[Data]
life = 1000
attack = 100
defence = 100
fall.defence_up = 50
liedown.time = 60
airjuggle = 20
sparkno = 0,5
guard.sparkno = 0,20
KO.echo = 1
volume = 100

[Size]
xscale = 1
yscale = 1
ground.back = 15
ground.front = 9
air.back = 12
air.front = 12
z.width = 3
attack.width = 4,4
attack.dist = 160
proj.attack.dist = 90

[Velocity]
walk.fwd  = 2.9
walk.back = -2.7
run.fwd  = 5
;run.back = -2.2
jump.neu = 0,-8.2
jump.back = -2.75,-8.2
jump.fwd = 2.75,-8.2
runjump.fwd = 4.6

[Movement]
yaccel = .43
stand.friction = .8
crouch.friction = .8

;---------------------------------------------------------------------------
; Intro
[Statedef 191]
type = S
ctrl = 0
anim = 190
velset = 0,0,0

[State 191, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = Vega
trigger2 = P4Name = Vega
trigger3 = P2Name = Bison
trigger4 = P4Name = Bison
trigger5 = P2Name = M. Bison
trigger6 = P4Name = M. Bison
value = 192

[State 191, 2]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 191, 3]
type = VarSet
trigger1 = Time = 65
v = 9
value = 0

[State 191, 4]
type = PlaySnd
trigger1 = AnimElem = 7
value = 3,1


;---------------------------------------------------------------------------
; INTRO (VS VEGA)
[Statedef 192]
type = S
ctrl = 0
physics = N
anim = 1501
velset = 0,0,0

[State 192, 1]
type = VarSet
trigger1 = Time = 0
v = 9
value = 1

[State 192, 2]
type = PlaySnd
trigger1 = Time = 50
value = 3,2

[State 192, 3]
type = VarSet
trigger1 = time = 60
v = 9
value = 0

[State 192, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 0

;---------------------------------------------------------------------------
; Time Out Lose
[Statedef 170]
type = S
ctrl = 0
anim = 170
velset = 0,0,0

[State 170, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win
[Statedef 180]
type = S
velset = 0

[State 180, 1]
type = ChangeState
trigger1 = command = hold_x
value = 181

[State 180, 2]
type = ChangeState
trigger1 = command = hold_a
value = 182

[State 180, 3]
type = ChangeState
trigger1 = command = hold_y
value = 183

[State 180, 4]
type = ChangeState
trigger1 = command = hold_b
value = 184

[State 180, 5]
type = VarRandom
trigger1 = Time = 0
v = 1
range = 0,100

[State 180, 6]
type = ChangeState
trigger1 = Var1 = [0,24]
value = 181

[State 180, 7]
type = ChangeState
trigger1 = Var1 = [25,49]
value = 182

[State 180, 8]
type = ChangeState
trigger1 = Var1 = [50,74]
value = 183

[State 180, 9]
type = ChangeState
trigger1 = Var1 = [75,100]
value = 184

;---------------------------------------------------------------------------
; Win 1
[Statedef 181]
type = S
ctrl = 0
anim = 181
velset = 0,0,0

[State 181, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win 2
[Statedef 182]
type = S
ctrl = 0
anim = 182
velset = 0,0,0

[State 182, 1]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win 3
[Statedef 183]
type = S
ctrl = 0
anim = 183
velset = 0,0,0

[State 183, 1]
type = Projectile
trigger1 = Time = 1
projanim = 185
offset = 28,-25
accel = 0, 0
;projremovetime = 100
projremanim = 185
sprpriority = -1

[State 183, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,2

[State 183, 3]
type = PlaySnd
trigger1 = AnimElem = 2
value = 4,1

[State 183, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Win 4
[Statedef 184]
type = S
ctrl = 0
anim = 184
velset = 0,0,0

[State 184, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 5,0

[State 184, 2]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

;---------------------------------------------------------------------------
; Short Kick
[Statedef 200]
type = S
movetype = A
physics = S
anim = 200
velset = 0
ctrl = 0

[State 200, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,0

[State 200, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = light
damage = 26
guardflag = MA
pausetime = 9,9
sparkxy = -12,-77
hitsound = S6,3
guardsound = S7,0
ground.type = high
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -3
air.velocity = -1.7,-3
airguard.velocity = -1.9,-3.2

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

;---------------------------------------------------------------------------
; Short Kick (Close)
[Statedef 205]
type = S
movetype = A
physics = S
anim = 205
velset = 0
ctrl = 0

[State 205, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,0

[State 205, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = light
damage = 26
guardflag = MA
pausetime = 9,9
sparkxy = -6,-65
hitsound = S6,3
guardsound = S7,0
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -3
air.velocity = -1.7,-3
airguard.velocity = -1.9,-3.2

[State 205, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Foward Kick
[Statedef 210]
type = S
movetype = A
physics = S
anim = 210
velset = 0
ctrl = 0

[State 210, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 210, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = med
damage = 59
guardflag = MA
pausetime = 11,11
sparkxy = -12,-77
hitsound = S6,4
guardsound = S7,0
ground.type = high
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -5.5
air.velocity = -2,-3.5
airguard.velocity = -2.3,-3.8

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

;---------------------------------------------------------------------------
; Foward Kick (Close)
[Statedef 215]
type = S
movetype = A
physics = S
anim = 215
velset = 0
ctrl = 0

[State 215, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 215, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = med
damage = 59
guardflag = MA
pausetime = 11,11
sparkxy = -12,-77
hitsound = S6,4
guardsound = S7,0
ground.type = high
ground.slidetime = 10
ground.hittime = 15
ground.velocity = -5.5
air.velocity = -2,-3.5
airguard.velocity = -2.3,-3.8

[State 215, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Roundhouse Kick
[Statedef 220]
type = C
movetype = A
physics = C
anim = 220
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,2

[State 220, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = C, NA
damage   = 83
animtype = hard
guardflag = MA
pausetime = 13,13
sparkxy =  -23,-63
hitsound   = S6,5
guardsound = S7,0
ground.type = Low
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -7
air.velocity = -7.2,-4
airguard.velocity = -7.5, -4.2

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

;---------------------------------------------------------------------------
; Roundhouse Kick (Close)
[Statedef 225]
type = S
movetype = A
physics = S
anim = 225
velset = 0
ctrl = 0

[State 225, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,2

[State 225, 2]
type = HitDef
trigger1 = AnimElem = 6
attr = S, NA   
damage    = 83
animtype = hard
guardflag = MA
pausetime = 13,13
sparkxy = -25,-92
hitsound = S6,5
guardsound = S7,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
air.hittime = 20
ground.velocity = -1,-7.8
air.velocity = -3,-6.2
guard.velocity = -3,-6.2
airguard.velocity = -3,-6.2
fall.recover = 0
air.fall = 1

[State 225, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Jab Punch
[Statedef 230]
type = S
movetype = A
physics = S
anim = 230
velset = 0
ctrl = 0

[State 230, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,0

[State 230, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 21
animtype = light
guardflag = MA
pausetime = 8,9
sparkxy = -15,-75
hitsound   = S6,0
guardsound = S7,1
ground.type = High
ground.slidetime = 10
ground.hittime  = 12
ground.velocity = -2.8
air.velocity = -1,-3.2
airguard.velocity = -1.5, -4.2

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

;---------------------------------------------------------------------------
; Jab Punch (Close)
[Statedef 235]
type = S
movetype = A
physics = S
anim = 235
velset = 0
ctrl = 0

[State 235, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,0

[State 235, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage   = 21
animtype = light
guardflag = MA
pausetime = 9,10
sparkxy = -23,-82
hitsound   = S6,0
guardsound = S7,1
ground.type = High
ground.slidetime = 11
ground.hittime  = 12
ground.velocity = -2.9
air.velocity = -1.1,-3.3
airguard.velocity = -1.5, -4.2

[State 235, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Punch
[Statedef 240]
type = S
movetype = A
physics = S
anim = 240
velset = 0
ctrl = 0

[State 240, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 240, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 56
animtype = med
guardflag = MA
pausetime = 11,11
sparkxy = -15,-75
hitsound   = S6,1
guardsound = S7,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-3.4
airguard.velocity = -2.7,-3.6

[State 240, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Strong Punch (Close)
[Statedef 245]
type = S
movetype = A
physics = S
anim = 245
velset = 0
ctrl = 0

[State 245, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 245, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage   = 56
animtype = med
guardflag = MA
pausetime = 11,11
sparkxy = -23,-65
hitsound   = S6,1
guardsound = S7,1
ground.type = Low
ground.slidetime = 13
ground.hittime  = 14
ground.velocity = -4.2
air.velocity = -2.5,-4.7
airguard.velocity = -2.7,-3.6

[State 245, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Fierce Punch
[Statedef 250]
type = S
movetype = A
physics = S
anim = 250
velset = 0
ctrl = 0

[State 250, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,2

[State 250, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage    = 75
animtype  = hard
guardflag = MA
pausetime = 12,12
sparkxy =  -13,-70
hitsound   = S6,2
guardsound = S7,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -4.2,-3.5
airguard.velocity = -3,-3.5

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

;---------------------------------------------------------------------------
; Fierce Punch (Close)
[Statedef 255]
type = S
movetype = A
physics = S
anim = 255
velset = 0
ctrl = 0

[State 255, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,2

[State 255, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA   
damage    = 75
animtype = hard
guardflag = MA
pausetime = 12,12
sparkxy = -25,-70
hitsound = S6,2
guardsound = S7,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 28
air.hittime = 20
ground.velocity = -2,-7.8
air.velocity = -4,-6.2
guard.velocity = -3
airguard.velocity = -3,-6.2
fall.recover = 0
air.fall = 1

[State 255, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Short Kick
[Statedef 400]
type = C
movetype = A
physics = C
anim = 400
velset = 0
ctrl = 0

[State 400, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,0

[State 400, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = light
damage = 26
hitflag = MAFD
guardflag = LA
pausetime = 9,9
sparkxy = 3,0
hitsound = S6,3
guardsound = S7,0
ground.type = low
ground.slidetime = 9
ground.hittime = 9
ground.velocity = -3
air.velocity = -3.7,-3
airguard.velocity = -3.9,-3.2

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

;---------------------------------------------------------------------------
; Crouch_Forward Kick
[Statedef 410]
type = C
movetype = A
physics = C
anim = 410
velset = 0
ctrl = 0

[State 410, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 410, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = med
damage    = 33
hitflag = MAFD
guardflag = LA
pausetime = 11,11
sparkxy = 3, 0
hitsound   = S6,4
guardsound = S7,0
ground.type = Low
ground.slidetime = 14
ground.hittime  = 14
ground.velocity = -5
air.velocity = -5.2,-3.1
airguard.velocity = -3.9,-3.2

[State 410, 3]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 18,0

[State 410, 4]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 25,0

[State 410, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
value = 33,0

[State 410, 6]
type = Width
trigger1 = AnimElem = 6, >= 0
value = 25,0

[State 410, 7]
type = Width
trigger1 = AnimElem = 7, >= 0
value = 18,0

[State 410, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Roundhouse Kick
[Statedef 420]
type = C
movetype = A
physics = C
anim = 420
velset = 0
ctrl = 0

[State 420, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,2

[State 420, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage   = 63
hitflag = MAFD
guardflag = L
pausetime = 12,12
sparkxy =  -7,-13
hitsound   = S6,5
guardsound = S7,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -2,-4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 420, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Jab Punch
[Statedef 430]
type = C
movetype = A
physics = C
anim = 430
velset = 0
ctrl = 0

[State 430, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,0

[State 430, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
damage    = 22
animtype  = light
guardflag = LA
pausetime = 9,9
sparkxy = -5,-30
hitsound   = S6,0
guardsound = S7,1
ground.type = Low
ground.slidetime = 9
ground.hittime  = 9
ground.velocity = -4
air.type = High
air.velocity = -1.2,-3
guard.velocity = -5

[State 430, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Strong Punch
[Statedef 440]
type = C
movetype = A
physics = C
anim = 440
velset = 0
ctrl = 0

[State 440, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 440, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
damage    = 33
animtype  = med
guardflag = LA
pausetime = 11,11
sparkxy = -5,-30
hitsound   = S6,1
guardsound = S7,1
ground.type = Low
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -4.7
air.type = High
air.velocity = -1.5,-3.2

[State 440, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Crouch_Fierce Punch
[Statedef 450]
type = C
movetype = A
physics = C
anim = 450
velset = 0
ctrl = 0

[State 450, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,2

[State 450, 2]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
damage   = 51
animtype = hard
guardflag = MA
pausetime = 12,12
sparkxy = -12,-70
hitsound   = S6,2
guardsound = S7,1
ground.type = High
ground.slidetime = 18
ground.hittime  = 25
ground.velocity = -4
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3.3

[State 450, 3]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 18,0

[State 450, 4]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 25,0

[State 450, 5]
type = Width
trigger1 = AnimElem = 4, >= 0
value = 33,0

[State 450, 6]
type = Width
trigger1 = AnimElem = 6, >= 0
value = 25,0

[State 450, 7]
type = Width
trigger1 = AnimElem = 7, >= 0
value = 18,0

[State 450, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Air_Short Kick
[Statedef 600]
type = A
movetype = A
physics = A
anim = 600
ctrl = 0

[State 600, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,0

[State 600, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 23
animtype = light
guardflag = HA
pausetime = 9,9
sparkxy =  -5,-55
hitsound   = S6,3
guardsound = S7,0
ground.type = High
ground.slidetime = 10
ground.hittime  = 10
ground.velocity = -3.6
air.velocity = -2.2,-3
airguard.velocity = -3,-2.5

[State 600, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Forward Kick
[Statedef 610]
type = A
movetype = A
physics = A
anim = 610
ctrl = 0

[State 610, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 610, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 37
animtype = med
guardflag = HA
pausetime = 11,11
sparkxy =  -5,-70
hitsound   = S6,4
guardsound = S7,0
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 610, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Roundhose Kick
[Statedef 620]
type = A
movetype = A
physics = A
anim = 620
ctrl = 0

[State 620, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,2

[State 620, 2]
type = HitDef
trigger1 = Time = 0
attr = A, NA
animtype  = hard
damage    = 65
guardflag = HA
pausetime = 14,14
sparkxy = -12,-72
hitsound   = S6,5
guardsound = S7,0
ground.type = High
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -8
air.type = High
air.velocity = -6.9,.5
guard.velocity = -8
fall = 1

[State 620, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Jab Punch
[Statedef 630]
type = A
movetype = A
physics = A
anim = 630
ctrl = 0

[State 630, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,0

[State 630, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 15
animtype = light
guardflag = HA
pausetime = 9,9
sparkxy =  -5,-57
hitsound   = S6,0
guardsound = S7,1
ground.type = High
ground.slidetime = 8
ground.hittime  = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 630, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Strong Punch
[Statedef 640]
type = A
movetype = A
physics = A
anim = 640
ctrl = 0

[State 640, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,1

[State 640, 2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, NA
damage   = 36
animtype = med
guardflag = HA
pausetime = 11,11
sparkxy =  -5,-50
hitsound   = S6,2
guardsound = S7,1
ground.type = High
ground.slidetime = 12
ground.hittime  = 12
ground.velocity = -4
air.velocity = -2.5,-3.1
airguard.velocity = -3.3,-2.5

[State 640, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Air_Fierce Punch
[Statedef 650]
type = A
movetype = A
physics = A
anim = 650
ctrl = 0

[State 650, 1]
type = PlaySnd
;trigger1 = random < 750
trigger1 = AnimElem = 1
value = 0,2

[State 650, 2]
type = HitDef
trigger1 = AnimElem = 2
animtype = hard
attr = A, NA
damage   = 60
guardflag = HA
pausetime = 13,13
sparkxy =  -5,-55
hitsound   = S6,3
guardsound = S7,1
ground.type = High
ground.slidetime = 15
ground.hittime  = 15
ground.velocity = -4.5
air.velocity = -5.7,5.5
airguard.velocity = -3.4,4.6
fall = 1

[State 650, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 50
ctrl = 1

;---------------------------------------------------------------------------
; Cannon Drill (Start)_Roundhouse Kick
[Statedef 1000] 
type = S 
movetype= A 
physics = N 
poweradd=100
velset = 0
ctrl = 0 
anim = 1005

[State 1000, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 1000, 2]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1001

;---------------------------------------------------------------------------
; Cannon Drill_Roundhouse Kick
[Statedef 1001]
type    = A
movetype= A
poweradd=100 
velset = 5,-3
anim = 1005

[State 1001, 1]
type = VelSet
Trigger1 = AnimElem = 1, >= 0
x = 8

[State 1001, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0
y = .192

[State 1001, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 5
trigger3 = AnimElem = 7
trigger4 = AnimElem = 9
;trigger5 = AnimElem = 4
;trigger6 = AnimElem = 6
;trigger7 = AnimElem = 8
;trigger8 = AnimElem = 10
attr = A, SA
damage = 25,8
animtype = Med
hitflag = MAFD
guardflag = MA
pausetime = 3,10
sparkno = -1
hitsound   = S6,6
guardsound = S7,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -6
air.velocity = -6.3,-3
airguard.velocity = -6,-3
fall = 1

[State 1001, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 25,8
animtype = Med
hitflag = MAFD
guardflag = MA
pausetime = 6,12
sparkno = -1
hitsound   = S6,7
guardsound = S7,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -6
air.velocity = -6,-5
airguard.velocity = -6,-3

[State 1001, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1001

[State 1001, 6]
trigger1 = Velocity Y > 0 
trigger1 = Position Y >= 0 
type = ChangeState 
value = 1002

;---------------------------------------------------------------------------
; Cannon Drill (Sliding)_Roundhouse Kick
[Statedef 1002]
type    = C
movetype= A
physics = C
velset = 5,0
anim = 1001

[State 1002, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1002, 2]
type = VelSet
trigger1 = Time = 0
x = 8

[State 1002, 3] ;Gravity 
type = VelAdd 
trigger1 = Time > 0
x = -.05

[State 1002, 4]
type = HitDef
trigger1 = AnimElem = 1
attr = C, NA
damage   = 55,8
guardflag = L
pausetime = 5,12
sparkxy =  -20,-10
hitsound   = S6,7
guardsound = S7,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -3.1,-4.5
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 1002, 5]
type = ChangeState 
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Cannon Drill (Start)_Short Kick
[Statedef 1005] 
type = S 
movetype= A 
physics = N 
poweradd=100
velset = 0
ctrl = 0 
anim = 1005

[State 1005, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 1005, 2]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1006

;---------------------------------------------------------------------------
; Cannon Drill_Short Kick
[Statedef 1006]
type    = A
movetype= A
poweradd=100 
velset = 5,-2
anim = 1005

[State 1006, 1]
type = VelSet
Trigger1 = AnimElem = 1, >= 0
x = 8

[State 1006, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0
y = .194

[State 1006, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage   = 115,8
guardflag = L
pausetime = 13,15
sparkno =  -1
hitsound   = S6,6
guardsound = S7,0
ground.type = Trip
ground.slidetime = 18
ground.hittime  = 25
guard.hittime = 36
guard.ctrltime = 36
ground.velocity = -3.1,-3
guard.velocity = -6
air.velocity = -2.4,-3.5
airguard.velocity = -3,-3
fall = 1

[State 1006, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 35,8
animtype = Med
hitflag = MAFD
guardflag = MA
pausetime = 12,12
sparkno = -1
hitsound   = S6,7
guardsound = S7,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -6
air.velocity = -6,-5
airguard.velocity = -6,-3

[State 1006, 5] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1006

[State 1006, 6]
trigger1 = Velocity Y > 0 
trigger1 = Position Y >= 0 
type = ChangeState 
value = 1007

;---------------------------------------------------------------------------
; Cannon Drill (Sliding)_Short Kick
[Statedef 1007]
type    = C
movetype= A
physics = C
velset = 5,0
anim = 1001

[State 1007, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1007, 2]
type = VelSet
trigger1 = Time = 0
x = 8

[State 1007, 3] ;Gravity 
type = VelAdd 
trigger1 = Time > 0
x = -.05

[State 1007, 4]
type = ChangeState 
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Cannon Drill (Start)_Forward Kick
[Statedef 1008] 
type = S 
movetype= A 
physics = N 
poweradd=100
velset = 0
ctrl = 0 
anim = 1008

[State 1008, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,0

[State 1008, 2]
type = ChangeState 
trigger1 = AnimElem = 1
value = 1009

;---------------------------------------------------------------------------
; Cannon Drill_Forward Kick
[Statedef 1009]
type    = A
movetype= A
poweradd=100 
velset = 5,-2
anim = 1005

[State 1008, 1]
type = VelSet
Trigger1 = AnimElem = 1, >= 0
x = 8

[State 1008, 2] ;Gravity 
type = VelAdd 
trigger1 = Time >= 0
y = .194

[State 1001, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage = 85,8
animtype = hard
hitflag = MAFD
guardflag = MA
pausetime = 10,10
sparkno = -1
hitsound   = S6,6
guardsound = S7,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -6
air.velocity = -6,-3
airguard.velocity = -6,-3

[State 1006, 4] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1006

[State 1006, 5]
trigger1 = Velocity Y > 0 
trigger1 = Position Y >= 0 
type = ChangeState 
value = 1002

;--------------------------------------------------------------------------- 
; Thrust Kick (on the ground) 
[Statedef 1010] 
type = S
movetype = A
physics = S
poweradd=100
anim = 1010
velset = 0
ctrl = 0

[State 1010, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,1

[State 1010, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1010, 3] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1010

[State 1010, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 57,8
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -19,-67
hitsound = S6,6
guardsound = S7,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1010, 5]
type = ChangeState
trigger1 = movecontact = 1
value = 1013

[State 1010, 6]
type = ChangeState
trigger1 = AnimElem = 4
value = 1011

;--------------------------------------------------------------------------- 
; Thrust Kick (going up) 
[Statedef 1011] 
type = A 
movetype = A 
anim = 1011
velset = 4.5,-5.5

[State 1011, 1]
type = VelSet
trigger1 = Time = 0
x = 2.3
y = -8

[State 1011, 2]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1011, 3]
type = VelSet
trigger1 = AnimElem = 4
x = 0

[State 1011, 4]
type = VelSet
trigger1 = AnimElem = 5
y = .145

[State 1011, 5]
type = HitDef
trigger1 = AnimElem = 1
attr = A, SA
damage    = 57,8
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -5,-83
hitsound = S6,6
guardsound = S7,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1011, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1011

[State 1011, 7]
type = ChangeState
trigger1 = movecontact = 1
value = 1013

[State 1011, 8] ;Hit ground 
trigger1 = Velocity Y > 0 
trigger1 = Position Y >= 0 
type = ChangeState 
value = 1012

;--------------------------------------------------------------------------- 
; Thrust Kick (land on ground) 
[Statedef 1012] 
type = S 
movetype= A 
physics = S 
anim = 47
velset = 0,0 

[State 1012, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1012, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------- 
; Thrust Kick (hit flip)
[Statedef 1013] 
type = A
movetype= A 
anim = 1012
velset = -2.5,-8

[State 1011, 1]
type = VelSet
trigger1 = Time = 0
x = -1.3
y = -6.5

[State 1011, 2]
type = VelAdd
trigger1 = Time > 5
y = .35

[State 1011, 3]
type = VelSet
trigger1 = AnimElem = 5
x = 0

[State 1011, 4]
type = VelSet
trigger1 = AnimElem = 5
y = .15

[State 1012, 2]
trigger1 = Velocity Y > 0 
trigger1 = Position Y >= 0 
type = ChangeState
value = 1012
ctrl = 1

;---------------------------------------------------------------------------
; No summon (VS VEGA)
[Statedef 1509]
type = S
physics = N
poweradd= 500
anim = 1509
velset = 0
ctrl = 0

[State 1509, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1509, 2]
type = PlaySnd
trigger1 = Time = 11
value = 4,2

[State 1509, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Vega Summon_Special 1
[Statedef 1500]
type    = S
movetype= A
physics = S
poweradd= -500
velset = 0
ctrl = 0
anim = 1501

[State 1500, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = Vega
trigger2 = P4Name = Vega
trigger3 = P2Name = Bison
trigger4 = P4Name = Bison
trigger5 = P2Name = M. Bison
trigger6 = P4Name = M. Bison
value = 1509

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 1500, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1500, 3]
type = PlaySnd
trigger1 = Time = 41
value = 4,5

[State 1500, 4]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41
projshadow = 100,100,100

[State 1500, 5]
type = Projectile
trigger1 = Time = 41
projid = 1500
projanim = 1500
projhitanim = 1500
projshadow = 100,100,100
postype = back
offset = -25,-55
velocity = 13.7, 0
projhits = 99
projmisstime = 2.2
projremovetime = 300
;projremove = 1
; HitDef part of projectile info
attr = S, SP
damage    = 25,15
givepower  = 30,10
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-70
hitsound   = S6,7
guardsound = S7,2
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6,-6
airguard.velocity = -6,-6
air.type = Low
air.velocity = -6,-6
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
;PalFX
palfx.time = 60
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Vega Summon_Special 2
[Statedef 1504]
type    = S
movetype= A
physics = S
poweradd= -1000
velset = 0
ctrl = 0
anim = 1501

[State 1504, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = Vega
trigger2 = P4Name = Vega
trigger3 = P2Name = Bison
trigger4 = P4Name = Bison
trigger5 = P2Name = M. Bison
trigger6 = P4Name = M. Bison
value = 1509

[State 1504, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 4,2

[State 1504, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1504, 3]
type = PlaySnd
trigger1 = Time = 41
value = 4,5

[State 1504, 4]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41
projshadow = 100,100,100

[State 1504, 5]
type = Projectile
trigger1 = Time = 41
projid = 1600
projanim = 1600
projhitanim = 1600
projshadow = 100,100,100
postype = back
offset = -25,-55
velocity = 15.5, 0
projhits = 99
projmisstime = 2
projremovetime = 50
;projremove = 1
; HitDef part of projectile info
attr = S, SP
damage    = 35,15
givepower  = 30,10
getpower = 0,0
hitflag = MAF
guardflag = MHC
pausetime = 4,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-70
hitsound   = S6,7
guardsound = S7,2
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6,-6
airguard.velocity = -6,-6
air.type = Low
air.velocity = -6,-6
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
;PalFX
palfx.time = 60
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Vega Summon_Special 3
[Statedef 1505]
type    = S
movetype= A
physics = S
poweradd= -2000
velset = 0
ctrl = 0
anim = 1501

[State 1505, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = Vega
trigger2 = P4Name = Vega
trigger3 = P2Name = Bison
trigger4 = P4Name = Bison
trigger5 = P2Name = M. Bison
trigger6 = P4Name = M. Bison
value = 1509

[State 1505, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1505, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1505, 3]
type = PlaySnd
trigger1 = Time = 41
value = 4,5

[State 1505, 5]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41
projshadow = 100,100,100

[State 1505, 6]
type = Projectile
trigger1 = Time = 41
projid = 1505
projanim = 1504
projhitanim = 1504
projshadow = 100,100,100
postype = back
offset = -25,-65
velocity = 14.5, 0
projhits = 99
projmisstime = 2
projremovetime = 300
;projremove = 1
; HitDef part of projectile info
attr = S, SP
damage    = 45,15
givepower  = 30,10
hitflag = MAF
guardflag = MHC
pausetime = 3,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-70
hitsound   = S6,7
guardsound = S7,2
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6,-6
airguard.velocity = -6,-6
air.type = Low
air.velocity = -6,-6
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
;PalFX
palfx.time = 60
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1505, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Vega Summon_SUPER
[Statedef 1503]
type    = S
movetype= A
physics = S
poweradd= -3000
velset = 0
ctrl = 0
anim = 1501

[State 1503, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = Vega
trigger2 = P4Name = Vega
trigger3 = P2Name = Bison
trigger4 = P4Name = Bison
trigger5 = P2Name = M. Bison
trigger6 = P4Name = M. Bison
value = 1509

[State 1503, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1503, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1503, 3]
type = PlaySnd
trigger1 = Time = 23
value = 4,6

[State 1503, 4]
type = PlaySnd
trigger1 = Time = 80
value = 4,7

[State 1503, 5]
type = SuperPause
trigger1 = Time = 15
pos = 40,-132

[State 1503, 6]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41
projshadow = 100,100,100

[State 1503, 7]
type = Projectile
trigger1 = Time = 41
projid = 1503
projanim = 1503
projhitanim = 1503
projshadow = 100,100,100
postype = back
offset = -25,-85
velocity = 17, 0
projhits = 99
projmisstime = 1.4
projremovetime = 300
;projremove = 1
; HitDef part of projectile info
attr = S, SP
damage    = 50,15
givepower  = 30,10
hitflag = MAF
guardflag = MHC
pausetime = 2,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-70
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -6,-6
airguard.velocity = -6,-6
air.type = Low
air.velocity = -6,-6
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard
;PalFX
palfx.time = 60
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1500, 8]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Juli Summon
[Statedef 1020]
type    = S
movetype= A
physics = S
poweradd= -500
velset = 0
ctrl = 0
anim = 1510

[State 1020, 1]
type = Projectile
trigger1 = Time = 1
projanim = 1021
postype = back
offset = 70,0
projremovetime = 30
projshadow = 68,68,68

[State 1020, 1]
type = Projectile
trigger1 = Time = 30
projid = 1020
projanim = 1020
projhitanim = 1020
projshadow = 100,100,100
postype = back
offset = 70,-66
velocity = 12,-3.4
projhits = 1
projremove = 0
accel = 0, .2
attr = S, SP
damage   = 90,15
animtype = back
hitflag = MAFP
guardflag = MA
pausetime = 10,10
sparkno = -1
guard.sparkno = -1
;sparkxy = 10, 0
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -8,-3
air.type = Low
air.velocity = -8,-3
fall = 1

[State 1020, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Juni Summon
[Statedef 1510]
type    = S
movetype= A
physics = S
poweradd= -500
velset = 0
ctrl = 0
anim = 1510

[State 1510, 1]
type = Projectile
trigger1 = Time = 1
projanim = 1511
postype = p1
offset = -31
projremovetime = 20
projshadow = 100,100,100

[State 1510, 2]
type = Projectile
trigger1 = Time = 20
projid = 1510
projanim = 1512
projhitanim = 1512
projshadow = 100,100,100
offset = -31
velocity = 23, 0
projhits = 99
projmisstime = 2
projremove = 1
attr = S, SP
damage    = 25,2
givepower  = 30,10
guardflag = MA
pausetime = 1,1
sparkno = -1
guard.sparkno = -1
hitsound   = S6,7
guardsound = S7,2
ground.type = High
ground.slidetime = 0
ground.hittime  = 20
ground.velocity = -3
airguard.velocity = -2,-2
air.type = Low
air.velocity = -6,-2

[State 1510, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;--------------------------------------------------------------------------- 
; Spiral Cannon (on Ground)
[Statedef 1520] 
type = S
movetype = A
physics = S
poweradd= -1000
anim = 1520
velset = 0
ctrl = 0

[State 1520, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1520, 2]
type = PlaySnd
trigger1 = AnimElem = 4
value = 2,5

[State 1520, 3]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1520, 4] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1520

[State 1520, 5]
type = HitDef
trigger1 = AnimElem = 4
attr = A, SA
damage    = 120,10
guardflag = MA
pausetime = 20,17
sparkxy = -15,-62
hitsound = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = 0,-8
air.velocity = 0,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1520, 6]
type = AfterImage
trigger1 = Time = 0
time = 60

[State 1520, 7] 
type = Superpause
trigger1 = AnimElem = 1
pos = 40,-60

;[State 1520, 8]
;type = MakeExplod
;trigger1 = p2life = 0
;trigger1 = movehit = 1
;anim = 2001
;pos = -10,0
;postype = Back
;sprpriority = -1
;supermove = 1
;bindtime = 1

[State 1520, 9]
type = ChangeState
trigger1 = AnimElem = 5
value = 1521

;---------------------------------------------------------------------------
; Spiral Cannon
[Statedef 1521]
type    = A
movetype= A
velset = 0,-4

[State 1521, 1]
type = VelSet
trigger1 = AnimElem = 5
trigger2 = AnimElem = 6
trigger3 = AnimElem = 7
trigger4 = AnimElem = 8
trigger5 = AnimElem = 9
trigger6 = AnimElem = 10
trigger7 = AnimElem = 11
trigger8 = AnimElem = 12
y = -5.2

[State 1521, 2]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1521, 3]
type = HitDef
trigger1 = AnimElem = 6
trigger2 = AnimElem = 8
trigger3 = AnimElem = 10
trigger4 = AnimElem = 12
;trigger5 = AnimElem = 7
;trigger6 = AnimElem = 9
;trigger7 = AnimElem = 11
;trigger8 = AnimElem = 13
attr = A, SA
damage    = 49,10
guardflag = MA
pausetime = 3,5
sparkxy = 5,-110
hitsound = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = 0,-8
air.velocity = 0,-8
fall = 1
air.recover = 0
fall.recover = 0

[State 1521, 4]
type = HitDef
trigger1 = AnimElem = 13
attr = A, SA
damage    = 57,4
guardflag = MA
pausetime = 20,17
sparkxy = 5,-110
hitsound = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -1,-4
air.velocity = -1,-4
fall = 1
air.recover = 0
fall.recover = 0

;[State 1521, 5]
;type = MakeExplod
;trigger1 = p2life = 0
;trigger1 = movehit = 1
;anim = 2001
;pos = -10,0
;postype = Back
;sprpriority = -1
;supermove = 1
;bindtime = 1

[State 1521, 6]
trigger1 = Velocity Y > 0 
trigger1 = Position Y >= 0 
type = ChangeState
value = 1522
ctrl = 1

;---------------------------------------------------------------------------
; Spiral Cannon (land on ground)
[Statedef 1522]
type    = S
movetype= A
physics = S
anim = 47
velset = 0,0

[State 1522, 1]
type = PosAdd
trigger1 = Time = 0
x = 30

[State 1522, 2]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1522, 3]
type = ChangeState
trigger1 = Time = 5
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Heat-Drive Smasher-Cannon Drill (Start)
[Statedef 1530] 
type = S 
movetype= A 
physics = N 
poweradd=-1000
velset = 0
ctrl = 0 
anim = 1531

[State 1530, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1530, 2]
type = Superpause
trigger1 = AnimElem = 1
pos = 7,-18

[State 1530, 3]
type = ChangeState 
trigger1 = AnimTime = 0
value = 1531

;---------------------------------------------------------------------------
; Heat-Drive Smasher-Cannon Drill
[Statedef 1531]
type    = A
movetype= A
poweradd=100 
velset = 5,-3
anim = 1000
ctrl = 0

[State 1531, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,6

[State 1531, 2]
type = VelSet
Trigger1 = AnimElem = 1, >= 0
x = 8

[State 1531, 3]
type = VelAdd 
trigger1 = Time >= 0
y = .192

[State 1531, 4]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
trigger8 = AnimElem = 10
attr = A, SA
damage = 25,10
animtype = Med
hitflag = MAFD
guardflag = MA
pausetime = 3,5
sparkno = -1
hitsound   = S6,6
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -6
air.velocity = -6.3,-3
airguard.velocity = -6,-3
fall = 1
;PalFX
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1531, 5]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA
damage = 25,10
animtype = Med
hitflag = MAFD
guardflag = MA
pausetime = 12,6
sparkno = -1
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -9
guard.velocity = -6
air.velocity = -6,-5
airguard.velocity = -6,-3

[State 1531, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1531

[State 1531, 7]
type = AfterImage
trigger1 = Time = 0
time = 75

;[State 1531, 8]
;type = MakeExplod
;trigger1 = p2life = 0
;trigger1 = movehit = 1
;anim = 2001
;pos = -10,0
;postype = Back
;sprpriority = -1
;supermove = 1
;bindtime = 1

[State 1531, 9]
trigger1 = Velocity Y > 0 
trigger1 = Position Y >= 0 
type = ChangeState 
value = 1534

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Cannon Drill (land on ground) 
[Statedef 1534] 
type = S 
movetype= A 
physics = S 
velset = 5,0
anim = 47

[State 1534, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1534, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 1532

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Thrust Kick (on the ground) 
[Statedef 1532] 
type = S
movetype = A
physics = S
anim = 1010
ctrl = 0

[State 1532, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,7

[State 1532, 2]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 5

[State 1532, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, SA
damage    = 52,10
priority  = 5
guardflag = MA
pausetime = 15,15
sparkxy = -19,-67
hitsound = S6,7
guardsound = S7,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-8
air.velocity = -2,-8
fall = 1
air.recover = 0
fall.recover = 0

;[State 1532, 4]
;type = MakeExplod
;trigger1 = p2life = 0
;trigger1 = movehit = 1
;anim = 2001
;pos = -10,0
;postype = Back
;sprpriority = -1
;supermove = 1
;bindtime = 1

[State 1532, 5]
type = ChangeState
trigger1 = AnimElem = 4
value = 1533

;--------------------------------------------------------------------------- 
; Heat-Drive Smasher-Thrust Kick (going up) 
[Statedef 1533] 
type = A 
movetype = A 
anim = 1530
velset = 4.5,-8.5
ctrl = 0

[State 1533, 1]
type = VelSet
trigger1 = Time = 0
x = 3.3
y = -10

[State 1533, 2]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1533, 3]
type = VelSet
trigger1 = AnimElem = 10
x = 0

[State 1533, 4]
type = VelSet
trigger1 = AnimElem = 11
y = .145

[State 1533, 5]
type = HitDef
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
trigger4 = AnimElem = 4
trigger5 = AnimElem = 5
trigger6 = AnimElem = 6
trigger7 = AnimElem = 7
attr = A, SA
damage    = 48,10
priority  = 5
guardflag = MA
pausetime = 3,5
sparkxy = -5,-83
hitsound = S6,6
guardsound = S7,3
ground.type = High
ground.slidetime = 20
ground.hittime  = 15
ground.velocity = -2,-9
air.velocity = -2,-9
fall = 1
air.recover = 0
fall.recover = 0
;PalFX
palfx.time = 50
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1533, 6] 
trigger1 = AnimTime = 0 
type = ChangeAnim 
value = 1011

;[State 1533, 7]
;type = MakeExplod
;trigger1 = p2life = 0
;trigger1 = movehit = 1
;anim = 2001
;pos = -10,0
;postype = Back
;sprpriority = -1
;supermove = 1
;bindtime = 1

[State 1533, 8]
trigger1 = Velocity Y > 0 
trigger1 = Position Y >= 0 
type = ChangeState 
value = 1012

;---------------------------------------------------------------------------
; Spinning Knuckle (Weak)
[Statedef 1030]
type = A 
movetype= A 
physics = A
poweradd=100
velset = 6,-5.5
ctrl = 0 
anim = 1030

[State 1030, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4

[State 1030, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 4,-6

[State 1030, 3]
type = VelAdd
trigger1 = Time > 0
y = .25

[State 1030, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1030, 5]
trigger1 = AnimElem = 2
type = ChangeState 
value = 1031

;---------------------------------------------------------------------------
; Spinning Knuckle (Medium)
[Statedef 1032]
type = A 
movetype= A 
physics = A
poweradd=100
velset = 9,-5.5
ctrl = 0 
anim = 1030

[State 1032, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4

[State 1032, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 5.5,-6

[State 1032, 3]
type = VelAdd
trigger1 = Time > 0
y = .25

[State 1032, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1032, 5]
type = ChangeState 
trigger1 = AnimElem = 2
value = 1031

;---------------------------------------------------------------------------
; Spinning Knuckle (Hard)
[Statedef 1033]
type = A 
movetype= A 
physics = A
poweradd=100
velset = 12,-5.5
ctrl = 0 
anim = 1030

[State 1033, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4

[State 1033, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 6,-6

[State 1033, 3]
type = VelAdd
trigger1 = Time > 0
y = .25

[State 1033, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1033, 5]
type = ChangeState 
trigger1 = AnimElem = 2
value = 1031

;---------------------------------------------------------------------------
; Spinning Knuckle
[Statedef 1031]
type = S 
movetype= A 
physics = S
velset = 7,0
anim = 1031
ctrl = 0 

[State 1031, 1] 
type = PosSet 
trigger1 = AnimElem = 1
y = 0 

[State 1031, 2]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
damage    = 55,10
animtype  = hard
guardflag = MA
pausetime = 5,8
sparkxy =  -13,-70
hitsound   = S6,6
guardsound = S7,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -4.2,-3.5
airguard.velocity = -3,-3.5

[State 1031, 3]
type = HitDef
trigger1 = AnimElem = 5
attr = S, NA
damage    = 85,10
hitflag = MAFP
guardflag = MA
animtype  = Back
pausetime = 20,20
sparkxy =  -13,-70
hitsound   = S6,7
guardsound = S7,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.2,-4.2
air.type = Low
air.velocity = -5.2,-4.2
guard.velocity = -5
airguard.velocity = -4.2, -4
fall = 1

[State 1031, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Cannon Spike
[Statedef 1040]
type    = A
movetype= A
physics = N
poweradd= 100
ctrl = 0
anim = 1040
velset = .01,.01

[State 1040, 1]
type = PlaySnd
trigger1 = Time = 1
value = 2,2

[State 1040, 2]
type = PosFreeze
trigger1 = Time = [0,13]

[State 1040, 3]
type = VelSet
trigger1 = Time = 13
x = 4
y = 7

[State 1040, 4]
type = VelSet
trigger1 = Position Y >= 0
x = 0

[State 1040, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
attr = A, SA
damage = 25,10
animtype = Med
hitflag = MAFD
guardflag = MA
pausetime = 3,7
sparkno = -1
hitsound   = S6,6
guardsound = S7,0
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -5.5
air.velocity = -3.3,4.5
airguard.velocity = -3.3,4.5
fall = 1
;PalFX
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1040, 6]
type = ChangeState
trigger1 = Velocity Y > 0
trigger1 = Position Y >= 0
value = 1041

;--------------------------------------------------------------------------- 
 Cannon Spike (land on ground)
[Statedef 1041] 
type = C 
movetype= A 
physics = C 
anim = 141
velset = 5,0

[State 1041, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1041, 2]
type = ChangeState
trigger1 = AnimTime = 0
value = 141
ctrl = 1

;---------------------------------------------------------------------------
; Super Cannon Spike
[Statedef 1550]
type    = A
movetype= A
physics = N
poweradd= -1000
ctrl = 0
anim = 1040
velset = .01,.01

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 3,0

[State 1550, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 2,1

[State 1550, 2]
type = PosFreeze
trigger1 = Time = [0,13]

[State 1550, 3]
type = VelSet
trigger1 = Time = 13
x = 4
y = 7

[State 1550, 4]
type = VelSet
trigger1 = Position Y >= 0
x = 0

[State 1550, 5]
type = HitDef
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
trigger4 = AnimElem = 7
trigger5 = AnimElem = 8
trigger6 = AnimElem = 9
trigger7 = AnimElem = 10
trigger8 = AnimElem = 11
attr = A, SA
damage = 35,10
animtype = Med
hitflag = MAFD
guardflag = MA
pausetime = 3,7
sparkno = -1
hitsound   = S6,7
guardsound = S7,3
ground.type = Low
ground.slidetime = 18
ground.hittime  = 20
ground.velocity = -5
guard.velocity = -5.5
air.velocity = -3.3,4.5
airguard.velocity = -3.3,4.5
fall = 1
;PalFX
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1550, 6]
type = SuperPause
trigger1 = AnimElem = 1
pos = -2,-34

[State 1550, 7]
type = ChangeState
trigger1 = Velocity Y > 0
trigger1 = Position Y >= 0
value = 1534

;---------------------------------------------------------------------------
; Spinning Knuckle_Super (Jump)
[Statedef 1540]
type = A 
movetype= A 
physics = A
poweradd = -1000
velset = 6,-5.5
ctrl = 0 
anim = 1030

[State 1540, 1]
type = PlaySnd
trigger1 = AnimElem = 1
value = 2,4

[State 1540, 2]
type = VelSet
trigger1 = AnimElem = 1
x = 4,-6

[State 1540, 3]
type = VelAdd
trigger1 = Time > 0
y = .35

[State 1540, 4]
type = NotHitBy
trigger1 = Time >= 0
value = SCA
time = 1

[State 1540, 5]
type = ChangeState 
trigger1 = AnimElem = 2
value = 1541

;---------------------------------------------------------------------------
; Spinning Knuckle_Super
[Statedef 1541]
type = S 
movetype= A 
physics = S
velset = 7,0
anim = 1540
ctrl = 0 

[State 1541, 1] 
type = PosSet 
trigger1 = AnimElem = 1
y = 0 

;[State 1541, 2]
;type = MakeExplod
;trigger1 = p2life = 0
;trigger1 = movehit = 1
;anim = 2001
;pos = -10,0
;postype = Back
;sprpriority = -1
;supermove = 1
;bindtime = 1

[State 1541, 3]
type = HitDef
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
trigger4 = AnimElem = 6
trigger5 = AnimElem = 7
trigger6 = AnimElem = 8
trigger7 = AnimElem = 9
attr = S, NA
damage    = 35,10
animtype  = hard
guardflag = MA
pausetime = 3,5
sparkno =  -1
hitsound   = S6,7
guardsound = S7,1
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -4.2,-3.5
airguard.velocity = -3,-3.5
;PalFX
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1541, 4]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
damage    = 55,10
animtype  = hard
guardflag = MA
pausetime = 15,15
sparkno =  -1
hitsound   = S6,6
guardsound = S7,0
ground.type = High
ground.slidetime = 13
ground.hittime  = 18
ground.velocity = -6.5
air.type = Low
air.velocity = -4.2,-3.5
airguard.velocity = -3,-3.5
;PalFX
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1541, 5]
type = HitDef
trigger1 = AnimElem = 10
attr = S, NA
damage    = 75,10
hitflag = MAFP
guardflag = MA
animtype  = Back
pausetime = 20,20
sparkno =  -1
hitsound   = S6,7
guardsound = S7,0
ground.type = High
ground.slidetime = 20
ground.hittime  = 20
ground.velocity = -5.2,-4.2
air.type = Low
air.velocity = -5.2,-4.2
guard.velocity = -5
airguard.velocity = -4.2, -4
fall = 1
;PalFX
palfx.time = 20
palfx.add = 0,40,100
palfx.mul = 100,150,300

[State 1541, 6]
type = Width
trigger1 = AnimElem = 1, >= 0
value = 23,0

[State 1541, 7]
type = Width
trigger1 = AnimElem = 2, >= 0
value = 38,0

[State 1541, 8]
type = Width
trigger1 = AnimElem = 3, >= 0
value = 49,0

[State 1541, 9]
type = SuperPause
trigger1 = AnimElem = 1
pos = -13,-67

[State 1541,10]
type = Velset
trigger1 = AnimElem = 2, >=0
x = 0

[State 1541,11]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw_Suplex (Attempt)
[Statedef 2060]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 2060
juggle = 0

[State 2060, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p2facing = -1
p1stateno = 2065
p2stateno = 2070
p2getp1state = 1
hitsound = S9,2
fall = 1

[State 2060, 2]
type = HitDef
Trigger1 = Time = 0
Trigger1 = Command = holdfwd
Trigger2 = Time = 0
Trigger2 = Command = holdback
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1
sparkno = -1
p1facing = -1
p2facing = -1
p1stateno = 2065
p2stateno = 2070
p2getp1state = 1
hitsound = S9,2
fall = 1

[State 2060, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw_Suplex (Success)
[Statedef 2065]
type    = S
movetype= A
physics = N
anim = 2065

[State 2065, 1]
type = Width
Trigger1 = AnimElem = 1, >= 0
Trigger1 = AnimElem = 3, < 0
edge = 0,20

[State 2065, 1]
type = Width
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
edge = 0,60

[State 2065, 1]
type = Width
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
edge = 0,110

[State 2065, 2]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,3

[State 2065, 3]
type = TargetBind
Trigger1 = Time >= 0
Trigger1 = AnimElem = 2, < 0
pos = 26,0
time = 1

[State 2065, 3]
type = TargetBind
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 26,-30
time = 1

[State 2065, 4]
type = TargetBind
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
pos = -37,-30
time = 1

[State 2065, 5]
type = TargetBind
Trigger1 = AnimElem = 4
Trigger1 = AnimElem = 5, < 0
pos = -110,0
time = 1

[State 2065, 6]
type = TargetLifeAdd
Trigger1 = AnimElem = 4
value = -75

[State 2065, 7]
type = EnvShake
Trigger1 = AnimElem = 4
time = 30

[State 2065, 8]
type = PlaySnd
Trigger1 = AnimElem = 4
value = F7,0

[State 2065, 9]
type = GameMakeAnim
trigger1 = AnimElem = 4
value = 15
pos = -110, 0
under = 1

[State 2065, 10]
type = PosAdd
Trigger1 = AnimTime = 0
x = -25

[State 2065, 10]
type = ChangeState
Trigger1 = AnimTime = 0
value = 5110
ctrl = 1

;---------------------------------------------------------------------------
; Throw_Suplex (Get Thrown)
[Statedef 2070]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 2070, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2070

[State 2070, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 2070, 3]
type = ChangeState
Trigger1 = AnimElem = 5
value = 931

;---------------------------------------------------------------------------
; Throw_Suplex (Bounce into air)
[Statedef 931]
type    = L
movetype= H
physics = N
velset = -2,-6.3

[State 931, 1]
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 931, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = recovery
value = 5200

[State 931, 3]
trigger1 = Velocity Y > 0
trigger1 = Position Y >= 0
type = SelfState
value = 5110

;---------------------------------------------------------------------------
; Throw_Frankensteiner (Attempt)
[Statedef 2050]
type    = S
movetype= A
physics = S
ctrl = 0
velset = 0
anim = 2060
juggle = 0

[State 2050, 1]
type = HitDef
Trigger1 = Time = 0
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1 ; Bind target for 1 frame
sparkno = -1
p2facing = 1
p1stateno = 2051
p2stateno = 2055
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 2050, 2]
type = HitDef
Trigger1 = Time = 0
Trigger1 = Command = holdfwd
attr = S, NT
getpower  = 50
givepower = 40
hitflag = M-
priority = 1, Miss
snap = 26, 0, 0, 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 2051
p2stateno = 2055
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 2050, 4]
type = ChangeState
Trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; Throw_Frankensteiner (Success)
[Statedef 2051]
type    = S
movetype= A
physics = N
anim = 2050

[State 2051, 2]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,3

[State 2051, 3]
type = TargetBind
Trigger1 = Time >= 0
Trigger1 = AnimElem = 2, < 0
pos = 26,0
time = 1

[State 2051, 3]
type = TargetBind
Trigger1 = AnimElem = 2, >= 0
Trigger1 = AnimElem = 3, < 0
pos = 26,-30
time = 1

[State 2051, 4]
type = TargetBind
Trigger1 = AnimElem = 3, >= 0
Trigger1 = AnimElem = 4, < 0
pos =  3,-30
time = 1

[State 2051, 3]
type = TargetBind
Trigger1 = AnimElem = 4, >= 0
Trigger1 = AnimElem = 5, < 0
pos = -20,0
time = 1

[State 2051, 6]
type = TargetLifeAdd
Trigger1 = AnimElem = 5
value = -75

[State 2051, 7]
type = EnvShake
Trigger1 = AnimElem = 6
time = 30

[State 2051, 8]
type = PlaySnd
Trigger1 = AnimElem = 6
value = F7,0

[State 2051, 9]
type = GameMakeAnim
trigger1 = AnimElem = 6
value = 15
pos = -80, 0
under = 1

[State 2051, 10]
type = PosAdd
Trigger1 = AnimTime = 0
x = -25

[State 2051, 10]
type = VelSet
trigger1 = AnimElem >= 4
x = -.5

[State 2051, 10]
type = Turn
Trigger1 = AnimTime = 0

[State 2051, 10]
type = ChangeState
Trigger1 = AnimTime = 0
value = 5120
ctrl = 1

;---------------------------------------------------------------------------
; Throw_Frankensteiner (Get Thrown)
[Statedef 2055]
type    = A
movetype= H
physics = N
ctrl = 0
velset = 0,0

[State 2055, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 2055

[State 2055, 2]
type = ScreenBound
Trigger1 = Time >= 0
value = 0

[State 2055, 3]
type = ChangeState
Trigger1 = AnimElem = 5
value = 2057

;---------------------------------------------------------------------------
; Throw_Frankensteiner (Bounce into air)
[Statedef 2057]
type    = L
movetype= H
physics = N
velset = 3,-4.3

[State 931, 1]
type = VelAdd
trigger1 = Time >= 0
y = .4

[State 931, 2]
type = ChangeState
triggerall = Vel Y > 0
triggerall = Pos Y >= -20
triggerall = alive = 1
triggerall = CanRecover = 1
trigger1 = Command = recovery
value = 5200

[State 931, 3]
trigger1 = Velocity Y > 0
trigger1 = Position Y >= 0
type = posadd
x = 48

[State 931, 3]
trigger1 = Velocity Y > 0
trigger1 = Position Y >= 0
type = SelfState
value = 5110

;---------------------------------------------------------------------------
; Hooligan Combo_StartA
[Statedef 1050]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1050
velset = 2,-8,0

[State 1050, 1]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 1050, 2]
type = ChangeState
trigger1 = Position Y >= 0
trigger1 = Velocity Y > 0
value = 1012

;---------------------------------------------------------------------------
; Hooligan Combo_StartB
[Statedef 1051]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1050
velset = 3.5,-8,0

[State 1051, 1]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 1051, 2]
type = ChangeState
trigger1 = Position Y >= 0
trigger1 = Velocity Y > 0
value = 1012

;---------------------------------------------------------------------------
; Hooligan Combo_StartC
[Statedef 1052]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1050
velset = 4.8,-8,0

[State 1052, 1]
type = Veladd
trigger1 = time >= 0
y = 0.4

[State 1052, 2]
type = ChangeState
trigger1 = Position Y >= 0
trigger1 = Velocity Y > 0
value = 1012

;---------------------------------------------------------------------------
; Hooligan Combo_Slide
[Statedef 1055]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1055

[State 1055, 3]
type = Veladd
trigger1 = time >= 0 
y = 0.5

[State 1055, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = A, SA   
damage    = 60 
animtype = Heavy
guardflag = HA
hitflag = MAFD
priority = 2, Hit
pausetime = 12,12
sparkxy = -5,-40
hitsound = S6,6
guardsound = S7,0
ground.type = trip
ground.slidetime = 15
ground.hittime  = 20
ground.velocity = -5,-5
air.velocity = -8.5,8
down.velocity = 0,0
down.hittime = 20
fall = 1
air.fall = 1
recover = 0
fall.recover = 0
air.recover = 0

[State 1055, 2]
type = ChangeState
trigger1 = Position Y >= 22
trigger1 = Velocity Y > 0
value = 1056

;---------------------------------------------------------------------------
; Hooligan Combo_Slide (On ground)
[Statedef 1056]
type    = L
movetype= H
physics = S
anim = 1056
velset = 4,0

[State 1056, 1]
type = Velset
trigger1 = time = 0
y = 0

[State 1056, 2]
type = MakeDust
trigger1 = time = 0
pos = -20,-24
spacing = 1

[State 1056, 3]
type = MakeDust
trigger1 = time = 0
pos = 15,-27
spacing = 1

[State 1056, 4]
type = PosSet
trigger1 = Time = 0
y = 0

[State 1056, 5]
type = ChangeState 
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; Hooligan Combo_Throw
[Statedef 1057]
type    = A
movetype= A
physics = N
juggle  = 0
poweradd= 30
ctrl = 0
anim = 1057
velset = 0,0,0

[State 1057, 1] 
type = PosSet 
trigger1 = Time = 0 
y = 0 

[State 1057, 3]
type = HitDef
trigger1 = time = 0
attr = A, ST   
getpower  = 50
givepower = 40
guardflag = 
hitflag = MA
priority = 1, Hit
snap = 26, 0, 0, 1
sparkno = -1
p1facing = 1
p2facing = 1
p1stateno = 2051
p2stateno = 2055
p2getp1state = 1
hitsound = 6,0
fall = 1

[State 1057, 5]
type = ChangeState 
trigger1 = Time = 2
value = 1012

;---------------------------------------------------------------------------
; Vega Summon_Scissor Kick
[Statedef 1605]
type    = S
movetype= A
physics = S
poweradd= -1000
velset = 0
ctrl = 0
anim = 1501

[State 1605, 1]
type = ChangeState
triggerall = Time = 0
trigger1 = P2Name = Vega
trigger2 = P4Name = Vega
trigger3 = P2Name = Bison
trigger4 = P4Name = Bison
trigger5 = P2Name = M. Bison
trigger6 = P4Name = M. Bison
value = 1509

[State 1605, 2]
type = PlaySnd
trigger1 = AnimElem = 1
value = 4,0

[State 1605, 2]
type = PlaySnd
trigger1 = AnimElem = 3
value = 3,2

[State 1605, 3]
type = PlaySnd
trigger1 = Time = 45
value = 4,2

[State 1605, 5]
type = Projectile
trigger1 = Time = 1
projanim = 1502
postype = p1
offset = 21,-25
projremovetime = 41
projshadow = 100,100,100

[State 1605, 6]
type = Projectile
trigger1 = Time = 41
projanim = 1605
projshadow = 100,100,100
postype = back
offset = 0
velocity = 0, 0
projhits = 99
projmisstime = 4
;projremovetime = 28
projremove = 1
accel = .18,0
attr = S, SP
damage    = 45,15
givepower  = 30,10
hitflag = MAF
guardflag = MHC
pausetime = 3,10
sparkno = -1
guard.sparkno = -1
sparkxy = 0,-70
hitsound   = S6,7
guardsound = S7,2
ground.type = Low
ground.slidetime = 10
ground.hittime  = 20
ground.velocity = -7,-6
airguard.velocity = -7,-6
air.type = Low
air.velocity = -6,-6
air.juggle = 3
priority = 2
juggle = 3
air.fall = 1
down.hittime = 20
fall.recover = 0
fall = 1
fall.animtype = Hard

[State 1505, 7]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;===========================================================================
;---------------------------------------------------------------------------
; RUN_BACK
[Statedef 105]
type = S
movetype = I
physics = N
ctrl = 0
anim = 105
velset = -5

[State 105, 1]
type = PlaySnd
Trigger1 = AnimElem = 1
value = 0,4

[State 105, 2]
type = VelSet
trigger1 = AnimElem = 1
x = -15

[State 105, 3]
type = VelSet
trigger1 = AnimElem = 3
x = -4.5

[State 105, 4]
type = VelSet
trigger1 = AnimElem = 5
x = -6

[State 105, 5]
type = VelSet
trigger1 = AnimElem = 6
x = 0

[State 105, 6]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
[Statedef -2]

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5000
value = 1,0

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5070
value = 1,1

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5010
value = 1,2

[state -2, 1]
type = playsnd
triggerall = Time = 1
trigger1 = random < 450
trigger1 = stateno = 5030
value = 1,3

[State -2, 1]
type = PlaySnd
triggerall = Time = 1
trigger1 = stateno = 52
value = 9,0

[State -2, 1]
type = PlaySnd
triggerall = stateno = 100
trigger1 = AnimElem = 2, -1
trigger2 = AnimElem = 5, -1
value = 9,1
