; Thanks to Falchion22 for this code
;------------------------------| AI Code Combo|-----------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; STAND_LIGHT_PUNCH 1
[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 = -19,-37
sparkno = 0
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 10001
ctrl = 0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; STAND LIGHT KICK
[Statedef 10001]
type = S
movetype = A
physics = S
anim = 220
poweradd = 20
juggle = 8
velset = 0
ctrl = 0

[State 220, 1]
type = PlaySnd
trigger1 = AnimELem = 2
value = 0,0
channel = 0

[State 220, 2]
type = PlaySnd
trigger1 = AnimElem = 3
trigger1 = Random < 500
value = 1,0
channel = 1

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 10, 1
guardflag = M
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -39,-42
hitsound = S2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -2
air.velocity = -1.3,-1

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10002
ctrl = 0

[State 220, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

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

[State 230, 3]
type = PlaySnd
trigger1 = AnimElem = 2
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 = -27,-34
hitsound = S2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -2
air.velocity = -3.5,-3

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 4, >= 3
value = 10003
ctrl = 0

[State 230, 5]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; KNOCKDOWN_ATTACK
[Statedef 10003]
type    = S
movetype= A
physics = S
juggle  = 2
poweradd = 40
ctrl = 0
velset = 0,0
anim = 240

[State 240, Pos]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 3

[State 240, 1]
type = PlaySnd
trigger1 = AnimElem = 3
value = 0, 2

[State 240, 2]
type = PlaySnd
trigger1 = Random < 200
trigger1 = AnimElem = 2
value = 1,2

[State 240, 4]
type = HitDef
trigger1 = AnimElem = 4
attr = S, NA
animtype = DiagUp
damage = 40, 3
getpower = 25, 12
givepower = 12, 6
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -35,-12
hitsound = S2,4
guardsound = 6,0
ground.type = High
ground.slidetime = 20
ground.hittime = 23
ground.velocity = -3,-3
air.velocity = -3.5,-4
fall = 1

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 4, >= 3
value = 1070
ctrl = 0

[State 240, Change]
type = Changestate
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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

;---------------------------------------------------------------------------
; STAND_LIGHT_PUNCH 2
[Statedef 10010]
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 = -19,-37
sparkno = 0
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 10011
ctrl = 0

[State 200, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_LIGHT_PUNCH
[Statedef 10011]
type    = C
movetype= A
physics = C
juggle  = 7
poweradd = 5
ctrl = 0
anim = 400

[State 400, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 400, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,0

[State 400, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
damage = 10, 1
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,9
sparkxy = -22,-24
sparkno = 0
hitsound = S2,0
guardsound = 6,0
ground.type = High
ground.slidetime = 8
ground.hittime = 8
ground.velocity = -2
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 10012
ctrl = 0

[State 400, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_LIGHT_KICK
[Statedef 10012]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 20
ctrl = 0
anim = 420

[State 420, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 420, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,0

[State 420, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = C, NA
animtype = Light
damage = 10, 1
guardflag = M
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -27,-5
hitsound = S2,0
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -2
air.velocity = -1.3,-1

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 10013
ctrl = 0

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
;CROUCH_MEDIUM_KICK
[Statedef 10013]
type    = C
movetype= A
physics = C
juggle  = 8
poweradd= 20
ctrl = 0
anim = 425

[State 420, 1]
type = PlaySnd
trigger1 = Time = 0
value = 0,0

[State 420, 2]
type = PlaySnd
trigger1 = Time = 0
trigger1 = Random < 500
value = 1,0

[State 420, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = C, NA
animtype = Medium
damage = 15, 1
guardflag = M
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -27,-5
hitsound = S2,1
guardsound = 6,0
ground.type = Low
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.3,-1

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 1010
ctrl = 0

[State 420, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

;---------------------------------------------------------------------------
; SHIN RYUU KEN (DM - ground)
[Statedef 10020]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3020
poweradd = -1000

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 5,-20
time = 45
anim = 100

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 3000, 0 ;Play fight sound of super

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,14]
time = 2

[State 3000, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = SCA
time = 12

[State 1030, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
volume = 0
channel = 0

[State 1030, 1]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 3     

[State 1030, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
priority = 5
damage    = 41, 10
animtype  = Hard
getpower  = 0, 10
givepower = 0, 5
hitflag = MAF
guardflag = MA
pausetime = 10, 10
sparkxy = -9,-34
sparkno = 2
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -0.1,-6
guard.velocity = -3
air.velocity = -0.1,-6
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1030, 5b]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
priority = 5
damage    = 41, 10
animtype  = Hard
getpower  = 0, 10
givepower = 0, 5
hitflag = MAF
guardflag = MA
pausetime = 10, 10
sparkxy = -4,-58
sparkno = 2
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 1.5,-6.5
guard.velocity = -2
air.velocity = 0,-6
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 3001, Snd]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,0
volume = 255

[State 3001, Screen]
type = EnvColor
trigger1 = WinKO = 1
value = 255,255,255
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Chars]
type = PalFX
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 1030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 10021

;------------------------------------------------------------------------
; SHIN RYUU KEN (DM - air)
[Statedef 10021]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3021

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 0
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,60]
time = 2

[State 3001, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.1

[State 3001, Pos2]
type = PosAdd
trigger1 = Time = 0
y = -10

[State 3001, Vel]
type = VelSet
trigger1 = Time = 1
x = 0
y = -9

[State 3001, Gravity]
type = VelAdd
trigger1 = Time >= 6
y = .5

[State 3001, Attack]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
volume = 0
value = 0, 2

[State 1031, Hit_1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage = 41, 10
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-10
guard.velocity = -3
air.velocity = .6,-10
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage = 10, 2
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-10
guard.velocity = -3
air.velocity = .6,-10
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
damage = 41, 10
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-9
guard.velocity = -3
air.velocity = .6,-9
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 10, 2
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-8
guard.velocity = -3
air.velocity = .6,-8
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage = 41, 10
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .9,-8
guard.velocity = -3
air.velocity = .9,-8
air.fall = 1
fall = 1
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_6]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
damage = 41, 10
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .9,-7
guard.velocity = -3
air.velocity = .9,-7
fall = 1
air.fall = 1
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1031, Hit_7]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage = 10, 2
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .9,-7
guard.velocity = -3
air.velocity = .9,-7
palfx.time = 12
palfx.add = 255, 0,0
palfx.mul = 255, 0,0
fall = 1
air.fall = 1
air.juggle = 15

[State 1031, Hit_8]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HA
damage = 41, 10
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-6
guard.velocity = -3
air.velocity = .6,-6
palfx.time = 12
palfx.add = 255, 0,0
palfx.mul = 255, 0,0
fall = 1
air.fall = 1
air.juggle = 15

[State 3001, Snd]
type = PlaySnd
triggerall = Var(59) != 1
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,0
volume = 255

[State 3001, Screen]
type = EnvColor
triggerall = Var(59) != 1
trigger1 = WinKO = 1
value = 255,255,255
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Chars]
type = PalFX
triggerall = Var(59) != 1
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 3001, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3022

;---------------------------------------------------------------------------
; SHIN RYUU KEN (SDM - ground)
[Statedef 10030]
type = S
movetype = A
physics = S
ctrl = 0
anim = 3020
poweradd = -2000

[State 3000, Super A]
type = SuperPause
trigger1 = Time = 0
pos = 5,-20
time = 45
anim = 101

[State 3000, Super B]
type = PlaySnd
trigger1 = Time = 0
volume = 0
value = 3000, 1 ;Play fight sound of super

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 0
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,14]
time = 2

[State 3000, Super F] ;Invunerable to normal and special attacks for a bit
type = NotHitBy
trigger1 = Time = 2
value = SCA
time = 12

[State 1030, 0]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1,2
volume = 0
channel = 0

[State 1030, 1]
type = PosAdd
trigger1 = AnimElem = 2
trigger2 = AnimElem = 3
trigger3 = AnimElem = 4
x = 3     

[State 1030, 5]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
priority = 5
damage    = 40, 8
animtype  = Hard
getpower  = 0, 10
givepower = 0, 5
hitflag = MAF
guardflag = MA
pausetime = 10, 10
sparkxy = -9,-34
sparkno = 2
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = -0.1,-6
guard.velocity = -3
air.velocity = -0.1,-6
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 1030, 5b]
type = HitDef
trigger1 = AnimElem = 4
attr = S, SA
priority = 5
damage    = 40, 8
animtype  = Hard
getpower  = 0, 10
givepower = 0, 5
hitflag = MAF
guardflag = MA
pausetime = 10, 10
sparkxy = -4,-58
sparkno = 2
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 10
ground.hittime  = 15
ground.velocity = 1.5,-6.5
guard.velocity = -2
air.velocity = 0,-6
palfx.time = 8
palfx.add = 255, 0,0
palfx.mul = 255, 0,0

[State 3001, Snd]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,1
volume = 255

[State 3001, Screen]
type = EnvColor
trigger1 = WinKO = 1
value = 255,0,0
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Chars]
type = PalFX
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 1030, 3]
type = ChangeState
trigger1 = AnimTime = 0
value = 10031

;------------------------------------------------------------------------
; SHIN RYUU KEN (SDM - air)
[Statedef 10031]
type = A
movetype = A
physics = N
ctrl = 0
anim = 3031

[State 3000, Super D]
type = AfterImage
trigger1 = Time = 0
paladd = 200, 15,15
palmul = .75,.65,.65
time = 2

[State 3000, Super E]
type = AfterImageTime
trigger1 = Time = [2,80]
time = 2

[State 3001, Pos]
type = PosSet
trigger1 = Time = 0
y = -0.1

[State 3001, Pos]
type = PosAdd
trigger1 = Time = 0
y = -10

[State 3001, Vel]
type = VelSet
trigger1 = Time = 1
x = 0
y = -4

[State 3001, Gravity]
type = VelAdd
trigger1 = Time >= 32
y = .3

[State 3001,Attack]
type = PlaySnd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 5
trigger3 = AnimElem = 9
value = 0, 2

[State 1031, Hit_1]
type = HitDef
trigger1 = AnimElem = 1
attr = A, HA
damage = 40, 8
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-10
guard.velocity = -3
air.velocity = .6,-10
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_2]
type = HitDef
trigger1 = AnimElem = 2
attr = A, HA
damage = 10, 2
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-10
guard.velocity = -3
air.velocity = .6,-10
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_3]
type = HitDef
trigger1 = AnimElem = 3
attr = A, HA
damage = 40, 8
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-9
guard.velocity = -3
air.velocity = .6,-9
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_4]
type = HitDef
trigger1 = AnimElem = 4
attr = A, HA
damage = 10, 2
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-7
guard.velocity = -3
air.velocity = .6,-7
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_5]
type = HitDef
trigger1 = AnimElem = 5
attr = A, HA
damage = 40, 8
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .6,-6
guard.velocity = -3
air.velocity = .6,-6
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_6]
type = HitDef
trigger1 = AnimElem = 6
attr = A, HA
damage = 40, 8
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-3
guard.velocity = -3
air.velocity = .3,-3
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_7]
type = HitDef
trigger1 = AnimElem = 7
attr = A, HA
damage = 10, 2
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-4
guard.velocity = -3
air.velocity = .3,-4
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_8]
type = HitDef
trigger1 = AnimElem = 8
attr = A, HA
damage = 40, 8
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_9]
type = HitDef
trigger1 = AnimElem = 9
attr = A, HA
damage = 10, 2
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-4
guard.velocity = -3
air.velocity = .3,-4
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_10]
type = HitDef
trigger1 = AnimElem = 10
attr = A, HA
damage = 40, 8
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_11]
type = HitDef
trigger1 = AnimElem = 11
attr = A, HA
damage = 40, 8
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_12]
type = HitDef
trigger1 = AnimElem = 12
attr = A, HA
damage = 10, 2
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-4
guard.velocity = -3
air.velocity = .3,-4
palfx.time = 8
palfx.add = 255, 255,255
palfx.mul = 255, 255,255

[State 1031, Hit_13]
type = HitDef
trigger1 = AnimElem = 13
attr = A, HA
damage = 40, 8
animtype = Hard
getpower = 0, 5
givepower = 0, 2
guardflag = MA
pausetime = 8,8
sparkno = 2
sparkxy = -17,-32
hitsound   = S1000,1
guardsound = S1000,2
ground.type = High
ground.slidetime = 1
ground.hittime = 8
ground.velocity = .3,-2
guard.velocity = -3
air.velocity = .3,-2
palfx.time = 12
palfx.add = 255, 255,255
palfx.mul = 255, 255,255
fall = 1
air.fall = 1
air.juggle = 15

[State 3001, Snd]
type = PlaySnd
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 9000,1
volume = 255

[State 3001, Screen]
type = EnvColor
trigger1 = WinKO = 1
value = 255,0,0
ignorehitpause = 1
persistent = 0
under = 1
time = 20

[State 3001, Chars]
type = PalFX
trigger1 = WinKO = 1
ignorehitpause = 1
persistent = 0
value = 0,0,0
mul = 0,0,0
time = 20

[State 3001, end]
type = ChangeState
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 0
value = 3022

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