpal = 1
pausemovetime = 9999
[State 1700, Dragon]
type = Helper
trigger1 = time = 2
helpertype = normal
name = "Dragon"
id = 666
pos = 210,-110
postype = left
stateno =12008
ownpal = 1
pausemovetime = 9999
[State 1700, Dragon]
type = Helper
trigger1 = time = 2
helpertype = normal
name = "Dragon"
id = 666
pos = 195,-65
postype = left
stateno =12010
ownpal = 1
pausemovetime = 9999
[State 1700, Dragon]
type = Helper
trigger1 = time = 2
helpertype = normal
name = "Dragon"
id = 666
pos = 135,-65
postype = left
stateno =12009
ownpal = 1
pausemovetime = 9999
[State 1531, 5]
type = EnvColor
trigger1 = time = 0
value = 255,255,255
time = 15
under = 1
[state 3451, white fadein]
type           = BGPalFx
trigger1     = time = 14
add            = 255,-155,-155
sinadd         = -255,-255,-255,200
time           = 65
ignorehitpause = 1
invertall = 1
[state 3451, white fadein]
type           = BGPalFx
trigger1     = time = 79
add            = 0,-400,-400
sinadd         = 255,255,255,300
time           = 65
ignorehitpause = 1
invertall = 1
[State 3891, 3]
type = AssertSpecial
trigger1 = Time <=243
flag = NoMusic
flag2 = nofg
flag3 = nobardisplay
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 7800, 3]
type = Palfx
trigger1 = time = 0
time = 14
add = -255,-255,-255
[State 3700, SuperLight] 
type = Explod
trigger1 = time = 16
anim = 13035
pos = 42,-50
sprpriority = 5
supermove = 1
ownpal = 1
[State 195, 5]
type = EnvShake
trigger1 = time = 16
ignorehitpause = 1
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 3700, SuperLight] 
type = Explod
trigger1 = time = 81
anim = 13036
pos = 42,-50
sprpriority = 3
supermove = 1
ownpal = 1
scale = 0.5, 0.5
[State 610, 4]
type = targetLifeAdd
trigger1 = time = 16
value = -200
[State 610, 4]
type = targetLifeAdd
trigger1 = time = 81
value = -100
[State 610, 4]
type = hitadd
trigger1 = time = 16 || time = 81
value = 1
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 16
value = 6,12
volume = 255
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 14
value = 0,12
volume = 255
freqmul = 1.5
[State 3700, this means shinryuken]
type = PlaySnd
trigger1 = time = 81
value = 6,12
volume = -255
[State 3450, fist] 
type = Explod
trigger1 = time = 15
anim = 12203
pos = 42,-62
sprpriority = 5
postype = p1
supermove = 1
removetime = 65
bindtime = 100
ownpal = 1
[State 1530, 5]
type = Sprpriority
trigger1 = Time = 0
value = -5
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
persistent = 0
value = 7,1
[State 191, 3]
type = Playsnd
trigger1 = time = 0
persistent = 0
value = 4900,1
[State 610, 3]
type = PlayerPush
trigger1 = Time >= 1
Value = 0
[State 1530, 5]
type = Sprpriority
trigger1 = Time = 140
value = 1
[State 610, 3]
type = TargetDrop
trigger1 = Time = 200
[State 1500, 0]
type = Varset
trigger1 = time = 200
v = 28
value = 0
[State 210, var(44) Defense up!]
type = varset
trigger1 = time = 200
v = 50
value = 0
[State 610, 4]
type = ChangeState
trigger1 = time = 200
value = 0
ctrl = 1
[Statedef 3895]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 0
ctrl = 0
velset = 0,0,0
sprpriority = 1
[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0
[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 3895
[State 610, 4]
type = posset
trigger1 = time = 0
y = 0
[State 610, 3]
type = SelfState
trigger1 = alive = 0
value = 5150
ctrl = 1
[State 610, 4]
type = ChangeState
trigger1 = Time = 50
alive = 0
value = 3896
[Statedef 3896]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 3000
ctrl = 0
velset = 0,0,0
[State 610, 1]
type = Velset
trigger1 = time >= 0
x = 0
y = 0
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 610, 2]
type = ChangeAnim2
trigger1 = time = 0
value = 3897
[State 610, 3]
type = SelfState
trigger1 = alive = 0
value = 5150
ctrl = 1
[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0
[State 1530, 5]
type = Sprpriority
trigger1 = Time >= 50
value = -1
[State 610, 4]
type = SelfState
trigger1 = Time = 250
trigger1 = alive = 1
value = 5120
[Statedef 3898]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 0
ctrl = 0
velset = 0,0,0
sprpriority = 1
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 820, 1]
type = screenbound
Trigger1 = Time >= 0
value = 0
movecamera = 0,0
[State 610, 4]
type = Velset
trigger1 = time >= 0
x = 0
y = 0
[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0
[State 610, 4]
type = ChangeAnim2
trigger1 = time = 0
value = 3896
[State 610, 4]
type = posset
trigger1 = time = 0
y = 0
[State 610, 3]
type = SelfState
trigger1 = alive = 0
trigger1 = Time = 50
value = 5150
ctrl = 1
[State 610, 4]
type = ChangeState
trigger1 = Time = 50
alive = 0
value = 3899
[Statedef 3899]
type    = S
movetype= H
physics = N
poweradd=  (Var(10)=0)* 3000
ctrl = 0
velset = 0,0,0
sprpriority = 4
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1
[State 7800, 3]
type = Palfx
trigger1 = time = 0
time = 62
add = -255,-255,-255
[State 610, 1]
type = Velset
trigger1 = time >= 0
x = 0
y = 0
[State 610, 1]
type = posadd
trigger1 = time = 0
x = -50
[State 820, 1]
type = screenbound
Trigger1 = Time >= 0
value = 0
movecamera = 0,0
[State 1531, 5]
type = PosFreeze
trigger1 = time >= 0
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time = 199
value = SCA
time = 200
[State 610, 4]
type = ChangeAnim
trigger1 = time = 200
value = 5070
[State 610, 4]
type = SelfState
trigger1 = Time = 200
value = 5071
ctrl = 0
[Statedef 3900];--------------
type = S
movetype = A
poweradd=  (Var(10)=0)* -1000
anim = 3871;3900
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[state 3451, black fadeout]
type           = BGPalFx
triggerall     = time = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
add            = 0,0,0
sinadd         = -255,-255,-255,360
time           = 180
ignorehitpause = 1
[State 3700, this means shinryuken]
type = PlaySnd
triggerall     =animelem = 10
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 2,10
volume = 255
channel = 0
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 6 && var(29) = 0
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 6 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,350
time           = 60
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
movetime = 3
time = 60
pos = 7, -95
anim = -1
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
movetime = 3
time = 32
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 20,-3
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 20,-3
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect3] 
type = Explod
trigger1 = Animelem = 10
anim = 10020
pos = 10,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 36
ownpal = 1
pausemovetime = 9999
[State 3450, groundshockwave] 
type = explod
trigger1 = AnimElem = 10
anim = 10030
pos = 10,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3450, groundshockwave] 
type = explod
trigger1 = AnimElem = 10
anim = 10030
pos = 10,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 1700, Dragon]
type = Helper
triggerall = animelem = 10
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "Rising Dragon"
pos = 0,0
postype = p2
stateno =1014
ownpal = 1
[State 920, 1]
type = screenbound
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 0
movecamera = 0,0
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 48
range = -80, 80
[State 181, Randomizer]
type = VarRandom
trigger1 = time >= 0
v = 49
range = -80, 80
[State 1700, Geyser]
type = Helper
triggerall = time = [23,150]
triggerall = timemod = 9,8
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "Geyser"
id = 3
pos = var(48),2
postype = p2
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1700, Geyser]
type = Helper
triggerall = time = 22
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "Geyser"
id = 3
pos = 0,2
postype = p2
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 1
size.yscale = 1
[State 1700, Geyser]
type = Helper
triggerall = time = [23,150]
triggerall = timemod = 9,8
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "Geyser"
id = 3
pos = var(49),2
postype = p2
stateno = 1015
ownpal = 1
pausemovetime = 9999
size.xscale = 0.8
size.yscale = 0.8
[State 3700, this means shinryuken]
type = PlaySnd
triggerall= time = [23,148]
triggerall = timemod = 8,7
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
channel = 3
value = 2,7
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7, 3
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 29
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3875, 4]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = Hard
damage    = 60
hitflag = MAFD
guardflag = MA
priority = 5, Hit
pausetime = 5,5
getpower=  (Var(10)=0)* 0
sparkno = 2
sparkxy = 0,-70
guard.sparkno = S9300
hitsound   = S6,4
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = -2, 0
air.velocity = -2, -2
forcestand = 1
fall.yvelocity = -6
down.velocity = 0,-12
down.hittime = 10
bounce = 1
hitonce = 1
[State 3875, 4]
type = HitDef
triggerall = animelem = 10
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = S, HA
animtype  = Up
damage    = 320, 100
hitflag = MAFD
guardflag = L
priority = 5, Hit
pausetime = 8,8
getpower=  (Var(10)=0)* 0
sparkno = 62
sparkxy = 0,0
guard.sparkno = S9300
hitsound   = S3,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = 0, -12
air.velocity = 0,0
forcestand = 1
air.fall = 1
air.type = trip
fall.recover = 0
fall.damage = 30
fall = 1
fall.animtype = hard
fall.yvelocity = -6
down.velocity = 0,0
down.bounce = 1
down.hittime = 10
bounce = 1
hitonce = 1
[State 3875, 4]
type = HitDef
triggerall = animelem = 10
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
attr = S, HA
animtype  = Up
damage    = 190
hitflag = MAFD
guardflag = 
priority = 5, Hit
pausetime = 8,3
getpower=  (Var(10)=0)* 0
sparkno = 62
sparkxy = 0,0
guard.sparkno = S9300
hitsound   = S3,3
guardsound = S0,100
ground.type = Low
ground.slidetime = 18
ground.hittime  = 50
ground.velocity = 0, 0
air.velocity = 0,0
forcestand = 1
air.fall = 1
fall.recover = 0
fall.damage = 30
fall = 1
fall.animtype = hard
fall.yvelocity = -6
down.velocity = 0,-12
down.bounce = 1
down.hittime = 10
bounce = 1
hitonce = 1
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,0
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 6,11
[State 195, 5]
type = EnvShake
trigger1 = AnimElem = 10
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 195, posadd]
type = PosAdd
trigger1 = animtime = 0
x = -35
[State 1500, 0]
type = Varset
trigger1 = AnimTime = 0
v = 28
value = 0
[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 3910]
type = S
movetype = A
anim = 196
velset = 0,0
ctrl = 0
sprpriority = 2
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 17
time = 99999
length = 16
PalBright   =   0,  0,  0
PalContrast = 200,200,400
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 5
Trans = Add1
[state 3451, blue fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 0,0,0
mul = 200,200,300
sinadd         = 100,100,255,320
time           = 49
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
trigger1 = time = 0
movetime = 49
time = 49
pos = 7, -95
anim = -1
[State 3885, Sonar Effect]
type = PlaySnd
trigger1 = AnimElem = 5
value = 2,5
volume = 255
[State 3700, SuperLight2] 
type = Explod
trigger1 = Animelem = 5
anim = 10080
pos = -15,-50
sprpriority = 4
postype = p1
supermove = 1
id = 914
ownpal = 1
scale = 1.3,1.3
pausemovetime = 9999
[State 9999,0]
type = ModifyExplod
trigger1 = time > 36
ID = 914
scale = (1.5 + (.09*(time-37))), (1.5 + (.09*(time-37)))
[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem  = 5
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30
[State 2000, VarSet]
type = VarSet
trigger1 = time = 50
var(10) = 1000
[State 3700, 9]
type = ChangeState
trigger1 = time = 50
value = 0
ctrl = 1
[Statedef 3911]
type = A
movetype = A
anim = 13008
ctrl = 0
sprpriority = 2
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 17
time = 99999
length = 16
PalBright   =   0,  0,  0
PalContrast = 200,200,400
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 5
Trans = Add1
[State 3700, Shadows]
type = posfreeze
trigger1 = 1
value = 1
[state 3451, blue fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 0,0,0
mul = 200,200,300
sinadd         = 100,100,255,320
time           = 49
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
trigger1 = time = 0
movetime = 49
time = 49
pos = 7, -95
anim = -1
[State 3885, Sonar Effect]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,5
volume = 255
[State 3700, SuperLight2] 
type = Explod
trigger1 = Animelem = 1
anim = 10080
pos = -2,-70
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
id = 914
ownpal = 1
scale = 1.3,1.3
shadow = 90,40,0
pausemovetime = 9999
[State 9999,0]
type = ModifyExplod
trigger1 = time > 23
ID = 914
scale = (1.5 + (.09*(time-22))), (1.5 + (.09*(time-22)))
[State 170, 1]
type = NotHitBy
trigger1 = 1
value = SCA
time = 30
[State 2000, VarSet]
type = VarSet
trigger1 = AnimTime = 0
var(10) = 1000
[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 3912
ctrl = 1
[Statedef 3912]
type = A
movetype = A
physics = A
[State 1820, 1]
type = changeanim
trigger1 = time = 0
value = 3951
[Statedef 4000]
type = S
movetype = A
juggle = 4
poweradd=  (Var(10)=0)* -2000
anim = 1900
velset = 0,0
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 1
[State 3455, FloorFire]
type = Explod
trigger1 = animelem = 3,=6
id = 2650
anim = 2650
postype = p1
pos = -40,-2
sprpriority = 3
ownpal = 1
[State 3460, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3460, VelSet]
type = VelSet
trigger1 = animelem = 3,=6
x = 13
[State 3460, VelMul]
type = VelMul
trigger1 = 1
x = 0.9
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 300
length = 21
PalBright   =   0,  0,  0
PalContrast = 0,0,542
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 3
time = 60
pos = 7, -95
anim = -1
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 3
time = 32
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 3
anim = 10060
pos = 25,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 3
anim = 10061
pos = 25,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 3
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = -1
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 3
value = 7, 3
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 3
value = 0,12
volume = 255
[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 3
value = 1,3
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 3
v = 28
value = 1
[State 3460, Sound]
type = PlaySnd
trigger1 = AnimElem = 3,6
value = 6,9
[State 3700, grunt]
type = PlaySnd
trigger1 = AnimElem = 6
value = 3,8
volume = 255
channel = 0
[State 1900, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
damage = 60,10
animtype = Hard
priority = 5, Hit
hitflag = MAF
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 1, 2
sparkxy = 0, -60
sparkno = 2
air.juggle = 4
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 40
ground.hittime = 40
ground.velocity = -6
air.velocity = -3, -5
kill = 0
[State 1900, 5]
type = ChangeState
trigger1 = animtime = 0
value = 4005
ctrl = 0
[Statedef 4005]
type = S
movetype = A
anim = 10480
velset = 0,0
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 28
value = 0
[State 1910, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 50
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 3, 10
getpower=  (Var(10)=0)* 0
sparkxy = -5, -80
Facing = 1
sparkno = 2
guard.sparkno = S9200
hitsound = S6,3
guardsound = S0,100
ground.type = high
ground.slidetime = 18
ground.hittime = 18
ground.velocity = -1.2
air.velocity = -1.2, -2
kill = 0
[State 4019, 5]
type = ChangeState
trigger1 = animtime = 0
value = 4019
ctrl = 0
[Statedef 4019]
type = S
movetype = A
juggle = 0
anim = 10481
velset = 0,0
ctrl = 0
sprpriority = 2
[State 4019, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, SA
damage = 60
animtype = Up
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 1, 8
sparkxy = -5, -80
sparkno = 2
getpower=  (Var(10)=0)* 0
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -1.2, -3
air.velocity = -1.2, -10
snap = 30,0
P2stateno = 4001
kill = 0
[State 210, 1]
type = AfterImageTime
trigger1 = movehit = 0
trigger1 = animtime = 0
trigger2 = animtime = 0
trigger2 = P2life <= 0
Time = 0
[State 4019, 5]
type = ChangeState
trigger1 = movehit = 0
trigger1 = animtime = 0
trigger2 = animtime = 0
trigger2 = P2life <= 0
value = 0
ctrl = 1
[State 4019, 5]
type = ChangeAnim
trigger1 = movehit = 0
trigger1 = time = 8
value = 10482
[State 1900, 5]
type = ChangeState
trigger1 = movehit
trigger1 = animtime = 0
trigger1 = P2life > 0
value = 4010
ctrl = 0
[Statedef 4010]
type = S
movetype = A
juggle = 3
anim = 1500
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1500, 0]
type = VarSet
trigger1 = time = 0
v = 4
value = 0
[State 1500, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 4011
[Statedef 4011]
type = A
movetype = A
[State 1531, 5]
type = HitAdd
trigger1 = time = 0
value = 1
[State 1531, 5]
type = Explod
trigger1 = time = 0
anim = F3
postype = p2
pos = 0, -60
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 0
value = S6,5
[State 1500, MEGA]
type = PlaySnd
trigger1 = time = 6
value = 3,6
channel = 0
volume = 255
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1510, 1]
type = VelSet
trigger1 = Time = 0
x = 12
y = -15
[State 1510, 2]
type = VelMul
trigger1 = Time >= 0
x = .38
[State 1510, 3]
type = VelAdd
trigger1 = Time >= 0
y = .44
[State 1510, 5]
type = ChangeAnim
trigger1 = time = 8
value = 1510
persistent = 0
[State 1510, 5]
type = ChangeAnim
trigger1 = time = 16
value = 41
persistent = 0
[State 1510, 9] 
trigger1 = time = 24
type = Changestate
value = 4012
[Statedef 4012]
type = A
movetype = A
Anim = 10460
[State 1531, 5]
type = HitAdd
trigger1 = time = 8
value = 1
[State 1531, 5]
type = explod
trigger1 = time = 8
anim = F3
postype = p2
pos = 0, -60
ontop = 1
[State 1531, 5]
type = PlaySnd
trigger1 = time = 8
value = S6,5
[State 1500, END!]
type = PlaySnd
trigger1 = time = 8
value = 3,7
channel = 0
volume = 255
[State 1531, 5]
type = HitAdd
trigger1 = time = 35
value = 1
[State 1531, 5]
type = HitAdd
trigger1 = time = 155
value = 1
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1510, 5]
type = Posadd
trigger1 = time = 0
y = -60
[State 3700, flame charge]
type = PlaySnd
trigger1 = time = 75
value = 3,1
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10810
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.52,0.52
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10811
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.50,0.50
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10812
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.48,0.48
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10813
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.46,0.46
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10814
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.44,0.44
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10815
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.42,0.42
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10816
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.4,0.4
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10817
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.38,0.38
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10818
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.36,0.36
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10819
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.34,0.34
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10820
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.32,0.32
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10821
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.3,0.3
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10822
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.28,0.28
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10823
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.26,0.26
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10824
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.24,0.24
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10825
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
scale = 0.2,0.2
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
trigger1 = time = 35
anim = 10826
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
removetime = 81
ownpal = 1
scale = 0.18,0.18
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10830
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.2,0.2
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10831
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.25,0.25
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10832
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.3,0.3
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10833
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.35,0.35
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10834
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.4,0.4
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10835
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.45,0.45
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10836
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.5,0.5
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10837
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.55,0.55
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10838
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.6,0.6
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10839
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.65,0.65
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10840
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
ownpal = 1
shadow = 0,50,100
scale = 0.7,0.7
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
trigger1 = time = 35
anim = 10841
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 80
removetime = 81
ownpal = 1
shadow = 0,50,100
scale = 0.75,0.75
pausemovetime = 9999
[State 1500, Aaaaahh!]
type = PlaySnd
trigger1 = time = 70
value = 2,3
channel = 0
volume = 255
[State 3700, hadouken whiff]
type = PlaySnd
trigger1 = time = 131
value = 0,7
volume = 255
[State 3700, earth crash]
type = PlaySnd
trigger1 = time = 35
value = 3,3
[State 5100, 8]
type = Explod
trigger1 = Time = 35
postype = p2
anim = F62
pos = 0, 0
ontop = 1
[State 1531, 5]
type = explod
trigger1 = time = 155
anim = 10450
pos = 0, 2
postype = p2
ontop = 1
persistent = 0
shadow = 0,50,100
ownpal = 1
[State 1710, FireB]
type = Explod
trigger1 = timemod = 4,3
trigger1 = time > 160
trigger1 = time < 225
trigger1 = numexplod(2500) < 4
postype = p2
ignorehitpause = 1
anim = 2500
id = 2500
pos = -10,-10
random = 50,10
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = timemod = 4,3
trigger1 = time > 160
trigger1 = time < 225
trigger1 = numexplod(2500) < 4
postype = p2
ignorehitpause = 1
anim = 2501
id = 2500
pos = 20,-10
random = 50,10
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 4,3
trigger1 = time > 160
trigger1 = time < 225
postype = p2
anim = ifelse(random>500,10421,10420)
pos = 0,-20
ignorehitpause = 1
sprpriority = 2
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 999
supermovetime = 999
random = 25,0
scale = 0.7,0.7
[State 3700, hadouken crash]
type = PlaySnd
trigger1 = time = 155
value = 2,9
volume = 255
[State 3700, implosion]
type = PlaySnd
trigger1 = time = 159
value = 3,2
channel = 0
[State 1510, Gravity]
type = Posadd
trigger1 = time > 0
y = .44
[State 1510, 5]
type = velset
trigger1 = AnimElem = 7
x = 0
y = -14
[State 1510, 5]
type = veladd
trigger1 = time > 35
trigger1 = time < 50
x = 0
y = 0.58
[State 1510, 5]
type = Screenbound
trigger1 = time > 0
trigger1 = time < 55
trigger2 = time > 135
value = 0
[State 1510, 5]
type = Screenbound
trigger1 = time > 135
value = 0
[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time > 24
trigger1 = time < 128
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 7
helpertype = normal
name = "hadouken"
pos = 5,40
postype = p1
stateno = 1010
ownpal = 1
shadow = 0,50,100
size.xscale = 0.9
size.yscale = 0.9
[State 3700, SuperLight charge for hadouken] 
type = Explod
trigger1 = time = 75
anim = 10086
pos = 15,-27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
pausemovetime = 9999
ID = 112
[State 1599,6]
type = ModifyExplod
trigger1 = time < 107
ID = 112
scale = 0.5 - (.04*(time-100)), 0.5 - (.04*(time-100))
[State 7800, 3]
type = BGPalfx
trigger1 = time = 70
invertall = 1
supermove = 1
time = 70
add = 0,-255,-255
sinadd = 400,400,400,145
[State 1500, 0]
type = Varset
trigger1 = time = 178
v = 28
value = 0
[State 1531, 6]
type = changestate
trigger1 = time = 178
value = 4013
ctrl = 0
[Statedef 4013]
type = S
movetype = A
Anim = 10470
vel = 0,0
sprpriority = -1
[State 1710, FireB]
type = Explod
trigger1 = timemod = 4,3
trigger1 = time < 70
trigger1 = numexplod(2500) < 4
postype = p2
ignorehitpause = 1
anim = 2500
id = 2500
pos = 0,-10
random = 80,10
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = timemod = 4,3
trigger1 = time < 70
trigger1 = numexplod(2500) < 4
postype = p2
ignorehitpause = 1
anim = 2501
id = 2500
pos = 0,-10
random = 80,10
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -5,-8
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600 && time < 40
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p2
pos = 30,-10
random = 30,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/3,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -6,-9
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = random <= 600 && time < 40
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p2
pos = -30,-10
random = 30,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 1000, FireB]
type = Explod
trigger1 = random <= 600 && time = [40,88]
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p2
pos = 0,-10
random = 60,10
sprpriority = 5
ownpal = 1
vel = 0,(var(35))
scale = 0.1,0.75
accel = 0,(var(35))/10
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1510, 5]
type = posset
trigger1 = time = 0
Y = 0
[State 1510, 5]
type = posadd
trigger1 = time = 0
x = 5
y = 0
[State 1510, 5]
type = velset
trigger1 = time = 0
x = 0
y = 0
[State 0, Var(32)reset]
type = Varset
trigger1 = time = 0
v = 32
value = 0
[State 5150, Var(32) Add]
type = VarAdd
trigger1 = command = "a" || command = "b" || command = "c"
trigger2 = Var(30) = 59 && p2life > 0
trigger2 = time > 0
v = 32
value = 1
[State 1531, 6]
type = changestate
trigger1 = time = 100
trigger1 = var(32) <= 10
value = 0
ctrl = 1
[State 1531, 6]
type = changestate
trigger1 = time = 100
trigger1 = var(32) > 10
trigger2 = time = 100
trigger2 = Var(30) = 59
value = 4014
ctrl = 0
[Statedef 4014]
type = S
movetype = A
anim = 3900
velset = 0,0
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1510, 5]
type = posadd
trigger1 = time = 0
x = -5
y = 0
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 30
length = 21
PalBright   =   0,  0,  0
PalContrast = 0,0,542
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Wind effect3] 
type = Explod
trigger1 = Animelem = 10
anim = 10020
pos = 15,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 36
ownpal = 1
pausemovetime = 9999
[State 3450, groundshockwave] 
type = explod
trigger1 = AnimElem = 10
anim = 10030
pos = 15,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
[State 3875, 4]
type = HitDef
trigger1 = animelem = 6
attr = S, HA
animtype  = Hard
damage    = 10
hitflag = MAFD
guardflag = MA
priority = 5, Hit
pausetime = 5,5
sparkno = 2
sparkxy = 0,-70
guard.sparkno = S9300
hitsound   = S6,4
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 18
ground.hittime  = 30
ground.velocity = -2, 0
air.velocity = -2, -2
forcestand = 1
fall.yvelocity = -6
down.velocity = 0,-12
down.hittime = 10
bounce = 1
hitonce = 1
[State 3875, 4]
type = HitDef
trigger1 = animelem = 10
attr = S, SP
damage   = 30,10
animtype = heavy
guardflag = MA
hitflag = MAFDP
pausetime = 0,10
hitsound   = S20,2
guardsound = S20,6
sparkxy = 500,500
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.Velocity = -3
air.animtype = Back
air.Velocity = -4,4
air.juggle = 3
air.fall = 1
fall = 1
down.Velocity = 0,0
down.hittime = 30
down.bounce = 0
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 1,0
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 10
value = 3,5
[State 195, 5]
type = EnvShake
trigger1 = AnimElem = 10
persistent = 0
time = 20
ampl = -10
freq = 150
phase = 15
[State 195, posadd]
type = PosAdd
trigger1 = animtime = 0
x = -35
[State 3700, 9]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 4001]
type = A
movetype = H
velset = 0,0
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time < 6
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5051
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && Animtime = 0
value = 5061
[State 1955, fly]
type = Velset
trigger1 = time = 6
y = -6.5
[State 1955, Gravity]
type = Veladd
trigger1 = time >= 6
y = .44
[State 1955, 9]
type = changeState
trigger1 = time = 21
value = 4002
ctrl = 0
[Statedef 4002]
type = A
movetype = H
velset = 0,0
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5051
[State 1531, 5]
type = lifeadd
trigger1 = time = 0
value = -40
kill = 0
[State 1955, fly]
type = Velset
trigger1 = time = 0
y = -12
[State 1956, Gravity]
type = Veladd
trigger1 = time >= 0
y = .44
[State 1955, 9]
type = ChangeState
trigger1 = time = 32
value = 4003
ctrl = 0
[Statedef 4003]
type = A
movetype = H
velset = 0,0
[State 1956, Gravity]
type = PosAdd
trigger1 = time = 0
x = 10
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
value = SCA, NP, SP
time = 1
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5061
[State 1955, PosFreeze]
type = Posfreeze
trigger1 = time < 10
[State 1531, 5]
type = lifeadd
trigger1 = time = 0
value = -50
kill = 0
[State 1955, fly]
type = Velset
trigger1 = time = 0
trigger1 = Pos Y < 0
y = 5
[State 1955, Gravity]
type = Veladd
trigger1 = time >= 0
trigger1 = Pos Y < 0
y = .44
[State 1955, 9]
type = changestate 
trigger1 = time = 27
value = 4004
[Statedef 4004]
type = L
movetype = H
velset = 0,0
physics = C
[State 1510, 0]
type = NotHitBy
trigger1 = time >= 0
trigger1 = time < 120
value = SCA, NP, SP
time = 1
[State 1510, 5]
type = posadd
trigger1 = time = 0
x = 15
y = 0
[State 1531, 5]
type = lifeadd
trigger1 = time = 0
value = -100
kill = 0
[State 4004, 5]
type = Screenbound
trigger1 = time > 11
trigger1 = time < 61
value = 0
[State 1955, fly]
type = Velset
trigger1 = time = 0
y = 0
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 0
value = 5101
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 6
value = 5110
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 120
value = 5080
[State 1955, Change to Staggering]
type = ChangeAnim
trigger1 = alive = 1 && time = 140
value = 5110
[State 1510, 5]
type = posset
trigger1 = time = 0
Y = 0
[State 191, 5]
type = EnvShake
trigger1 = time = 0
persistent = 0
time = 20
ampl = -9
freq = 100
phase = 10
[State 191, 5]
type = EnvShake
trigger1 = time = 120
persistent = 0
time = 20
ampl = -9
freq = 100
phase = 10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -12, 12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -12, 12
[State 1000, FireB]
type = Explod
trigger1 = time = [120,140]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time = [120,140]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time = [120,140]
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1000, FireB]
type = Explod
trigger1 = time = [120,140]
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
ignorehitpause = 1
pausemovetime = 9999
[State 1531, 5]
type = palfx
trigger1 = time = 123
time = 100
add = 32,0,0
mul = 300,192,192
sinadd = 64, 5, 5, 6
[State 3880, 1]
type = EnvColor
trigger1 = time = 120
value = 255, 10, 10
time = 2
[State 1531, 5]
type = lifeadd
trigger1 = time = 123
value = -100
[State 1955, 9]
type = SelfState
trigger1 = time = 300
trigger1 = alive = 1
value = 5120
ctrl = 0
[State 1955, 9]
type = SelfState
trigger1 = time = 150
trigger1 = alive= 0
value = 5150
ctrl = 1
[Statedef 4020]
type = A
movetype = A
anim = 10490
physics = N
poweradd=  (Var(10)=0)* -1000
velset = 0,0
ctrl = 0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 120
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 60
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
move = 4
time = 60
pos = 7, -95
anim = -1
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
move = 4
time = 32
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
volume = 255
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 1
value = 2,2
channel = 0
[State 3700, flamesnd]
type = PlaySnd
trigger1 = time = 1
value = 6,9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,-9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -3, 3
[State 1000, FireB]
type = Explod
trigger1 = pos Y < 5 && time >= 4
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 38,-74
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(51),(var(52))
scale = 0.2,1.5
accel = 0.88, (var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = pos Y < 5 && time >= 4
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 38,-74
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(51),(var(52))
scale = 0.2,1.5
accel = 0.88, (var(51))/6
[State 1531, 5]
type = explod
trigger1 = Animelem = 4
anim = 10491
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 4
anim = 10800
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 4
anim = 12206
id = 112
pos = 67, -71
ontop = 1
persistent = 0
removetime = 22
shadow = 0,50,100
removeongethit = 1
[State 1599,6]
type = ModifyExplod
trigger1 = 1
ID = 112
scale = 1 + (.02*time), 1 + (.02*time)
[State 1900, 3]
type = HitDef
trigger1 = moveguarded = 0
attr = S, HA
damage   = 60,10
animtype = heavy
getpower=   (Var(10)=0)*  0,0
getpower=  (Var(10)=0)* 0
guardflag = MA
hitflag = MAFD
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
air.cornerpush.veloff = -10
[State 1900, 3]
type = HitDef
triggerall = moveguarded
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
trigger7 = var(30) = 59
attr = S, HP
damage   = 60,10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
airguard.velocity = -3,-4
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
[State 1955, fly]
type = Velset
trigger1 = AnimElem = 4
x = 10
y = -4
[State 1955, gravity]
type = Veladd
trigger1 = time > 0
y = 0.44
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 5
v = 28
value = 0
[State 170, 1]
type = NotHitBy
trigger1 = Time < 10
value = , NA, AP
time = 1
[State 1955, 9]
type = changestate
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = movehit
value = 4021
ctrl = 0
[State 1955, 9]
type = changestate
triggerall = movehit
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 4023 
ctrl = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 5
type = ChangeState
value = 4044
[Statedef 4021]
type = A
movetype = A
anim = 10492
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1710, 0]
type = NotHitBy
trigger1 = time < 50
value = SCA, NP, SP
time = 1
[State 1599,6]
type = ModifyExplod
trigger1 = 1
ID = 112
scale = 1 + (.02*time), 1 + (.02*time)
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 15,25
[State 1000, FireB]
type = Explod
trigger1 = time = [7,27]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 36,-76
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = time = [13,22]
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = 36,-76
random = 20,60
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9
[State 1955, jerk back]
type = Posadd
trigger1 = time > 4
x = -.5
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 100
[State 3700, grunt]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 255
value = 0,10
channel = 0
[State 3700, oddshrieboom]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,4
volume = 255
[State 184, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10500
projhitanim = 10502
projremanim = 10502
projhits = 9
projmisstime = 0
projshadow = 0,50,100
projpriority = 30
projremovetime = 30
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
Velocity = 0.001,0.001
offset = 36,-68
attr = S, HP
damage   = 30/(Var(22)),10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -12,-6
guard.velocity = -3
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -12,-6
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2
[State 1710, FireB]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 4,3
trigger1 = Projhit2000 = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1955, jerk back]
type = velset
trigger1 = time = 34
x = -5
[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0
[State 1955, 9]
type = changestate
trigger1 = time = 35
value = 4022
ctrl = 0
[Statedef 4023]
type = A
movetype = A
anim = 10492
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1599,6]
type = ModifyExplod
trigger1 = 1
ID = 112
scale = 1 + (.02*time), 1 + (.02*time)
[State 1710, 0]
type = NotHitBy
trigger1 = time < 50
value = SCA, NP, SP
time = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 15,25
[State 1000, FireB]
type = Explod
trigger1 = time = [7,27]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 36,-76
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = time = [13,22]
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = 36,-76
random = 20,60
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = time = [44,65]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 36,-76
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = time = [48,61]
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = 36,-76
random = 20,60
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9
[State 1955, jerk back]
type = Posadd
trigger1 = time > 4
x = -.5
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 100
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 0
volume = 255
value = 4,7
channel = 0
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 40
volume = 255
value = 0,10
channel = 0
[State 3700, oddshrieboom]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,4
volume = 255
[State 184, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10500
projhitanim = 10502
projremanim = 10502
projhits = 10
projmisstime = 0
projshadow = 0,50,100
projpriority = 30
projremovetime = 30
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
Velocity = 0.001,0.001
offset = 36,-68
attr = S, HP
damage   = 30/(Var(22)),10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -12,-6
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -12,-6
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2
[State 1710, FireB]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 4,3
trigger1 = Projhit2000 = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1955, jerk back]
type = velset
trigger1 = time = 69
x = -5
[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0
[State 1955, 9]
type = changeanim
trigger1 = time = 35
value = 10492
ctrl = 0
[State 1955, 9]
type = changestate
trigger1 = time = 70
value = 4022
ctrl = 0
[Statedef 4022]
type = A
physics = A
movetype = A
anim = 46
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1955, jerk back]
type = velset
trigger1 = time = 0
x = -7
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 10
[State 1955, 9]
type = changeanim
trigger1 = time = 0
value = 46
ctrl = 0
[Statedef 4030]
type    = A
movetype= A
physics = N
poweradd=  (Var(10)=0)* -1000
juggle = 0
ctrl = 0
anim = 10504
velset = 0,0
sprpriority = 0
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -3,3
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = time = [6,12]
trigger2 = time = [43,51]
trigger2 = var(46) >= 90 || var(28) >= 3
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(51)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [6,12]
trigger2 = time = [43,51]
trigger2 = var(46) >= 90 || var(28) >= 3
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -1/3*(var(52)),0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -5,5
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = time = [6,12]
trigger2 = time = [43,51]
trigger2 = var(46) >= 90 || var(28) >= 3
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -1/3*(var(35)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [6,12]
trigger2 = time = [43,51]
trigger2 = var(46) >= 90 || var(28) >= 3
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -1/3*(var(36)),0
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -10,10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = time = [6,12]
trigger2 = time = [43,51]
trigger2 = var(46) >= 90 || var(28) >= 3
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -1/3*(var(37)),0
[State 1000, FireB]
type = Explod
trigger1 = time = [6,12]
trigger2 = time = [43,51]
trigger2 = var(46) >= 90 || var(28) >= 3
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 45, -77
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -1/3*(var(37)),0
[State 1852, 6a]
type = posfreeze
trigger1 = time = [0,12]
value = 1
[State 1852, 6a]
type = velset
triggerall = time = [12,50]
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
x = -2
y = -1
[State 181, Randomizer6]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 1955, jerk back]
type = Posadd
trigger1 = time = 8
x = -9
[State 1955, fly]
type = Veladd
trigger1 = AnimElem = 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
x = -9
y = -4
[State 1852, 6a]
type = velset
triggerall = time = 50
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
x = -9
y = -4
[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,30]
value = SCA
time = 1
[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,540
time           = 50
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
time = 50
pos = -29, -63
sprpriority = 3
[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
time = 32
pos = -29, -63
sprpriority = 3
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -12,-72
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -12,-72
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 1955, gravity]
type = Veladd
trigger1 = time > 12
y = 0.44
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3865, chiargesound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 1500, 0]
type = posadd
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 29
x = 10
y = 8
[State 3700, Shadows]
type = Afterimage
triggerall = time = 0 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3865, chiargesound]
type = PlaySnd
triggerall = time = 13
trigger1 = var(46) >= 90 || var(28) >= 3
value = 3,1
volume = 255
freqmul = 1.5
[State 3865, chiargesound]
type = PlaySnd
triggerall = time = 13
trigger1 = var(46) >= 90 || var(28) >= 3
value = 3,1
volume = 255
freqmul = 1.2
[State 3865, chiargesound]
type = PlaySnd
triggerall = time = 43
trigger1 = var(46) >= 90 || var(28) >= 3
value = 3,2
volume = 255
freqmul = 1.5
[State 3865, chiargesound]
type = PlaySnd
triggerall = time = 43
trigger1 = var(46) >= 90 || var(28) >= 3
value = 3,2
volume = 255
freqmul = 1.2
[State 3885, HadokenVoice]
type = PlaySnd
trigger1 = time = 3
value = 4,3
channel = 0
volume = 0
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 3
helpertype = normal
name = "hadouken"
id = 8
pos = 45, -67
postype = p1
stateno =1034
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(8), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(8), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer5]
type = Changeanim
triggerall = time = 16
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 10505
[State 1700, hadouken hit helper]
type = Helper
triggerall = time = 3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "hadouken"
id = 8
pos = 45, -67
postype = p1
stateno =1035
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 3
helpertype = normal
name = "hadouken"
id = 1
pos = 45, -67
postype = p1
stateno =1031
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = time = 3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "hadouken"
id = 1
pos = 45, -67
postype = p1
stateno =1036
ownpal = 1
size.xscale = 1
size.yscale = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = time = 43
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "hadouken"
id = 1
pos = 45, -67
postype = p1
stateno =1034
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2
[State 1700, hadouken hit helper]
type = Helper
triggerall = time = 43
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "hadouken"
id = 1
pos = 45, -67
postype = p1
stateno =1031
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 3
value = 3,2
volume = 250
freqmul = 1.5
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 3
value = 2,7
volume = 250
freqmul = 1.5
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 3
value = 4,7
channel = 0
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = time = 3
value = 0,7
volume = 50
[State 3885, 9]
type = ChangeAnim
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 25
value = 10503
ctrl = 0
[State 3885, 9]
type = ChangeAnim
triggerall = time = 60
trigger1 = var(28) >= 3
trigger2 = var(46) >= 90
value = 10503
ctrl = 0
[State 1500, 0]
type = Varset
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
v = 28
value = 0
[State 210, 1]
type = AfterImageTime
triggerall = time >= 12
trigger1 = pos y >= 2
Time = 0
[State 1510, 9]
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
type = posadd
x = -10
[State 1510, 9]
triggerall = time >= 12
trigger1 = pos y >= 2
trigger1 = vel y > 0
type = ChangeState
value = 1874
ctrl = 0
[Statedef 4040]
type = A
movetype = A
anim = 10493
physics = S
poweradd=  (Var(10)=0)* -1000
velset = 0,0
ctrl = 0
[State 209, w1]
type = width
trigger1 = animelem = 2
value = 50
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 170, 1]
type = NotHitBy
trigger1 = Time < 20
value = SCA
time = 1
[State 170, 1]
type = NotHitBy
trigger1 = Time = [20,50]
value = , NA, AP
time = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 60
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
move = 4
time = 60
pos = 7, -95
anim = -1
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
move = 4
time = 32
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,3
sprpriority = -4
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
trigger1 = Animelem = 1,=6
anim = 10601
pos = 0,5
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
volume = 255
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 100
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 1
value = 2,2
channel = 0
[State 3700, flamesnd]
type = PlaySnd
trigger1 = time = 1
value = 6,9
[State 1955, 9]
type = changestate
trigger1 = Animelem = 3
value = 4043
[Statedef 4043]
type = A
movetype = A
physics = N
ctrl = 0
sprpriority = -5
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 3
value = 0
[State 170, 1]
type = NotHitBy
trigger1 = Time < 20
value = SCA
time = 1
[State 170, 1]
type = NotHitBy
trigger1 = Time = [20,50]
value = , NA, AP
time = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = -3,-9
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -3, 3
[State 1000, FireB]
type = Explod
trigger1 = pos Y < 5
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 38,-74
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(51),(var(52))
scale = 0.2,1.5
accel = 0.88, (var(51))/6
[State 1000, FireB]
type = Explod
trigger1 = pos Y < 5
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = 38,-74
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(51),(var(52))
scale = 0.2,1.5
accel = 0.88, (var(51))/6
[State 170, 1]
type = NotHitBy
trigger1 = Time < 10
value = , NA, AP
time = 1
[State 1955, jerk back]
type = Posadd
trigger1 = Animelem = 3
x = 25
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 10491
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 12206
id = 112
pos = 67, -71
ontop = 1
persistent = 0
removetime = 22
shadow = 0,50,100
removeongethit = 1
[State 1599,6]
type = ModifyExplod
trigger1 = 1
ID = 112
scale = 1 + (.02*time), 1 + (.02*time)
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 12207
pos = 67, -71
removetime = 28
ontop = 1
persistent = 0
shadow = 0,50,100
removeongethit = 1
[State 1531, 5]
type = explod
trigger1 = Animelem = 3
anim = 10800
id = 100
pos = 67, -71
ontop = 1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeong1thit = 1
[State 1955, 9]
type = changestate
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = movehit
value = 4041
ctrl = 0
[State 1955, 9]
type = changestate
triggerall = pos Y >= 0
triggerall = vel Y >= 0 && time > 10
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 4041
ctrl = 0
[State 1900, 3]
type = HitDef
triggerall = var(28) < 3 && movecontact = 0
trigger1 = var(46) < 90
trigger1 = 1
attr = S, HP
damage   = 60,10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
[State 1900, 3]
type = HitDef
triggerall = moveguarded
trigger1 = command = "x"
trigger2 = command = "y"
trigger3 = command = "z"
trigger4 = command = "a"
trigger5 = command = "b"
trigger6 = command = "c"
trigger7 = var(30) = 59
attr = S, HP
damage   = 60,10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 10,13
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
airguard.velocity = -3,-4
down.Velocity = -10
down.hittime = 30
down.bounce = 0
[State 3700, SuperLight] 
type = Explod
triggerall = movehit
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 0
ignorehitpause = 1
anim = 13036
pos = 42,-50
sprpriority = 3
supermove = 1
ownpal = 1
scale = 0.5, 0.5
[State 3710, Button Mashing! suck in]
type = HitDef
triggerall = TimeMod = 2,1
triggerall = var(46) >= 90 || var(28) >= 3
trigger1 = Hitcount < 20
trigger2 = Var(30) = 59 && p2life > 0
attr = S, HP
damage   = 25,10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
[State 3710, Button Mashing! suck in]
type = HitDef
triggerall = var(46) >= 90 || var(28) >= 3
triggerall = Hitcount < 20
trigger1 = command = "a"
trigger2 = command = "b"
trigger3 = command = "c"
trigger4 = Var(30) = 59 && p2life > 0 && timemod = 2,1
attr = S, HP
damage   = 30,10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 10,10
sparkxy = 0, -60
sparkno = 3
air.juggle = 10
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -10,-4
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -10,-3
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
[State 1955, fly]
type = Velset
trigger1 = AnimElem = 3
x = 12
y = -1
[State 1955, air resistance]
type = Veladd
trigger1 = time > 7
x = -.23
y = .44
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 4044
[Statedef 4044]
type = S
movetype = I
physics = C
anim = 107
velset = 9,0
[State 1520, 3]
type = Posadd
trigger1 = time = 0
x = -5
[State 1520, 3]
type = PosSet
trigger1 = time = 0
y = 0
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1520, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 4041]
type = A
movetype = A
anim = 10492
velset = 0,0
ctrl = 0
sprpriority = 2
[State 170, 1]
type = NotHitBy
trigger1 = Time < 20
value = SCA
time = 1
[State 170, 1]
type = NotHitBy
trigger1 = Time = [20,50]
value = , NA, AP
time = 1
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 15,25
[State 1000, FireB]
type = Explod
trigger1 = time = [7,27]
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 36,-76
random = 20,20
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1000, FireB]
type = Explod
trigger1 = time = [13,22]
persistent = 1
anim = 12214
id = 12214
postype = p1
pos = 36,-76
random = 20,60
sprpriority = 5
ownpal = 1
vel = var(51),0
[State 1955, jerk back]
type = Posadd
trigger1 = time = 4
x = -9
[State 1955, jerk back]
type = Posadd
trigger1 = time > 4
x = -.5
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = 1
id = 100
[State 3700, grunt]
type = PlaySnd
trigger1 = AnimElem = 3
volume = 255
value = 0,10
channel = 0
[State 3700, oddshrieboom]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,4
volume = 255
[State 184, 2]
type = Projectile
trigger1 = AnimElem = 3
projanim = 10500
projhitanim = 10502
projremanim = 10502
projhits = 9
projmisstime = 0
projshadow = 0,50,100
projpriority = 30
projremovetime = 30
projheightbound = -240, 100
projedgebound = 100
projscreenbound = 100
projid = 2000
Velocity = 0.001,0.001
offset = 36,-68
attr = S, HP
damage   = 30/(Var(22)),10
animtype = heavy
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,3
hitsound   = S30,1
sparkxy = 500,500
guardsound = S20,6
ground.type = Low
ground.slidetime = 25
ground.hittime  = 25
ground.Velocity = -12,-6
fall = 1
fall.recover = 0
air.animtype = Back
air.Velocity = -12,-6
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2
[State 1710, FireB]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2500
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = ProjHit2000 = 1
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 4,3
trigger1 = Projhit2000 = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-50
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1955, jerk back]
type = velset
trigger1 = time = 34
x = -5
[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0
[State 1955, 9]
type = changestate
trigger1 = time = 35
value = 4042
ctrl = 0
[Statedef 4045]
type = A
movetype = A
anim = 10496
velset = 0,0
ctrl = 0
sprpriority = -5
[State 1710, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 1
[State 4021, Removeburstknuckle]
type = RemoveExplod
trigger1 = time = 0
id = 100
[State 1700, Afterimage hit helper]
type = Helper
trigger1 = time = 0
helpertype = normal
name = "Look! A fist!"
id = 12202
pos = 58, -71
postype = p1
stateno = 12202
ownpal = 1
pausemovetime = 0
[State 1531, 5]
type = explod
trigger1 = time = 0
anim = 10800
id = 100
pos = 57, -71
sprpriority = -1
persistent = 0
bindtime = -1
removetime = -1
shadow = 0,50,100
scale = 1.3,1
removeongethit = 1
[State 3700, grunt]
type = Sprpriority
trigger1 = movehit
value = -3
[State 1955, spark] 
type = explod
trigger1 = projcontact2000 = 1
anim = 10510
pos = 0,-50
postype = p2
sprpriority = 3
bindtime = 2
[State 1900, 3]
type = HitDef
trigger1 = timemod = 20,10
attr = S, HP
damage   = 50,10
animtype = light
getpower=   (Var(10)=0)*  0
guardflag = MA
hitflag = MAFP
pausetime = 0,18
sparkxy = 0, -60
air.juggle = 10
guard.sparkno = S9200
hitsound = S2,8
guardsound = S0,100
ground.type = Low
ground.slidetime = 25
ground.hittime  = 20
ground.Velocity = 0,0
air.hittime = 30
fall.recover = 0
air.animtype = low
air.Velocity = 0,0
air.fall = 1
down.Velocity = -10
down.hittime = 30
down.bounce = 0
yaccel = 0
sprpriority = -3
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
kill = 0
[State 1710, FireB]
type = Explod
trigger1 = timemod = 20,10
anim = 12208
id = 2500
postype = p2
pos = -10,-50
bindtime = -1
sprpriority = 3
ownpal = 1
[State 1710, FireB]
type = Explod
trigger1 = timemod = 20,10
anim = 2500
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 3
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = timemod = 20,10
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3450, Spark] 
type = Explod
trigger1 = timemod = 20,10
anim = ifelse(random>500,10421,10420)
pos = 0,-50
persistent = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 1500, 0]
type = Varset
trigger1 = time = 35
v = 28
value = 0
[State 1955, 9]
type = changestate
trigger1 = time = 100
value = 4041
ctrl = 0
[Statedef 12202]
type = A
movetype = A
anim = 12204
velset = 0,0
ctrl = 0
sprpriority = 5
[State 1710, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 1
[state 6005, red build]
type           = PalFx
trigger1 = time = 0
trigger2     = timemod = 21,20
add            = 0,0,0
sinadd         = 512,62,-400,100
time           = 20
ignorehitpause = 1
[State 6006,destroy]
type = destroyself
trigger1 = time = 100
[Statedef 4042]
type = A
physics = N
movetype = A
anim = 46
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1955, jerk back]
type = velset
trigger1 = time = 0
x = -7
[State 1955, gravity]
type = veladd
trigger1 = time >= 0
y = .44
[State 1955, 9]
type = changeAnim
trigger1 = time = 0
value = 105
ctrl = 0
[State 1510, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 107
[Statedef 4050]
type = A
movetype = A
anim = 13005
physics = N
poweradd=  (Var(10)=0)* -1000
velset = 0,0
ctrl = 0
sprpriority = 2
[State 1500, 0]
type = Varset
trigger1 = time = 0
v = 21
value = 1
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,13]
value = SCA
time = 1
[State 11040, 2]
type = PlayerPush
triggerall = Time >= 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 0
[State 1710, 0]
type = NotHitBy
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = SCA, NP, SP
time = 1
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0 && var(29) = 0
time = 90
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1700, hadouken hit helper]
type = Helper
triggerall = time >= 10 && NumHelper(14) < 3
trigger1 = var(46) < 90
trigger1 = var(28) < 3
helpertype = normal
name = "leg fire"
id = 14
pos = 0,0
postype = p1
stateno =1061
ownpal = 1
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = var(46) < 90
trigger1 = var(28) < 3
trigger1 = animelem = 3
value = 6,9
volume = 255
[State 1710, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
trigger1 = var(46) < 90
trigger1 = var(28) < 3
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3885, Shadows]
type = Afterimage
triggerall = time = 0 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, Shadows]
type = Afterimage
trigger1 = pos y = -1
time = 1
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,360
time           = 60
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3700, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = animelem = 1
movetime = 9
time = 60
pos = 7, -95
anim = -1
[State 3700, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = animelem = 1
movetime = 9
time = 32
pos = 7, -95
anim = -1
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3700, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = -10,-77
sprpriority = 4
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3700, X-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3700, chargeyell]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,5
volume = 255
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = AnimElem = 1
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = Animelem = 1 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 500
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3700, grunt]
type = PlaySnd
trigger1 = time = 1
value = 2,2
channel = 0
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,10]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
triggerall = Animelem = 3
trigger1 = var(46) < 90
trigger1 = var(28) < 3
x = 6
y = 9
[State 1852, 6]
type = Velset
triggerall = Animelem = 3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
x = 9
y = 12
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 10
y = .30
[State 1852, 7]
type = HitDef
triggerall = animelem = 3
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
attr = A, SA
damage = 160, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = HA
pausetime = 10,21
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -3, 0
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 0
[State 1852, 7]
type = HitDef
triggerall = timemod = 2,1
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = A, SA
damage = 60, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = HA
pausetime = 10,10
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,4
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 0
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 30
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1852, 7]
type = HitDef
triggerall = command = "a" || command = "b" || command = "c"
trigger1 = var(46) < 90
trigger1 = var(28) < 3
attr = A, SA
damage = 50, 20
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = HAFD
guardflag = MA
pausetime = 10,10
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,4
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 0
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2
air.velocity = -3, 0
air.fall = 1
air.recover = 0
fall.recover = 0
palfx.time = 30
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 11040, 1]
type = AfterImageTime
trigger1 = pos y >= 0
Time = 0
[state 6005, black fadeout]
type           = envcolor
triggerall = movecontact
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 0,0,0
time           = 150
ignorehitpause = 1
persistent     = 0
under = 1
[State 1700, Afterimage hit helper]
type = Helper
triggerall = movecontact
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 0
helpertype = normal
name = "satsui no hado"
id = 301
postype = p1
stateno = 4056
ownpal = 1
pausemovetime = 9999
[State 1500, 0]
type = Varset
triggerall = movecontact = 0
trigger1 = pos y >= 5
v = 28
value = 0
[State 1852, 8]
type = ChangeState
triggerall = movecontact = 0
trigger1 = time >= 5
trigger1 = pos y >= 5
value = 1874
[State 1852, 8]
type = ChangeState
triggerall = movecontact
trigger1 = var(46) < 90
trigger1 = var(28) < 3
trigger1 = time >= 10
trigger1 = pos y >= 5
value = 4052
[State 1852, 8]
type = ChangeState
triggerall = movecontact
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 4054
[Statedef 4054]
type = A
movetype = I
Physics = N
anim = 13031
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 0
y = .60
[State 1852, 6]
type = Velset
trigger1 = Time = 0
x = 9
y = -8
[State 2001, 8]
type = turn
trigger1 = animelem = 6
persistent = 0
[State 1852, 8]
type = ChangeState
triggerall = time > 8
trigger1 = p2bodydist X >= 40
trigger2 = time > 25
value = 4055
[Statedef 4056]
type = A
movetype = A
anim = 13032
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1852, appear sound]
type = playsnd
trigger1 = time = 10
value = 4,5
[state 6005, black fadeout]
type           = PalFx
trigger1    = time = 10
add            = 0,0,0
sinadd         = -255,-255,-255,150
time           = 999
[State 1710, 0]
type = NotHitBy
trigger1 = 1
value = SCA, NP, SP
time = 1
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,10]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
trigger1 = Animelem = 3
x = 9
y = 12
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 10
y = .30
[State 1852, 7]
type = HitDef
triggerall = var(21) < 4
trigger1 = animelem = 3
attr = A, SA
damage = 70/(Parent, Var(22)), 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 0,41
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 0
[State 1852, 7]
type = HitDef
triggerall = var(21) >= 4
trigger1 = animelem = 3
attr = A, SA
damage = 90/(Parent, Var(22)), 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 30,41
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
air.recover = 0
fall.recover = 0
envshake = 1
envshake.time = 30
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 1
kill = 0
[State 1500, 0]
type = Varset
triggerall = movecontact = 0
trigger1 = pos y >= 5
v = 28
value = 0
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 21
value = 1
[State 1852, 8]
type = Destroyself
trigger1 = pos y >= 100
[Statedef 4055]
type = A
movetype = A
anim = 13005
physics = N
velset = 0,0
ctrl = 0
sprpriority = 2
[State 11040, 2]
type = PlayerPush
trigger1 = Time >= 0
value = 0
[State 1710, 0]
type = NotHitBy
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = SCA, NP, SP
time = 1
[State 3700, Shadows]
type = Afterimagetime
trigger1 = pos y = -1
time = 0
[State 1852,TATSUMAKI]
type = PlaySnd
trigger1 = AnimElem = 1
value = 1,10
channel = 0
volume = 255
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 3
value = 0,4
[State 1852, 6]
type = Velmul
trigger1 = Time = [0,10]
x = 0.83
y = 0.83
[State 1852, 6]
type = Velset
trigger1 = Animelem = 3
x = 9
y = 12
[State 1852, 6]
type = VelAdd
trigger1 = Time >= 10
y = .30
[State 1852, 7]
type = HitDef
triggerall = var(21) < 5
trigger1 = animelem = 3
attr = A, SA
damage = 70, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 10,41
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
air.recover = 0
fall.recover = 0
kill = 0
[State 1700, Shoryuken]
type = PlaySnd
trigger1 = time = 8 && var(21) >= 5
value = 6,9
volume = 255
[State 1700, hadouken hit helper]
type = Helper
trigger1 = animelem = 3 && var(21) >= 5
helpertype = normal
name = "leg fire"
pos = 0,0
postype = p1
stateno =1060
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1
[State 1852, 7]
type = HitDef
triggerall = var(21) >= 5
trigger1 = animelem = 3
attr = A, SA
damage = 110, 10
animtype = hard
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = MAFD
guardflag = MA
pausetime = 40,60
sparkxy = 5, -0
sparkno = 3
guard.sparkno = S9200
hitsound = S6,6
guardsound = S0,100
ground.type = High
air.type = Trip
air.hittime = 50
ground.slidetime = 40
ground.hittime = 50
ground.velocity = -2
air.velocity = -2, 0
air.fall = 1
fall = 1
air.recover = 0
fall.recover = 0
envshake = 1
envshake.time = 30
envshake.freq = 100
envshake.ampl = -6
envshake.phase = 1
bounce =  1
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 1710, FireB]
type = Explod
triggerall = var(21) >= 5
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = var(21) >= 5
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 920, 1]
type = screenbound
trigger1 = 1
value = 0
movecamera = 0,0
[State 1700, Afterimage hit helper]
type = Helper
triggerall = var(21) < 5
trigger1 = movecontact
persistent = 0
helpertype = normal
name = "satsui no hado"
id = 301
postype = p1
stateno = 4056
ownpal = 1
pausemovetime = 9999
[State 11040, 1]
type = AfterImageTime
trigger1 = pos y >= 0
Time = 0
[State 1500, 0]
type = Varset
trigger1 = pos y >= 5
v = 28
value = 0
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 21
value = 1
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 5
value = 4044
[State 1852, 8]
type = ChangeState
triggerall = var(21) < 5
trigger1 = movecontact
value = 4054
[Statedef 4052]
type = A
physics = N
movetype = A
anim = 13009
velset = 1,0
ctrl = 0
sprpriority = 2
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0 && var(29) = 0
time = 80
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 1852, 8]
type = posset
trigger1 = time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 6
value = 0,4
[State 1852, 7]
type = HitDef
trigger1 = animelem = 7
attr = A, SA
damage = 90, 10
animtype = Medium
getpower=   (Var(10)=0)*  0
givepower = 20
priority = 5
hitflag = HAF
guardflag = MA
pausetime = 3,3
sparkxy = 5, -50
sparkno = 3
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = Low
air.type = Low
ground.slidetime = 30
ground.hittime = 30
ground.velocity = -2
air.velocity = -2, -4
air.recover = 0
fall.recover = 0
[State 1852, 8]
type = ChangeState
trigger1 = AnimElem = 15
value = 4053
[Statedef 4053]
type = A
movetype = A
velset = 7, -11
sprpriority = 2
[State 1710, 0]
type = NotHitBy
trigger1 = time <= 20
value = SCA, NP, SP
time = 1
[State 1710, 2]
type = VelMul
trigger1 = Time >= 0
x = .90
[State 1710, 3]
type = VelAdd
trigger1 = Time >= 0
y = .46
[State 1852, wind sound]
type = playsnd
trigger1 = animelem = 14
value = 0,4
[State 1710, 4]
type = HitDef
trigger1 = AnimElem = 15
attr = S, SA
damage = 100, 10
animtype = Diagup
getpower=   (Var(10)=0)*  0
givepower = 15
priority = 5, Hit
hitflag = MAF
guardflag = MA
pausetime = 12, 12
sparkxy = 0, -80
sparkno = 3
guard.sparkno = S9200
hitsound = S6,5
guardsound = S0,100
ground.type = High
air.type = Low
ground.slidetime = 20
ground.hittime = 20
ground.velocity = -7, -12
air.velocity = -7, -12
fall = 1
air.recover = 0
fall.recover = 0
[State 1710, 7]
type = ChangeAnim
trigger1 = vel y > -1
value = 1510
persistent = 0
[State 1710, 8]
type = velset
trigger1 = anim = 1510
x = 0
persistent = 0
[State 1500, 0]
type = Varset
trigger1 = vel y > 0
trigger1 = pos y >= 0
v = 28
value = 0
[State 1710, 9]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1521
[Statedef 4060]
type    = A
movetype= A
physics = N
poweradd=  (Var(10)=0)* -1000
juggle = 0
ctrl = 0
anim = 1023
velset = 0,0
sprpriority = 2
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 3885, NotHitBy]
type = NotHitBy
trigger1 = Time = [0,81]
value = SCA
time = 1
[State 3885, Shadows]
type = Afterimage
trigger1 = Time = 0 && var(29) = 0
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0 && var(29) = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,540
time           = 80
ignorehitpause = 1
invertall = 1
[State 920, 1]
type = screenbound
triggerall = time > 34
trigger1 = var(46) >= 90 && var(28) = 2
trigger2 = var(28) >= 3
value = 1
movecamera = 0,0
[State 920, 1]
type = screenbound
triggerall = time > 80
trigger1 = var(46) >= 90 && var(28) <= 2
value = 1
movecamera = 0,0
[State 181, CHANGEANIM]
type = changeanim
triggerall = time = 0
trigger1 = var(28) > 0
value = 1024
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3885, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = time = 0
anim = -1
time = 78
pos = -29, -63
sprpriority = 3
movetime = 78
[State 3885, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = time = 0
anim = -1
time = 29
pos = -29, -63
sprpriority = 3
movetime = 29
[State 3700, flame charge]
type = PlaySnd
trigger1 = AnimElem = 1,=4
value = 3,1
supermove = 1
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10086
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
id = 112
[State 3700, SuperLight charge for hadouken] 
type = Explod
triggerall = var(28) > 0
trigger1 = AnimElem = 1
anim = 10087
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 65
ownpal = 1
scale = 0.5,0.5
shadow = 100,50,0
pausemovetime = 9999
id = 112
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10810
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.52,0.52
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10811
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.50,0.50
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10812
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.48,0.48
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10813
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.46,0.46
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10814
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.44,0.44
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10815
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.42,0.42
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10816
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.4,0.4
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10817
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.38,0.38
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10818
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.36,0.36
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10819
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.34,0.34
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10820
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.32,0.32
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10821
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.3,0.3
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10822
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.28,0.28
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10823
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.26,0.26
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10824
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.24,0.24
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10825
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
ownpal = 1
scale = 0.2,0.2
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame twirl] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10826
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 20
removetime = 81
ownpal = 1
scale = 0.18,0.18
shadow = 0,50,100
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10830
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.2,0.2
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10831
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.25,0.25
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10832
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.3,0.3
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10833
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.35,0.35
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10834
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.4,0.4
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10835
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.45,0.45
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10836
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.5,0.5
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10837
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.55,0.55
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10838
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.6,0.6
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10839
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.65,0.65
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10840
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
ownpal = 1
shadow = 0,50,100
scale = 0.7,0.7
pausemovetime = 9999
[State 3700, SuperLight charge for hadouken flame sphere] 
type = Explod
triggerall = var(28) = 0
trigger1 = AnimElem = 1
anim = 10841
pos = 56, -59
sprpriority = 4
postype = p1
supermove = 1
bindtime = 10
removetime = 81
ownpal = 1
shadow = 0,50,100
scale = 0.75,0.75
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 56, -59
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 56, -59
postype = p1
sprpriority = 4
postype = p1
supermove = 1
bindtime = 57
ownpal = 1
pausemovetime = 9999
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 255
[State 3885, A-ism]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 255
[State 3865, chiargesound]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,2
channel = 0
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 3700, Shadows]
type = Afterimage
triggerall = time = 0 && var(29) = 0
trigger1 = var(46) >= 90 || var(28) >= 3
time = 999
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, HadokenVoice]
type = PlaySnd
trigger1 = time = 3
value = 1,3
channel = 0
volume = 0
[State 1700, hadouken hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animelem = 6
helpertype = normal
name = "hadouken"
id = 11
pos = 56, -59
postype = p1
stateno =1040
ownpal = 1
size.xscale = 1.2
size.yscale = 1.2
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(3), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, hadouken hit helper]
type = Helper
triggerall = animelem = 6
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
helpertype = normal
name = "hadouken"
id = 11
pos = 56, -59
postype = p1
stateno =1045
ownpal = 1
size.xscale = 1.1
size.yscale = 1.1
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = animelem = 6
value = 0,7
volume = 255
freqmul = 0.9
[State 3885, HadokenWhiff]
type = playsnd
trigger1 = animelem = 6
value = 0,7
volume = 255
freqmul = 1.1
[State 1500, 0]
type = Varset
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
v = 28
value = 0
[State 1852, 6d]
type = Velset
trigger1 = time = 81
trigger1 = var(28) = 1
x = -1.2
y = -7.3
[State 1852, 6r]
type = Velset
trigger1 = time = 34 && var(28) > 1
x = -1.2
y = -7.3
[State 1710, FireA]
type = Explod
trigger1 = animelem = 6
ignorehitpause = 1
anim = 11242
scale = 0.5, 0.5
id = 2500
postype = p1
pos = 54, -59
bindtime = 1
sprpriority = 5
ownpal = 1
[State 1852, 6f]
type = veladd
trigger1 = time > 81 && var(28) = 1
y = 0.4
[State 1852, 6d]
type = veladd
trigger1 = time > 34
trigger1 = var(28) > 1
y = 0.4
[State 1852, 6a]
type = posfreeze
trigger1 = time = [0,81]
trigger1 = var(28) = 1
value = 1
[State 1852, 6s]
type = posfreeze
trigger1 = time = [0,34]
trigger1 = var(28) > 1
value = 1
[State 1000, Hadoken!]
type = PlaySnd
trigger1 = animelem = 5
value = 4, 3
channel = 0
volume = 255
[State 1852, 6]
type = posadd
trigger1 = pos y >= 17
x = -20
[State 1000, HadokenWhiff]
type = playsnd
trigger1 = animelem = 5
value = 0,7
volume = 50
[State 1852, 8]
type = ChangeState
trigger1 = pos y >= 17
value = 1874
ctrl = 0
[State 210, 1]
type = AfterImageTime
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
Time = 0
[State 1820, 1]
type = posadd
triggerall = time >= 12
trigger1 = vel y > 0
trigger1 = pos y >= 2
x = -20
[State 1510, 9]
triggerall = time >= 60
trigger1 = vel y > 0
trigger1 = pos y >= 2
type = ChangeState
value = 1874
ctrl = 0
[Statedef 60049]
type    = S
physics = S
movetype = I
anim = 40
ctrl = 0
velset = 0,0
poweradd = -1000
[State 3450, Pause]
type = Pause
triggerall = time=  0
trigger1 = var(28) > 0
anim = -1
pos = 28, -27
time = 27
sprpriority = 3
movetime = 27
[State 181, Randomizer]
type = VarRandom
trigger1 = time = 0
v = 46
range = 0, 100
[State 105, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 105, 9]
type = ChangeState
trigger1 = time = 3
value = 60048
[Statedef 60048]
type = A
physics = N
movetype = I
anim = 105
velset = -(backedgebodydist)/20, -3
[State 106, 1]
type = Gravity
trigger1 = 1
[State 106, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 60047
[Statedef 60047]
type    = S
physics = S
movetype = I
anim = 106
	
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 107, 1]
type = velset
trigger1 = time = 0
y = 0
[State 107, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 107, SlideSound]
type = PlaySnd
trigger1 = time = 0
value = 0, 11
volume = -50
[State 106, Dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 106, 5]
type = ChangeState
trigger1 = time = 11
value = 60050
[Statedef 60050]
type = S
movetype = A
physics = S
anim = 12237
velset = 0
ctrl = 0
sprpriority = 2
[State 182, 2]
type = Playsnd
triggerall = animelem = 2
trigger1 = var(46) < 90
trigger1 = var(28) < 3
value = 0,16
volume = 255
[State 3701, Rage Burst Time dimension effect]
type = Pause 
triggerall = time > 4
trigger1 = (GameTime%3) = 0
trigger1 = roundstate = 2
time = 1 
movetime = 1 
ignorehitpause = 1 
[state 3451, red fadeout]
type           = BGPalFx
triggerall = var(28) = 0
trigger1     = animelem = 1
add            = 100,100,100
mul = 200,200,300
sinadd         = 100,100,100,340
time           = 53
ignorehitpause = 1
invertall = 1
[state 3451, red fadein]
type           = BGPalFx
triggerall = var(28) = 1
trigger1     = animelem = 1
add            = 100,100,150
sinadd         = 305,-255,-355,180
time           = 32
invertall = 1
ignorehitpause = 1
[state 3451, white fadein]
type           = BGPalFx
triggerall = var(28) > 1
trigger1     = animelem = 1
add            = 255,-155,-155
sinadd         = -255,-255,-255,180
time           = 32
ignorehitpause = 1
invertall = 1
[State 3450, SuperPause]
type = Pause
triggerall = var(28) = 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 53
sprpriority = 3
movetime = 0
[State 3450, Pause]
type = Pause
triggerall = var(28) > 0
trigger1 = AnimELem = 1
anim = -1
pos = 28, -27
time = 33
sprpriority = 3
movetime = 0
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 10060
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, SuperLight] 
type = Explod
triggerall = var(28) > 0
trigger1 = Animelem = 1
anim = 10061
pos = 25, -27
sprpriority = 4
postype = p1
supermove = 1
bindtime = 53
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
triggerall = var(28) = 0
trigger1 = Animelem = 1
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 18
ownpal = 1
pausemovetime = 9999
[State 3450, X-Ism]
type = PlaySnd
triggerall = var(28) = 0
trigger1 = AnimElem = 1
value = 7,3
volume = 200
[State 3450, The kamek sample]
type = PlaySnd
triggerall = var(28) > 0
trigger1 = AnimElem = 1
value = 0,12
volume = 200
[State 1510, 9]
type = PlaySnd
triggerall = time = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 7,12
volume = 250
[State 1510, 9]
type = PlaySnd
triggerall = time = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 7,12
volume = 250
[State 1510, 9]
type = PlaySnd
triggerall = time = 10
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 6,14
volume = 250
[State 1510, 9]
type = PlaySnd
triggerall = time = 10
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 6,14
volume = 250
[State 182, WINDY]
type = explod
triggerall = time = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
anim = 10602
ignorehitpause = 1
pos = 25,8
postype = p1
bindtime = 1
sprpriority = 3
ownpal = 1
scale = 1
removeongethit = 0
[State 192, Pah!]
type = Explod
triggerall = time = 4 || time = 8 || time = 12 || time = 16
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
anim = 12210
pos = 150+25*(time-10),00
sprpriority = -1
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.6,0.6
[State 192, Pah!]
type = Explod
triggerall = time = 6 || time =10 || time = 14
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
anim = 12210
pos = 150+25*(time-10),12
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.7,0.7
[State 192, Pah!]
type = Helper
triggerall = time = 4 || time = 8 || time = 12 || time = 16 || time = 20
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
stateno = 60052
pos = 120+25*(time-10),00
postype = p1
supermove = 1
ownpal = 1
facing = -1
[State 192, Pah!]
type = Helper
triggerall = time = 6 || time =10 || time = 14 || time = 18
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
stateno = 60052
pos = 120+25*(time-10),12
postype = p1
supermove = 1
ownpal = 1
[State 192, Pah!]
type = Explod
triggerall = time = 4 || time = 8 || time = 12 || time = 16 || time = 20
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
anim = 10602
pos = 140+25*(time-10),00
sprpriority = 0
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.6,0.6
[State 192, Pah!]
type = Explod
triggerall = time = 6 || time =10 || time = 14 || time = 18
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
anim = 10602
pos = 140+25*(time-10),12
sprpriority = 4
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.7,0.7
[State 1531, 5]
type = EnvColor
triggerall = time > 40
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
persistent = 1
value = 0,0,0
time = 2
under = 1
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 30
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
add            = 0,0,0
sinadd         = -255,-255,-255,50
time           = 10
ignorehitpause = 1
persistent     = 0
[State 192, 5]
type = EnvShake
triggerall = time = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
persistent = 1
time = 20
ampl = -14
freq = 100
phase = 1
[State 1500, 0]
type = Varadd
trigger1 = time = 0
v = 28
value = 1
[State 1510, 9]
type = changeanim
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 12247
[State 1510, 9]
type = PlaySnd
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 7,11
volume = 250
[State 3450, Shadows]
type = Afterimage
trigger1 = Time = 0
time = 93
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3450, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 153
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 182, WINDY]
type = explod
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 6
anim = 12238
id = 9403
pos = 5,0
postype = p1
bindtime = 1
sprpriority = -3
ownpal = 1
scale = 1
removeongethit = 0
[State 1700, Afterimage hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 6
helpertype = normal
name = "wind"
id = 300
postype = p1
stateno = 60100
ownpal = 1
pausemovetime = 9999
size.xscale = 1.2
size.yscale = 1.2
[State 1700, Afterimage hit helper]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 6
helpertype = normal
name = "wind"
id = 300
postype = p1
stateno = 60101
ownpal = 1
pausemovetime = 9999
size.xscale = 1.2
size.yscale = 1.2
[State 3800, Forward]
type = HitDef
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = Animelem = 4
p2facing = 1
p2turn = 1
attr = S, HA
damage = 200, 10
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkxy = 0, -70
sparkno = 3
getpower=  0
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 28
ground.hittime = 30
ground.velocity = -10+(p2bodydist X/10),0
guard.velocity = -10+(p2bodydist X/10)
down.velocity = -10+(p2bodydist X/10),0
down.hittime = 70
air.velocity = -10+(p2bodydist X/10), -1
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
[State 3800, Forward]
type = HitDef
triggerall = Animelem = 4
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
p2facing = 1
p2turn = 1
attr = S, HA
damage = 200, 10
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0, 35
sparkxy = 0, -70
sparkno = 3
getpower=  0
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 68
ground.hittime = 60
ground.velocity = -10+(p2bodydist X/10),0
guard.velocity = -10+(p2bodydist X/10)
down.velocity = -10+(p2bodydist X/10),0
down.hittime = 70
air.velocity = -5+(p2bodydist X/10),  (-5-(((p2bodydist Y))*0.02))
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
kill = 0
[State 183, End] 
type = ChangeState 
trigger1 = animtime = 0
value = 60051
ctrl = 0
[Statedef 60052]
type    = S
movetype= A
physics = N
ctrl = 0
anim = 10603
sprpriority = 3
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 14,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/3,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 2,-6
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 51
range = 2,10
[State 1000, FireBa]
type = Explod
trigger1 = 1
persistent = 1
anim = 12212
id = 12212
postype = p1
pos = 0,-6
random = 50,0
sprpriority = 5
ownpal = 1
vel = 0,-var(51)
scale = 1,0.2
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = 12215
id = 12212
postype = p1
pos = 0,-8
random = 80,0
sprpriority = -5
ownpal = 1
vel = 0,-var(51)
scale = 1,0.2
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[state 6005, black fadeout]
type           = PalFx
trigger1    = time = 20
add            = 0,0,0
sinadd         = -255,-255,-255,100
time           = 999
[State 3700, dissipate]
type = Destroyself
trigger1 = time = 40
[Statedef 60051]
type = S
movetype = A
velset = 0,0
anim = 12239
sprpriority = 1
[State 1700, Camera]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 3701, Rage Burst Time dimension effect]
type = Pause 
trigger1 = (GameTime%3) = 0
trigger1 = roundstate = 2 && time < 36
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 1531, 5]
type = turn
trigger1 = time = 0
[State 192, Pah!]
type = posset
trigger1 = facing = -1 && time = 0
x = 150
[State 192, Pah!]
type = posset
trigger1 = facing = 1 && time = 0
x = -150
[State 192, Pah!]
type = Explod
trigger1 = time = 16
anim = 10602
pos = 70,5
sprpriority = 5
postype = p1
supermove = 1
bindtime = 12
ownpal = 1
scale = 0.5,0.5
[State 192, Pah!]
type = Explod
trigger1 = time = 19
anim = 10602
pos = 10,0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 12
ownpal = 1
scale = 0.5,0.5
[State 192, Pah!]
type = Explod
trigger1 = time = 0 || time = 4 || time = 8 || time = 12
anim = 12210
pos = 300-25*(time),0
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.6,0.6
[State 192, Pah!]
type = Explod
trigger1 = time = 2 || time = 6 || time = 10
anim = 12210
pos = 300-25*(time),12
sprpriority = 3
postype = p1
supermove = 1
bindtime = 6
ownpal = 1
scale = 0.7,0.7
[State 192, 5]
type = EnvShake
trigger1 = time = 1
persistent = 1
time = 20
ampl = -5
freq = 100
phase = 1
[State 1531, 5]
type = EnvColor
trigger1 = gametime%2 = 1 && time = [1,12]
value = 255,255,255
time = 1
[State 1531, 5]
type = PlaySnd
trigger1 = gametime%2 = 1 && time = [1,12]
value = 0,14
volume = 255
pan = 300-25*(time)
[State 1531, 5]
type = PlaySnd
trigger1 = time = 16
value = 0,15
volume = 255
[State 1531, 5]
type = PlaySnd
trigger1 = time = 15
value = 0,15
volume = 255
[State 1700, Dragon]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = timemod = 6,5
trigger1 = time = [30,39]
helpertype = normal
name = "Flaming Earth"
id = 7
pos = 300-(time-30)*2.4,0
postype = p1
stateno =60054
ownpal = 1
[State 1700, Dragon]
type = Helper
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = timemod = 6,5
trigger1 = time = [40,70]
helpertype = normal
name = "Flame earth"
id = 7
pos = 300-(time-30)*2.4,0
postype = p1
stateno =60055
ownpal = 1
[State 3700, attacksnd]
type = PlaySnd
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 30
volume = 255
value = 6,9
freqmul = 0.9
abspan = 0
[State 3700, attacksnd]
type = PlaySnd
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = time = 30
volume = 255
value = 6,9
freqmul = 0.6
abspan = 0
[State 1500, 0]
type = VarSet
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animtime = 0
v = 28
value = 0
[State 191, 9]
type = ChangeState
triggerall = var(28) < 3
trigger1 = var(46) < 90
trigger1 = animtime = 0
value = 0
ctrl = 1
[State 1700, hadouken hit helper]
type = changestate
triggerall = time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
value = 60056
ctrl = 0
[Statedef 60056]
type = S
movetype = A
physics = N
anim = 12311
ctrl = 0
sprpriority = 2
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 1531, 5]
type = EnvColor
triggerall = time = [0,120]
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
ignorehitpause = 1
persistent = 1
value = 0,0,0
time = 2
under = 1
[State 1710, FireB]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(101), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
triggerall = (enemyNear, StateNo = [5000,5999])
triggerall = p2movetype = H
trigger1 = helper(101), movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1700, Dragon]
type = Helper
trigger1 = time = 50 || time = 64 || time = 78 || time = 92 || time = 106
helpertype = normal
name = "Skuhachi helper"
id = 101
pos = -150,0
facing = 1
postype = p2
stateno = 60060
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
[State 1700, Dragon]
type = Helper
trigger1 = time = 59 || time = 71 || time = 85 || time = 99 || time = 110
helpertype = normal
name = "Skuhachi helper"
id = 101
pos = 150,0
facing = -1
postype = p2
stateno = 60060
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
[State 1700, Dragon]
type = Helper
trigger1 = time = 50
helpertype = normal
name = "Skuhachi helper"
id = 101
pos = 0,0
postype = p2
stateno = 60062
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
[State 1700, Dragon]
type = Helper
trigger1 = time = 50
helpertype = normal
name = "Skuhachi helper"
id = 101
pos = 0,0
facing = -1
postype = p2
stateno = 60062
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = time = [120,150]
time = 1 
movetime = 1 
ignorehitpause = 1 
[state 6005, white fadeout]
type           = BGPalFx
trigger1     = time = 120
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12
ignorehitpause = 1
persistent     = 0
[State 1700, Dragon]
type = Helper
trigger1 = time = 120
helpertype = normal
name = "Skuhachi helper"
id = 101
pos = -150,0
facing = 1
postype = p2
stateno = 60061
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
[State 1700, Camera]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 3701, Rage Burst Time dimension effect]
type = Pause 
triggerall = time < 50
trigger1 = (GameTime%1) = 0
trigger1 = roundstate = 2
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 1500, 0]
type = VarSet
trigger1 = movecontact
v = 7
value = 1
ignorehitpause = 1
persistent = 0
[State 3800, Forward]
type = HitDef
trigger1 = Animelem = 4
attr = S, HA
damage = 20, 10
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0, 15
sparkxy = 0, -70
sparkno = 3
getpower=  0
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 28
ground.hittime = 30
ground.velocity = -20+(p2bodydist X/10),0
guard.velocity = -20+(p2bodydist X/10)
down.velocity = -20+(p2bodydist X/10),0
down.hittime = 70
air.velocity = -10+(p2bodydist X/10), -1
forcestand = 1
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
[State 183, End] 
type = ChangeState 
trigger1 = time = 130
value = 60057
ctrl = 0
[Statedef 60060]
type = S
movetype = A
physics = N
anim = 12312
ctrl = 0
sprpriority = 2
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 3880, 1]
type = VelSet
trigger1 = Time = 0
x = 27
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 3800, Forward]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA
damage = 40, 10
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0, 20
sparkxy = 0, -70
sparkno = 3
getpower=  0
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 28
ground.hittime = 30
ground.velocity = 0,0
guard.velocity = -1
down.velocity = 0, (-1.7-(((p2bodydist Y))*0.02))
down.hittime = 70
air.velocity = 0,  (-1.7-(((p2bodydist Y))*0.02))
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
kill = 0
[State 192, Pah!]
type = Explod
trigger1 = time = 0 || time = 4 || time = 8 || time = 12
anim = 12210
pos = 0,10
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.6,0.6
[State 192, Pah!]
type = Explod
trigger1 = time = 2 || time =6 || time = 10
anim = 12210
pos = 0,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.7,0.7
[State 1531, 5]
type = PlaySnd
trigger1 = TIME = 0
value = 0,4
volume = 255
[State 1531, 5]
type = PlaySnd
trigger1 = TIME = 0
value = 0,3
volume = 255
[State 1700, Camera]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 183, End] 
type = Destroyself
trigger1 = animtime = 0
[Statedef 60061]
type = S
movetype = A
physics = N
anim = 12312
ctrl = 0
sprpriority = 2
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 3880, 1]
type = VelSet
trigger1 = Time = 0
x = 27
[State 210, 1]
type = AfterImageTime
trigger1 = time = 0
Time = 0
[State 3800, Forward]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA
damage = 70, 10
animtype = Hard
priority = 5, Hit
hitflag = MAFD
guardflag = MA
pausetime = 0, 0
sparkxy = 0, -70
sparkno = 3
getpower=  0
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = High
ground.slidetime = 28
ground.hittime = 30
ground.velocity = -20,0
guard.velocity = -1
down.velocity = -20, (-1.7-(((p2bodydist Y))*0.02))
down.hittime = 70
air.velocity = -5,  (-4.7-(((p2bodydist Y))*0.02))
forcestand = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
kill = 0
[State 192, Pah!]
type = Explod
trigger1 = time = 0 || time = 4 || time = 8 || time = 12
anim = 12210
pos = 0,10
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.6,0.6
[State 192, Pah!]
type = Explod
trigger1 = time = 2 || time =6 || time = 10
anim = 12210
pos = 0,2
sprpriority = 3
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.7,0.7
[State 1531, 5]
type = PlaySnd
trigger1 = TIME = 0
value = 0,4
volume = 255
[State 1531, 5]
type = PlaySnd
trigger1 = TIME = 0
value = 0,3
volume = 255
[State 1700, Camera]
type = screenbound
trigger1 = 1
value = 1
movecamera = 0,0
[State 183, End] 
type = Destroyself
trigger1 = animtime = 0
[Statedef 60062]
type = S
movetype = A
physics = N
anim = 9999
ctrl = 0
sprpriority = 2
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -2,-4
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = 10,-56
random = 95,100
sprpriority = 5
ownpal = 1
vel = var(52),0
scale = 0.1,0.75
accel = -(var(52))/3,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -2,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = -3, -9
[State 1000, FireB]
type = Explod
trigger1 = 1
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -10,-56
random = 95,100
sprpriority = 5
ownpal = 1
vel = var(36),0
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 1700, Dragon]
type = Helper
trigger1 = time = 59
helpertype = normal
name = "Skuhachi helper"
id = 101
pos = 0,0
postype = p2
stateno = 60063
ownpal = 1
size.xscale = 1
size.yscale = 1
pausemovetime = 9999
supermovetime = 9999
ignorehitpause = 1
[State 183, End] 
type = Destroyself
trigger1 = time = 60
[Statedef 60063]
type = S
movetype = A
physics = N
anim = 9999
ctrl = 0
sprpriority = 2
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = -50
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 52
range = -12, 12
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 53
range = -12, 12
[State 1000, FireB]
type = Explod
trigger1 = time < 18
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
[State 1000, FireB]
type = Explod
trigger1 = time < 18
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(53))
scale = 0.2,1.5
accel = 1/2*(var(52)),1/2*(var(53))
[State 1000, FireB]
type = Explod
trigger1 = time < 18
persistent = 1
anim = 12213
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
[State 1000, FireB]
type = Explod
trigger1 = time < 18
persistent = 1
anim = 12214
id = 12212
postype = p1
pos = -10,-13
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(53),(var(52))
scale = 0.2,1.5
accel = 1/2*(var(53)),1/2*(var(52))
[State 3700, dissipate]
type = destroyself
trigger1 = time = 28
[Statedef 60057]
type = S
movetype = A
velset = 0,0
anim = 12302
sprpriority = -1
Physics = S
[state 102, Slide Sound]
type = playsnd
trigger1 = time = 10
value = 0, 11
volume = 255
[state 102, Slide Sound]
type = playsnd
trigger1 = time = 10
value = 0, 11
volume = 255
[state 102, dust]
type = MakeDust
trigger1 = Time < 10
pos = -10, -2
spacing = 5
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 9402
scale = 0.7,0.7
pos = 0,0
sprpriority = 0
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
pausemovetime = 9999
[State 1510, 9]
type = PlaySnd
trigger1 = time = 0
value = 7,13
volume = 250
[State 1510, 9]
type = PlaySnd
trigger1 = time = 0
value = 7,13
volume = 250
[State 610, 3]
type = PlayerPush
trigger1 = 1
Value = 0
[State 3800, Forward]
type = HitDef
trigger1 = Animelem = 1
attr = S, HA
damage = 100, 10
animtype = Heavy
priority = 5, Hit
hitflag = MAFD
guardflag = MA
pausetime = 27, 27
sparkxy = 0, -70
sparkno = 3
getpower=  0
guard.sparkno = S9300
hitsound = S6,6
guardsound = S0,100
ground.type = Low
fall.animtype = Hard
ground.slidetime = 28
ground.hittime = 30
ground.velocity = -20,-5
guard.velocity = -1
down.velocity = -20,-5
down.hittime = 70
air.velocity = -20, -5
forcestand = 1
fall = 1
air.fall = 1
fall.recover = 0
ground.cornerpush.veloff = 0
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
[State 3880, 9]
type = EnvShake
Trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 20
ampl = -15
freq = 150
phase = 15
[State 1531, 5]
type = turn
trigger1 = time = 1
[State 1700, Camera]
type = screenbound
trigger1 = time < 10
value = 1
movecamera = 0,0
[State 3875, Shun Goku Shoryuken Charge up Slow Motion ]
type = Pause 
triggerall = (GameTime%1) = 0 && roundstate = 2 && p2life > 0
trigger1 = time = [0,30]
time = 1 
movetime = 1 
ignorehitpause = 1 
[State 192, Pah!]
type = posadd
trigger1 = time = 0
x = p2bodydist X - 10
[State 192, Pah!]
type = velset
trigger1 = time < 3
x = -25
[State 1500, 0]
type = VarSet
trigger1 = animtime = 0
v = 28
value = 0
[State 191, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 60054]
type = A
movetype = A
physics = N
anim = 12240
sprpriority = 3
[State 1710, FireB]
type = Explod
trigger1 = movehit&& random <= 100
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit && random <= 100
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 50 && time < 60
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/2,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -3,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 80 && time < 60
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -5,-6
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 50 && time < 60
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 1000, FireB]
type = Explod
trigger1 = random <= 150 && time = [60,98]
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(37))
scale = 0.1,0.75
accel = 0,(var(37))/10
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 55
range = -20,20
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 56
range = -8,0
[State 1000, 5]
type = Hitdef
trigger1 = timemod = 5,4 && time < 114
attr = S, SP
damage    = 10/(Parent, Var(22)),5
animtype  = heavy
guardflag = L
hitflag = MAFD
pausetime = 0,2
sparkxy = var(55), var(56)
guard.sparkno = S9200
hitsound   = S6,10
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
getpower = 0
ground.velocity = 0
air.type = trip
air.velocity = 0,-1
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
sprpriority = 3
air.fall = 1
pausemovetime = 99
Supermovetime = 99
[State 1000, 5]
type = Hitdef
trigger1 = timemod = 5,4 && time >= 114
attr = S, SP
damage    = 30/(Parent, Var(22)),5
animtype  = heavy
guardflag = L
hitflag = MAFD
pausetime = 0,5
sparkxy = var(55), var(56)
guard.sparkno = S9200
hitsound   = S6,10
guardsound = S0,100
ground.type = trip
ground.slidetime = 18
ground.hittime  = 18
getpower = 0
ground.velocity = 0
air.type = trip
air.velocity = 0,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
sprpriority = 3
air.fall = 1
pausemovetime = 99
Supermovetime = 99
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 1510, 9]
trigger1 = time = 100
type = changeanim
value = 12241
[State 1510, 9]
trigger1 = time = 120
type = destroyself
[Statedef 60055]
type = A
movetype = A
physics = N
anim = 12240
sprpriority = 3
[State 1710, FireB]
type = Explod
trigger1 = movehit&& random <= 100
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit&& random <= 100
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -1,-2
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 50 && time < 60
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/2,(var(51))/10
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -3,-4
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 80 && time < 60
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,(var(35))/10
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 37
range = -5,-6
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 38
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 50 && time < 60
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.1,0.75
accel = -(var(38))/4,(var(37))/10
[State 1000, FireB]
type = Explod
trigger1 = random <= 150 && time = [60,98]
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(37))
scale = 0.1,0.75
accel = 0,(var(37))/10
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3450, Spark] 
type = Explod
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-10
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 1510, 9]
trigger1 = time = 100
type = changeanim
value = 12241
[State 1510, 9]
trigger1 = time = 120
type = destroyself
[Statedef 60058]
type = A
movetype = A
physics = N
anim = 12242
sprpriority = 3
[State 1710, FireB]
type = Explod
trigger1 = movehit&& random <= 100
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit && random <= 100
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -8,-10
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 15, 17
[State 1000, FireB]
type = Explod
trigger1 =  time < 60 && random < (100 + time*10)
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/2,-(var(51))/4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -12,-14
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 18, 20
[State 1000, FireB]
type = Explod
trigger1 =  time < 60 && random < (100 + time*10)
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,-(var(35))/6
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 1000, 5]
type = Hitdef
trigger1 = timemod = 5,4 && time < 114
attr = S, SP
damage    = 20/(Parent, Var(22)),5
animtype  = heavy
guardflag = L
hitflag = MAFD
pausetime = 0,2
sparkxy = 0, 0
guard.sparkno = S9200
hitsound   = S6,10
guardsound = S0,100
ground.type = low
ground.slidetime = 18
ground.hittime  = 18
getpower = 0
ground.velocity = 0
air.type = trip
air.velocity = 0,-1
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
sprpriority = 3
air.fall = 1
pausemovetime = 99
Supermovetime = 99
[State 1000, 5]
type = Hitdef
trigger1 = timemod = 5,4 && time >= 114
attr = S, SP
damage    = 30/(Parent, Var(22)),5
animtype  = heavy
guardflag = L
hitflag = MAFD
pausetime = 0,5
sparkxy = 0, 0
guard.sparkno = S9200
hitsound   = S6,10
guardsound = S0,100
ground.type = trip
ground.slidetime = 18
ground.hittime  = 18
getpower = 0
ground.velocity = 0
air.type = trip
air.velocity = 0,-2
forcestand = 1
palfx.time = 20
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
fall.recover = 0
air.recover = 0
air.juggle = 10
juggle = 10
sprpriority = 3
air.fall = 1
pausemovetime = 99
Supermovetime = 99
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 1510, 9]
trigger1 = time = 60
type = changeanim
value = 12241
[State 1510, 9]
trigger1 = time = 80
type = destroyself
[Statedef 60059]
type = A
movetype = A
physics = N
anim = 12240
sprpriority = 3
[State 1710, FireB]
type = Explod
trigger1 = movehit&& random <= 100
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 1710, FireA]
type = Explod
trigger1 = movehit&& random <= 100
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 51
range = -8,-10
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 52
range = 15, 17
[State 1000, FireB]
type = Explod
trigger1 =  time < 60 && random < (100 + time*10)
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.1,0.75
accel = -(var(52))/2,-(var(51))/4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 35
range = -12,-14
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 36
range = 18, 20
[State 1000, FireB]
type = Explod
trigger1 =  time < 60 && random < (100 + time*10)
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.1,0.75
accel = -(var(36))/3,-(var(35))/6
[State 1000, FireB]
type = Explod
trigger1 = random <= 150 && time = [60,98]
persistent = 1
anim = ifelse(random>500,12213,12216)
id = 12213
postype = p1
pos = -100,-10
random = 95,10
sprpriority = 5
ownpal = 1
vel = 0,(var(37))
scale = 0.1,0.75
accel = 0,(var(37))/10
[State 1010,NotHitBy]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 9999
[State 3450, Spark] 
type = Explod
trigger1 = movehit
persistent = 0
ignorehitpause = 1
anim = ifelse(random>500,10421,10420)
pos = 0,-10
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
random = 5,5
scale = 0.7,0.7
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 9999
length = 4
PalBright   =   0,  0,  0
PalContrast = 100,80,0
PalMul      =  0.5,0.5,0.5
FrameGap = 1
Trans = add
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 1510, 9]
trigger1 = time = 60
type = changeanim
value = 12241
[State 1510, 9]
trigger1 = time = 80
type = destroyself
[Statedef 60053]
type = A
movetype = A
physics = N
anim = 3520
sprpriority = 2
[State 181, Randomizer1]
type = VarRandom
trigger1 = 1
v = 52
range = -3,3
[State 181, Randomizer2]
type = VarRandom
trigger1 = 1
v = 51
range = 3, 9
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y < 0
persistent = 1
anim = 12213
id = 12213
postype = p1
pos = 0,-110
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(52),(var(51))
scale = 0.2,1.5
accel = -(var(52))/4,-(var(51))/4
[State 181, Randomizer]
type = VarRandom
trigger1 = 1
v = 36
range = -5,5
[State 181, Randomizer3]
type = VarRandom
trigger1 = 1
v = 35
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y < 0
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-110
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(36),(var(35))
scale = 0.2,1.5
accel = -(var(36))/5,-(var(35))/5
[State 3470, FireB]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = -10,-50
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 3470, FireA]
type = Explod
trigger1 = movehit
trigger1 = numexplod(2500) < 4
ignorehitpause = 1
anim = 2501
id = 2500
postype = p2
pos = 20,-80
random = 50,30
bindtime = -1
sprpriority = 2
ownpal = 1
[State 181, Randomizer4]
type = VarRandom
trigger1 = 1
v = 38
range = -10,10
[State 181, Randomizer5]
type = VarRandom
trigger1 = 1
v = 37
range = 4, 10
[State 1000, FireB]
type = Explod
trigger1 = random <= 500 && vel Y < 0
persistent = 1
anim = 12216
id = 12213
postype = p1
pos = 0,-110
random = 5,10
sprpriority = 5
ownpal = 1
vel = var(38),(var(37))
scale = 0.2,1.5
accel = -(var(38))/6,-(var(37))/6
[State 3710, 1]
type = palfx
trigger1 = Time = 0
ignorehitpause = 1
time = 51
add = 0,0,0
sinadd = 512,82,0,100
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 62
length = 21
PalBright   =   0,  0,  0
PalContrast = 148,148,148
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 3885, Shadows]
type = Afterimage
triggerall = Time = 0
trigger1 = var(46) >= 90
trigger2 = var(28) >= 3
time = 70
length = 21
PalBright   =   0,  0,  0
PalContrast = 242,0,0
PalAdd      =   0,  0,  0
PalMul      =  0.9,0.9,0.9
FrameGap = 10
Trans = Add1
[State 191, 2] 
type = AssertSpecial
trigger1 = animelem = 2
flag = unguardable
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12070
pos = 0,3
sprpriority = 3
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
[State 3450, Wind effect] 
type = Explod
trigger1 = time = 0
anim = 12080
pos = 0,3
sprpriority = 4
postype = p1
supermove = 1
ownpal = 1
pausemovetime = 9999
[State 195, 5]
type = PlaySnd
trigger1 = AnimElem = 1
value = 0, 4
[State 3880, 1]
type = EnvColor
trigger1 = movehit
value = 255, 255, 255
persistent = 0
time = 2
[State 3880, 0]
type = NotHitBy
trigger1 = 1
value = SCA
[State 3880, 1]
type = VelSet
trigger1 = Time = 1
x = 13
y = -13.5
[State 3880, 2]
type = VelMul
trigger1 = Time >= 1
x = .88
[State 3880, 3]
type = VelAdd
trigger1 = Time >= 1
y = .44
[State 3880, 9]
type = HitDef
triggerall = hitcount < 20
trigger1 = AnimElem = 1 || AnimELem = 2 || AnimElem = 3 || AnimElem = 4 || AnimElem = 5 || AnimELem = 6
attr = S, SA
damage = 41, 5
animtype = Hard
priority = 6, Hit
hitflag = MAFD
guardflag = MA
getpower=  (Var(10)=0)* 0
pausetime = 3,3
sparkxy = 0, -75
sparkno = 3
guard.sparkno = S9300
hitsound = S6,5
guardsound = S0,100
ground.type = High
ground.slidetime = 16
ground.hittime = 16
ground.velocity = -2, -11
air.velocity = -2, -11
fall = 1
fall.animtype = Hard
down.velocity = -1,-7
palfx.time = 80
palfx.add = 32,0,0
palfx.mul = 300,192,192
palfx.sinadd = 64, 5, 5, 6
guard.pausetime = 2,0
guard.hittime = 0
guard.velocity = 0
airguard.velocity = -1,-7
fall.recover = 0
air.recover = 0
[State 3880, 9]
type = EnvShake
Trigger1 = movehit
persistent = 0
ignorehitpause = 1
time = 10
ampl = -10
freq = 150
phase = 15
[State 3450, Spark] 
type = Explod
trigger1 = movehit
anim = 9420
pos = 0,-50
persistent = 0
ignorehitpause = 1
sprpriority = -1
postype = p2
supermove = 1
bindtime = 1
removetime = 12
ownpal = 1
ontop = 1
pausemovetime = 999
supermovetime = 999
[State 1500, 0]
type = Varset
trigger1 = vel y > 0 && pos y >= 0
v = 28
value = 0
[State 3710, 5]
type = ChangeAnim
trigger1 = vel y > -1
trigger1 = time > 1
value = 1510
persistent = 0
[State 3710, 7]
trigger1 = vel y > 0
trigger1 = pos y >= 0
type = ChangeState
value = 1521
[Statedef 60100]
type = A
movetype = A
physics = N
anim = 12238
sprpriority = 3
[State 1510, 9]
trigger1 = 1
type = angleset
value = 45
[State 1510, 9]
trigger1 = 1
type = angledraw
[State 1510, 9]
trigger1 = animtime = 0
type = destroyself
[Statedef 60101]
type = A
movetype = A
physics = N
anim = 12238
sprpriority = 3
[State 1510, 9]
trigger1 = 1
type = angleset
value = -45
[State 1510, 9]
trigger1 = 1
type = angledraw
[State 1510, 9]
trigger1 = animtime = 0
type = destroyself
[Statedef 2156]
type = A
movetype = H
physics = N
velset = 0,0
[State 2155, 1]
type = ChangeAnim2
trigger1 = time = 0
value = 2156
[State 3700, Shadows]
type = Afterimage
trigger1 = time = 0
time = 100
length = 8
PalBright   =   0,  0,  0
PalContrast = 128,128,128
PalAdd      =   0,  0,  0
PalMul      =  1,1,1
FrameGap = 1
Trans = Add1
[State 2155, 2]
type = posfreeze
trigger1 = hitshakeover = 0
[State 2155, 3]
type = velset
trigger1 = hitshakeover = 1
x = -7
y = -12
persistent =  0
[State 2155, 4]
type = veladd
trigger1 = hitshakeover = 1
y = 0.43
[State 2155, 9]
type = selfstate
trigger1 = pos y >= 35 && vel y > 0
value = 5100
[Statedef 94070]
type = A
movetype= A
physics = N
ctrl = 0
anim = 998
[State 3885, Comon]
type = playsnd
trigger1 = time = 0
value = 1,1
channel = 1
volume = 50
[State 3885, die]
type = destroyself
trigger1 = time = 1
[Statedef 94071]
type    = A
movetype= A
physics = N
ctrl = 0
anim = 998
velset = 0,0,0
[State 3885, I'm number one]
type = playsnd
trigger1 = time = 0
value = 3,5
channel = 1
volume = 50
[State 3885, die]
type = destroyself
trigger1 = time = 1
[Statedef 0]
type = S
physics = S
sprpriority = 0
[State 1700, hadouken hit helper]
type = Helper
triggerall = power >= 3000
trigger1 = animelem = 42
helpertype = normal
name = "stance spark"
pos = 0,0
postype = p1
stateno =4811
ownpal = 1
[State 52, Land SOund]
type = PlaySnd
triggerall = power >= 3000
trigger1 = animelem = 7
value = 0,11
freqmul = 1.1
[State 192, Pah!]
type = Explod
triggerall = power >= 3000
trigger1 = animelem = 9
anim = 10602
pos = 20,10
sprpriority = 5
postype = p1
supermove = 1
bindtime = 1
ownpal = 1
scale = 0.75,0.4
[State 0, 1]
type = ChangeAnim
triggerall = power < 3000
trigger1 = Anim != 0 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 0
[State 0, 1]
type = ChangeAnim
triggerall = power >= 3000
trigger1 = Anim != 1 && Anim != 5
trigger2 = Anim = 5 && AnimTime = 0
value = 1
[State 0, 2]
type = VelSet
trigger1 = Time = 0
y = 0
[State 0, 3]
type = VelSet
trigger1 = abs(vel x) < 2
trigger2 = Time = 4
x = 0
[Statedef 52]
type    = S
physics = S
ctrl = 0
anim = 47
[State 52, 1]
type = VelSet
trigger1 = Time = 0
y = 0
[State 52, 3]
type = PosSet
trigger1 = Time = 0
y = 0
[State 52, Land SOund]
type = PlaySnd
trigger1 = Time = 1
value = 0,0
[State 52, 3]
type = CtrlSet
trigger1 = Time = 3
value = 1
[State 52, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
[Statedef 100]
type = S
physics = N
ctrl = 0
anim = 40
[State 233, Var(23) continuos run preventive measure]
type = VarSet
trigger1 = time = 0
v = 23
value = 20
[State 100, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 100,9]
type = changestate
trigger1 = time = 2
value = 101
ctrl = 1
[Statedef 101]
type = A
movetype = I
physics = N
anim = 100
velset = 6.5,-2
[State 3700, Shinryuken]
type = PlaySnd
trigger1 = time = 0
value = 1,10
channel = 0
[State 101, PosAdd]
type = PosAdd
trigger1 = animelem = 2
y = -10
[state 101, SprPriority]
type = sprpriority
trigger1 = time >= 0
value = 1
[State 101, VelAdd]
type = veladd
trigger1 = 1
y = 0.3
[State 101, 9]
type = ChangeState
trigger1 = animelem = 3, >=0
trigger1 = vel y > 0
trigger1 = pos y >= -5
value = 102
[Statedef 102]
type = S
movetype = I
Physics = C
anim = 101
[State 102, VelSet]
type = VelSet
trigger1 = time = 0
y = 0
[State 102, PosSet]
type = PosSet
trigger1 = time = 0
y = 0
[state 102, Slide Sound]
type = playsnd
trigger1 = animelem = 1
value = 0, 11
volume = -50
[state 102, dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[state 102, 2]
type = ctrlset
trigger1 = animtime = -5
triggerall = command != "holdfwd"
triggerall = command != "FF"
value = 1
[State 102, 8]
type = ChangeState
trigger1 = animtime = -5
trigger1 = command = "holddown"
value = 11
ctrl = 1
[State 102, 9]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 105]
type    = S
physics = S
movetype = I
anim = 40
ctrl = 0
velset = 0,0
[State 105, 2]
type = AssertSpecial
trigger1 = 1
flag = NoWalk
[State 105, 9]
type = ChangeState
trigger1 = time = 3
value = 106
ctrl = 1
[Statedef 106]
type = A
physics = N
movetype = I
anim = 105
velset = -6, -3
[State 106, 1]
type = Gravity
trigger1 = 1
[State 106, 9]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 107
[Statedef 107]
type    = S
physics = S
movetype = I
anim = 106
	
[State 107, Land SOund]
type = PlaySnd
trigger1 = Time = 0
value = 0,0
[State 107, 1]
type = velset
trigger1 = time = 0
y = 0
[State 107, 2]
type = PosSet
trigger1 = Time = 0
y = 0
[State 107, SlideSound]
type = PlaySnd
trigger1 = time = 0
value = 0, 11
volume = -50
[State 106, Dust]
type = MakeDust
trigger1 = Time >= 0
pos = -10, -2
spacing = 5
[State 106, 4]
type = CtrlSet
trigger1 = animtime = -2
value = 1
[State 106, 5]
type = ChangeState
trigger1 = animtime = 0
value = 0
ctrl = 1
[Statedef 5150]
type    = L
movetype= H
physics = N
sprpriority = -3
[State 5150, Var(5) Start]
type = VarSet
triggerall = time = 0 && Alive = 0
trigger1 = Lose = 1 || Win = 1
v = 5
value = 0
[State 5150, Var(5) Add]
type = VarAdd
triggerall = 1 && Alive = 0
trigger1 = Lose = 1 || Win = 1
v = 5
value = 1
[State 5150, 0]
type = AssertSpecial
trigger1 = time = [0,300]
flag = roundnotover
[State 5150, 1]
type = ChangeAnim
triggerall = Time = 0
triggerall = SelfAnimExist(5140)
trigger1 = (anim != [5111,5119]) && (anim != [5171,5179])
trigger2 = !SelfAnimExist(5140 + (anim % 10))
value = 5140
[State 5150, 3]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = (anim = [5111,5119]) || (anim = [5171,5179])
trigger1 = SelfAnimExist(5140 + (anim % 10))
value = 5140 + (anim % 10)
[State 5150, 4]
type = ChangeAnim
persistent = 0
trigger1 = MatchOver = 1
trigger1 = Anim = [5140,5149]
trigger1 = SelfAnimExist(anim+10)
value = anim+10
[State 5150, 5]
type = ChangeAnim
trigger1 = Time = 0
trigger1 = Anim != [5140,5159]
trigger1 = Anim != [5110,5119]
value = 5110
[State 5150, 6]
type = VelMul
trigger1 = 1
x = 0.85
[State 5150, 7]
type = VelSet
trigger1 = Vel x < .05
persistent = 0
x = 0
[State 5150, 8]
type = NotHitBy
trigger1 = 1
value = SCA
time = 1
[State -2, Flying screen]
type = ScreenBound
trigger1 = Win = 1
value = 0
[Statedef 9999]
type = A
ctrl = 0
anim = 9999
sprpriority = -5
movetype = I
physics = N
[State 2100, 1]
type = Pause
trigger1 = time = 0
time = 5
movetime = 5
[State 191, 5]
type = EnvShake
trigger1 = time = 0 && (root, var(50) = 0 || root, var(50) = [50,100])
ignorehitpause = 1
persistent = 0
time = 5
ampl = 2
freq = 180
[state 9999, varset]
type = varset
trigger1       = root, stateno = [0,1000]
trigger1 = time = 0
v = 42
value = 0
[state 9999, varset]
type = varset
trigger1       = root, stateno = [1000,3000]
trigger1 = time = 0
v = 42
value = 1
[state 9999, varset]
type = varset
trigger1 = var(28) < 3
trigger1       = root, stateno >= 3000
trigger1 = time = 0
v = 42
value = 2
[state 9999, varset]
type = varset
trigger1 = var(28) >= 3
trigger1 = root, stateno >= 3000
trigger1 = time = 0
v = 42
value = 3
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 1
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12
ignorehitpause = 1
persistent     = 0
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 2 && (root, var(50) = 0 || root, var(50) = [50,100])
add            = 255,255,255
time           = 10
ignorehitpause = 1
persistent     = 0
pausemovetime = 9999
[state 6005, white fadeout]
type           = BGPalFx
triggerall     = time = 10
trigger1       = var(42) = 2 && (root, var(50) = 0 || root, var(50) = [50,100])
add            = 255,255,255
sinadd         = -255,-255,-255,50
time           = 12
ignorehitpause = 1
persistent     = 0
pausemovetime = 9999
[state 6005, red fadeout]
type           = BGPalFx
triggerall     = time = 0
trigger1       = var(42) = 3 && (root, var(50) = 0 || root, var(50) = [50,100])
add            = 312,-512,-512
time           = 10
ignorehitpause = 1
[state 6005, red fadeout]
type           = BGPalFx
triggerall     = time = 10
trigger1       = var(42) = 3 && (root, var(50) = 0 || root, var(50) = [50,100])
add            = 312,-512,-512
sinadd         = -312,512,512,50
time           = 12
ignorehitpause = 1
[state 6006, silence]
type = assertspecial
trigger1 = time <= 42
trigger1       = var(42) = 3
flag = nofg
[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,var(50) > 50
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0
[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,var(50) > 0
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0
[state 6006, effect]
type = Playsnd
trigger1 = time = 0
trigger1       = var(42) = 3 || root,var(50) > 0
value = 0,13
persistent = 0
volume = 255
ignorehitpause = 1
abspan = 0
[State 6008]
type = DestroySelf
trigger1 = roundstate = 0
[Statedef 9998]
ctrl = 0 
anim = 9999
[State 9999: ParentVarSet] 
type = ParentVarSet 
triggerall = (Parent, Var(30) != 59) 
trigger1 = ((Parent, Command = "CPU") && (Command != "CPU"))
trigger2 = ((Parent, Command = "hold_x") && (Command = "hold_x"))
trigger3 = ((Parent, Command = "hold_y") && (Command = "hold_y")) 
trigger4 = ((Parent, Command = "hold_z") && (Command = "hold_z")) 
trigger5 = ((Parent, Command = "hold_a") && (Command = "hold_a")) 
trigger6 = ((Parent, Command = "hold_b") && (Command = "hold_b")) 
trigger7 = ((Parent, Command = "hold_c") && (Command = "hold_c")) 
trigger8 = ((Parent, Command = "hold_s") && (Command = "hold_s")) 
trigger9 = ((Parent, Command = "holdfwd") && (Command = "holdfwd")) 
trigger10 = ((Parent, Command = "holdback") && (Command = "holdback")) 
trigger11 = ((Parent, Command = "holdup") && (Command = "holdup")) 
trigger12 = ((Parent, Command = "holddown") && (Command = "holddown")) 
var(30) = 59 
[State 9999: ParentVarSet] 
type = ParentVarSet 
triggerall = (Parent, Var(30) = 59) 
trigger1 = ((Parent, Command = "CPU") && (Command = "CPU"))
trigger2 = ((Parent, Command = "hold_x") && (Command = "hold_x"))
trigger3 = ((Parent, Command = "hold_y") && (Command = "hold_y")) 
trigger4 = ((Parent, Command = "hold_z") && (Command = "hold_z")) 
trigger5 = ((Parent, Command = "hold_a") && (Command = "hold_a")) 
trigger6 = ((Parent, Command = "hold_b") && (Command = "hold_b")) 
trigger7 = ((Parent, Command = "hold_c") && (Command = "hold_c")) 
trigger8 = ((Parent, Command = "hold_s") && (Command = "hold_s")) 
trigger9 = ((Parent, Command = "holdfwd") && (Command = "holdfwd")) 
trigger10 = ((Parent, Command = "holdback") && (Command = "holdback")) 
trigger11 = ((Parent, Command = "holdup") && (Command = "holdup")) 
trigger12 = ((Parent, Command = "holddown") && (Command = "holddown")) 
var(30) = -1
[State 9999: DestroySelf] 
type = DestroySelf 
trigger1 = (Parent, Var(30) = -1) 
[Statedef -2]
[state -2,pos y bugfix]
type = posset
trigger1 = movetype = H && pos Y != 0 && statetype = S && stateno = [5000, 5050]
y = 0
[state -2,ai-switch]
type = Helper 
trigger1 = (NumHelper(9998) = 0) && (var(30) = 0)
helpertype = Normal 
name = "Artificial Intelligence" 
id = 9998
pos = 999,999
postype = p1 
facing = 0 
stateno = 9998
keyctrl = 1 
ownpal = 1 
supermovetime = 0 
pausemovetime = 0 
[State -2, Fire]
type = Explod
trigger1 = numexplod(2500) > 0
persistent = 1
anim = ifelse(random>500,12213,12214)
id = 12213
postype = p2
pos = -10,-40
ignorehitpause = 1
random = 50,40
sprpriority = 2
ownpal = 1
vel = -(enemy, Vel X),ifelse(random>500,-4,-5)
scale = 0.1,0.75
accel = 0,ifelse(random>500,-0.4,-0.5)
[State -2, Fire]
type = Explod
triggerall = random <= 299
trigger1 = numexplod(2500) > 0
persistent = 1
anim = 12212
id = 12213
postype = p2
pos = -10,-40
ignorehitpause = 1
random = 50,40
sprpriority = 2
ownpal = 1
vel = -(enemy, Vel X),ifelse(random>500,-4,-5)
scale = 1, 0.2
accel = 0,ifelse(random>500,-0.4,-0.5)
[State -2, Var(33) AI Differentiate air combos]
type = Varset
trigger1 = stateno = 50 && Vel X = 0
v = 33
value = 1
[State -2, Var(33)reset AI Differentiate air combos Cummulative problems cautionary action]
type = Varset
trigger1 = stateno = 1852 && animtime = 0
v = 33
value = 0
[State -2, Removeburstknuckle]
type = RemoveExplod
trigger1 = stateno != 4020 && stateno != 4043 && stateno != 11063
id = 100
[State 1710, Remove Fist Fire 4]
type = RemoveExplod
persistent = 1
trigger1 = stateno != 1710 && stateno != 3460 && stateno != 3470
id = 2603
[State -2, Stop Intro music]
type = StopSnd
trigger1 = roundstate = 2
channel = 2
[State -2, CountDown]
type = VarAdd 
trigger1 = Var(10) = 1
var(10) = -1 
ignorehitpause = 1
[State -2, CountDown]
type = VarAdd 
trigger1 = Var(11) > 0
var(11) = -1 
ignorehitpause = 1
[State -2, CountDown]
type = VarAdd 
trigger1 = Var(23) > 0
var(23) = -1 
ignorehitpause = 1
[State -2, time allow for dragon punch extra]
type = VarAdd 
trigger1 = Var(34) > 0
var(34) = -1 
[State -2, AttackMulSetforRageBurst]
type = AssertSpecial
flag = nojugglecheck
trigger1 = Var(10) > 1
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) < 5
trigger1 = var(29) = 0
v = 22
value = 1
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) = [5,10]
trigger1 = var(29) = 0
v = 22
value = 2
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) = [11,15]
trigger1 = var(29) = 0
v = 22
value = 3
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) = [16,20]
trigger1 = var(29) = 0
v = 22
value = 4
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(17) > 20
trigger1 = var(29) = 0
v = 22
value = 4
[State -2, Beam Attackmulset]
type = VarSet
trigger1 = var(29) > 0
v = 22
value = 1
[State -2, AttackMulSetforRageBurst]
type = AttackMulSet
trigger1 = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) < 10
value = 0.85
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [10,19]
value = 0.8
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [20,29]
value = 0.75
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [30,39]
value = 0.6
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) > 1 && var(28) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) > 39
value = 0.5
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
trigger1 = Var(29) > 0 && var(28) > 0
value = 0.8
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) < 3
value = 1
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [3,8]
value = 0.7
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [9,14]
value = 0.58
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [15,19]
value = 0.45
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [20,24]
value = 0.4
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [25,35]
value = 0.4
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) = [35,45]
value = 0.37
[State -2, AttackMulSet]
type = AttackMulSet
triggerall = p2name != "ogre" && p2name != "zero hotaru"
triggerall = Var(10) = 0 && var(29) = 0
trigger1 = Var(15)
trigger1 = Var(17) > 45
value = 0.37
[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = Var(44) = 1
value = 0.9
[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = p2name = "ogre"
value = 0.8
[State -2, DefenceMulSet]
type = DefenceMulSet
trigger1 = p2name = "zero hotaru"
value = 0.4
[State -2, no blocking]
type = Assertspecial
trigger1 = Var(10) > 1
flag = nostandguard
flag2 = nocrouchguard
flag3 = noairguard
[State -2, shadowrem]
type = afterimagetime
trigger1 = movetype = H
time = 0
[State -2, VarSet]
type = poweradd
trigger1 = movetype = H
trigger1 = var(10) > 0
value = -1500
[State -2, VarSet]
type = poweradd
trigger1 = var(28) > 0
trigger1 = var(10) > 0
value = -3000
[State -2, VarSet]
type = VarSet
trigger1 = var(28) > 0
trigger1 = var(10) > 0
var(29) = 1
[State -2, VarSet]
type = VarSet
trigger1 = var(28) = 0
var(29) = 0
[State -2, VarSet]
type = VarSet
trigger1 = movetype = H
var(10) = 0
[State -2, VarSet]
type = VarSet
trigger1 = movetype = H
var(28) = 0
[State -2, afterimages]
type = Afterimagetime
trigger1 = var(10) > 0 && var(28) = 0
trigger1 = power = 0
persistent = 0
time = 0
[State -2, VarSet]
type = VarSet
triggerall = var(10) >= 1
trigger1 = power = 0
var(10) = 0
[State 3710, 1]
type = palfx
trigger1 = var(10) > 1
trigger1 = (GameTime%51) = 1
ignorehitpause = 1
time = 51
add = floor(80/Ceil((power/600)+1)),10,10
sinadd = -20,-20,-20,30
[State -2, Set Up For Count]
type = VarSet
trigger1 = p2movetype = H
trigger1 = !Var(15)
v = 15
value = 1
[State -2, Keep Track Of Hit Count]
type = VarSet
trigger1 = UniqHitCount > 0
trigger1 = Var(15)
v = 16
value = UniqHitCount
[State -2, Add To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = UniqHitCount < Var(16)
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(16)
[State -2, Add Helper Hits To Total Hit Count]
type = VarSet
triggerall = Var(15)
trigger1 = Var(19) != 0
trigger2 = p2movetype != H
v = 17
value = Var(17) + Var(19)
[State -2, Keep Track of Helper Hit Count]
type = VarSet
trigger1 = Var(19) != 0
trigger1 = Var(15)
v = 19
value = 0
[State -2, Projectile Hits]
type = VarSet
triggerall = Var(15)
trigger1 = ProjHit = 1
v = 17
value = Var(17) + 1
[State -2, Reset Current Hit Count]
type = VarSet
trigger1 = UniqHitCount < Var(16)
trigger1 = Var(15)
v = 16
value = UniqHitCount
[State -2, Combo Is Finished]
type = VarSet
trigger1 = p2movetype != H
trigger1 = Var(15)
v = 16
value = 0
[State -2, Reset]
type = VarSet
triggerall = Var(15)
trigger1 = p2movetype != H
v = 15
value = 0
[State -2, Reset]
type = VarSet
trigger1 = p2movetype != H
v = 14
value = 0
[State -2, Reset]
type = VarSet
trigger1 = !Var(15)
trigger1 = Var(17) > 0
v = 17
value = 0
[State 2100, 1]
type = Playerpush
trigger1 = winko
value = 0
[State 210, KO Screen 1]
type = helper
trigger1 = winko
trigger1 = numhelper(9999) = 0
helpertype = normal
name = "lookatdaflashyfxduhh..."
id = (9999)
pos = 0,0
bindtime = -1
postype = left
stateno = 9999
keyctrl = 0
ignorehitpause = 1
ownpal = 1
pausemovetime = 9999
supermovetime = 9999
[State -2, Display]
type = DisplaytoClipboard
trigger1 = 1
text = "P2BodyDist X: %f | P2BodyDist Y: %f | Frontedgedist: %d | Backedgedist: %d | VAR 1: %d"
params = P2Bodydist X, P2BodyDist Y, frontedgedist, backedgedist, var(1)
[Statedef -3]
[State -3, lightpain]
type = playsnd
triggerall = random < 400
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5000 && anim = 5000
trigger2 = stateno = 5000 && anim = 5010
trigger3 = stateno = 5010 && anim = 5020
trigger4 = stateno = 5020 && anim = 5000
trigger5 = stateno = 5020 && anim = 5010
value = 10,ifelse(random>500,1,4)
volume = 75
channel = 0
[State -3, midpain]
type = playsnd
triggerall = random < 400
triggerall = time = 1
triggerall = alive = 1
trigger1 = stateno = 5000 && anim = 5001
trigger2 = stateno = 5000 && anim = 5011
trigger3 = stateno = 5010 && anim = 5021
trigger4 = stateno = 5020 && anim = 5001
trigger5 = stateno = 5020 && anim = 5011
value = 10,ifelse(random>500,2,4)
volume = 75
channel = 0
[State -3, heavypain]
type = playsnd
triggerall = random < 400
triggerall = time = 1
trigger1 = stateno = 5000 && anim = 5002
trigger2 = stateno = 5000 && anim = 5012
trigger3 = stateno = 5010 && anim = 5022
trigger4 = stateno = 5020 && anim = 5002
trigger5 = stateno = 5020 && anim = 5012
value = 10, 3
volume = 75
channel = 0
Rage Burst mode Power minus
[State -3, power]
type = poweradd
triggerall = (gametime%2) = 1
trigger1 = var(10) > 0
ignorehitpause = 1
value = -15
Rage Burst mode Power minus
[State -3, power]
type = poweradd
trigger1 = p2name = "zero hotaru"
ignorehitpause = 1
value = 10000








