;---------------------------------------------------------------------------
; STAND_WEAK_PUNCH
[Statedef 10000]
type = S
movetype = A
physics = S
anim = 200
poweradd = 5
velset = 0
ctrl = 0

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

[State 200, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,0

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 10, 1
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,9
sparkxy = -32,-36
sparkno = 0
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10001

;---------------------------------------------------------------------------
; STAND_REVERSE_PUNCH
[Statedef 10001]
type = S
movetype = A
physics = S
anim = 210
poweradd = 30
velset = 0
ctrl = 0

[State 210, Pos1]
type = PosAdd
trigger1 = AnimElem = 2
x = 22

[State 210, Pos2]
type = PosAdd
trigger1 = AnimElem = 3
x = 5

[State 210, Pos3]
type = PosAdd
trigger1 = AnimELem = 6
x = -15

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

[State 210, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,1

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Hard
getpower = 40, 20
givepower = 20, 10
damage = 20, 2
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -32,-36
hitsound = S2,2
guardsound = 6,0
ground.type = High
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -3.2
air.velocity = -3,-2.5

[State 210, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 10002

;---------------------------------------------------------------------------
; STAND TURN KICK
[Statedef 10002]
type = S
movetype = A
physics = S
anim = 230
poweradd = 30
ctrl = 0
velset = 0

[State 230, 1a]
type = PosAdd
trigger1 = AnimElem = 2
x = 13

[State 230, 1b]
type = PosAdd
trigger1 = AnimElem = 4
x = 15

[State 230, 1c]
type = PosAdd
trigger1 = AnimElem = 5
x = -8

[State 230, 1d]
type = PosAdd
trigger1 = AnimElem = 6
x = -17

[State 230, 2]
type = PlaySnd
trigger1 = AnimELem = 3
value = 0,1

[State 230, 3]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,1

[State 230, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = Medium
damage = 15,2
getpower = 32, 16
givepower = 16, 8
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -35,-41
hitsound = S2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -7.5
air.velocity = -3.5,-3

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 10005

;---------------------------------------------------------------------------
; MANIC_ROLL_ATTACK (strong)
[Statedef 10005]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1000
poweradd = 75
velset = 0,0

[State 1010, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1010, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,0
volume = 0
channel = 0

[State 1010, 0b]
type = PlaySnd
trigger1 = Time = 0
value = 1000,1
volume = 0
channel = 1

[State 1010, 0c]
type = StopSnd
trigger1 = AnimElem = 7
channel = 1

[State 1010, 1]
type = VelSet
trigger1 = AnimElem = 3
x = 5
y = 0

[State 1010, 2]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
x = 3

[State 1000, 3]
type = VelAdd
trigger1 = Time >= 14
x = -.4 

[State 1010, 3b]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
animtype = Hard
getpower = 20, 10
givepower = 10, 5
damage = 28, 8
guardflag = MA
pausetime = 5, 22
sparkno = 2
sparkxy = -13,-16
hitsound = S2,3
guardsound = 6,0
ground.type = High
ground.slidetime = 32
ground.hittime = 45
ground.velocity = -6.5
air.velocity = -4,-2.5
palfx.time = 12
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1010, Command]
type = ChangeState
trigger1 = AnimElem = 4, = 1
value = 10006

;---------------------------------------------------------------------------
; FLIP_INVERSE_ATTACK (strong - follow-up)
[Statedef 10006]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1001
poweradd = 75
velset = 0,0

[State 1001, Fix1]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1001, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1,1
volume = 0
channel = 0

[State 1001, 0b]
type = PlaySnd
trigger1 = AnimElem = 4
value = 40,0
volume = 0
channel = 1

[State 1001, 2a]
type = PosAdd
trigger1 = AnimElem = 4
x = -12

[State 1001, 2b]
type = PosAdd
trigger1 = AnimElem = 6
x = -22

[State 1001, 2c]
type = PosAdd
trigger1 = AnimElem = 7
x = -8

[State 1001, 2d]
type = PosAdd
trigger1 = AnimElem = 8
trigger2 = AnimElem = 9
x = -10

[State 1001, 2e]
type = PosAdd
trigger1 = AnimElem = 10
x = -20

[State 1001, 3b]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Hard
getpower = 20, 10
givepower = 10, 5
damage = 32, 9
guardflag = M
pausetime = 5,17
sparkno = 2
sparkxy = -22,-29
hitsound = S2,3
guardsound = 6,0
ground.type = High
ground.slidetime = 18
ground.hittime = 28
ground.velocity = 5.5,-5.5
air.velocity = 5,-4.5
palfx.time = 17
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1001, Command]
type = ChangeState
trigger1 = AnimElem = 9, = 1
value = 10007

;---------------------------------------------------------------------------
; JUMP_HARD_KICK (strong follow-up - on the ground)
[Statedef 10007]
number = 5
type    = S
movetype= A
physics = N
juggle  = 6
poweradd = 75
velset = 0
ctrl = 0
anim = 1002

[State 1002, Fix]
type = VarSet
trigger1 = Time = 0
V = 1
value = 0

[State 1002, 1]
type = PlaySnd
trigger1 = AnimElem = 2
value = 40,0
volume = 0
channel = 0

[State 1002, 3]
type = ChangeState
trigger1 = AnimElem = 2
value = 1013

;---------------------------------------------------------------------------