; Thanks to Falchion22 for this code
;------------------------------| AI Code Combo|-----------------------------
;---------------------------------------------------------------------------
;---------------------------------------------------------------------------
; STAND_STRAIGHT_PUNCH 1
[Statedef 10000]
type = S
movetype = A
physics = S
anim = 200
poweradd = 5
velset = 0
ctrl = 0

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

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

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 12, 2
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,9
sparkxy = -44,-51
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, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10002
ctrl = 0

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

;---------------------------------------------------------------------------
; STAND LIGHT KICK
[Statedef 10002]
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

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

[State 220, 3]
type = HitDef
trigger1 = AnimElem = 2
attr = S, NA
animtype = Light
damage = 12, 2
guardflag = M
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -41,-41
hitsound = S2,0
guardsound = 6,0
ground.type = high
ground.slidetime = 5
ground.hittime = 15
ground.velocity = -4
air.velocity = -1.3,-1

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 2, >= 3
value = 10004
ctrl = 0

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

;---------------------------------------------------------------------------
; STAND FIERCE KICK
[Statedef 10004]
type = S
movetype = A
physics = S
anim = 230
poweradd = 30
ctrl = 0
velset = 0

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

[State 230, 3]
type = PlaySnd
trigger1 = AnimElem = 2
trigger1 = Random < 500
value = 1,1

[State 230, 4]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Hard
damage = 24, 3
getpower = 25, 12
givepower = 12, 6
guardflag = M
pausetime = 12,12
sparkno = 1
sparkxy = -44,-61
hitsound = S2,2
guardsound = 6,0
ground.type = Low
ground.slidetime = 12
ground.hittime = 23
ground.velocity = -3.5
air.velocity = -3.5,-3

[State 200, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10010
ctrl = 0

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

;---------------------------------------------------------------------------
; One, Two, Throw (One)
[Statedef 10010]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1000
poweradd = 60
velset = 0,0

[State 1010, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1000,3
volume = 0
channel = 0

[State 1010, 0b]
type = PlaySnd
trigger1 = AnimElem = 5
value = 1,0
volume = 0
channel = 1

[State 1010, 1]
type = PosAdd
trigger1 = Time = 0
x = 12

[State 1010, 2]
type = PosAdd
trigger1 = AnimElem = 3
trigger2 = AnimElem = 4
trigger3 = AnimElem = 5
x = 7

[State 1010, 3b]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Medium
getpower = 20, 10
givepower = 10, 5
damage = 40, 12
hitflag = HA
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -34,-46
hitsound = S1000,0
guardsound = S1001,0
ground.type = High
ground.slidetime = 1
ground.hittime = 18
ground.velocity = -1.2,-5
air.velocity = -1.2,-5
palfx.time = 12
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1010, Command]
type = ChangeState
trigger1 = Movecontact && AnimElem = 7, = 1
value = 10011

[State 1010, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; One, Two, Throw (two - follow-up)
[Statedef 10011]
type = S
movetype = A
physics = S
ctrl = 0
anim = 1001
poweradd = 60
velset = 0,0

[State 1011, 0a]
type = PlaySnd
trigger1 = Time = 0
value = 1,1
volume = 0
channel = 0

[State 1011, 0b]
type = PlaySnd
trigger1 = AnimElem = 2
value = 1000,4
volume = 0
channel = 1

[State 1011, 2a]
type = PosAdd
trigger1 = AnimElem = 1
trigger2 = AnimElem = 2
trigger3 = AnimElem = 3
x = 9

[State 1011, 3b]
type = HitDef
trigger1 = AnimElem = 3
attr = S, SA
animtype = Up
getpower = 20, 10
givepower = 10, 5
damage = 45, 18
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -35,-67
hitsound = S1000,1
guardsound = S1001,0
ground.type = High
ground.slidetime = 12
ground.hittime = 22
ground.velocity = -1.1,-3.75
air.velocity = -1.1,-3.75
palfx.time = 12
palfx.add = 255,255,255
palfx.mul = 255,255,255

[State 1011, Command]
type = ChangeState
trigger1 = Movecontact && AnimElem = 4, = 1
value = 10012

[State 1011, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; One, Two, Throw (throw - second follow-up)
[Statedef 10012]
type = S
movetype = A
physics = N
ctrl = 0
anim = 1002
poweradd = 60
velset = 0,0

[State 1012, 0]
type = PlaySnd
trigger1 = Time = 0
value = 1,2
volume = 0
channel = 0

[State 1012, 0b]
type = PlaySnd
trigger1 = Time = 0
value = 1000,4
volume = 0
channel = 1

[State 1012, 1]
type = HitDef
trigger1 = AnimElem = 2
attr = S, ST
hitflag = HA
priority = 1
snap = 12, 0, 0, 1
sparkno = -1
p1facing = -1
p1stateno = 1013
p2stateno = 1014
p2getp1state = 1
fall.damage = 0

[State 1012, 2]
type = ChangeState
trigger1 = MoveContact = 1
trigger1 = AnimElem = 2,= 6
value = 1013

[State 3000, 3]
type = ChangeState
trigger1 = MoveContact = 0
trigger1 = AnimTime = 0
value = 1016
ctrl = 0

;---------------------------------------------------------------------------
; One, Two, Throw (Grab Failed)
[Statedef 1016]
type = S
movetype = I
physics = S
anim = 1003
ctrl = 0
velset = 0,0

[State 1016, 0]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1
;---------------------------------------------------------------------------
; One, Two, Throw (Grabbed)
[Statedef 1014]
type = A
movetype = H
physics = N
ctrl = 0
velset = 0
sprpriority = 2

[State 1014, Prior]
type = SprPriority
trigger1 = AnimElem = 2
value = 5

[State 1014, 1]
type = ChangeAnim2
trigger1 = Time = 0
value = 1005

[State 1014, PalFX]
type = PalFX
trigger1 = AnimElem = 6
add = 255,0,0
mul = 255,255,255
time = 15

[State 1014, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 1015

; One, Two, Throw (Grabbed - Effects)
[Statedef 1015]
type    = A
movetype= H; Está apanhando!!!
physics = N
velset =  5,-3.5
poweradd = 40
anim = 5161

[State 1015, Turn]
type = Turn
trigger1 = Time = 0

[State 5101, 3]
type = HitFallVel
trigger1 = Time = 0

[State 5101, 4]
type = PosSet
trigger1 = Time = 0
y = 20

[State 5101, 5] ;Acceleration
type = VelAdd
trigger1 = 1
y = .4

[State 5101, 6] ;Hit ground
trigger1 = Vel Y > 0
trigger1 = Pos Y >= 12
type = SelfState
value = 5110
;---------------------------------------------------------------------------
; One, Two, Throw (Grab Sucess)
[Statedef 1013]
type = S
movetype = A
physics = S
anim = 1004
sprpriority = 5

[State 1013, Prior]
type = Sprpriority
trigger1 = AnimElem = 2
value = 2

[State 1013, 1]
type = NotHitBy
trigger1 = Time = 0
value = SCA
time = 33

[State 1013, Snd]
type = PlaySnd
trigger1 = Time = 0
value = 1002,0
channel = 2
volume = 0

[State 1013, 2]
type = TargetLifeAdd
trigger1 = AnimElem = 6
value = -50 

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 1
pos = -70,-96

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 2
pos = -10,-115

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 3
pos = 59,-109

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 4
pos = 75,-59

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 5
pos = 60,-36

[State 1013, 2]
type = TargetBind
trigger1 = AnimElem = 6
pos = 52,-2

[State 1013, 3]
type = GameMakeAnim
trigger1 = AnimElem = 6
pos = 52, 2
value = 62

[State 1013, 4]
type = Width
trigger1 = AnimElem = 1
value = 20,0

[State 1013, 4]
type = Width
trigger1 = AniMElem = 4
value = 8,0

[State 1013, 5]
type = EnvShake
trigger1 = AnimElem = 6
time = 15

[State 1013, Snd]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1002,1
channel = 0
volume = 0

[State 1013, Snd2]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1002,2
channel = 1
volume = 0

[State 1013, End]
type = ChangeState
trigger1 = AnimTime = 0
value = 11
ctrl = 1

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

;---------------------------------------------------------------------------
; STAND_STRAIGHT_PUNCH 2
[Statedef 10020]
type = S
movetype = A
physics = S
anim = 200
poweradd = 5
velset = 0
ctrl = 0

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

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

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 12, 2
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,9
sparkxy = -44,-51
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, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10022
ctrl = 0

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

;---------------------------------------------------------------------------
; STAND_STRAIGHT_PUNCH 3
[Statedef 10022]
type = S
movetype = A
physics = S
anim = 200
poweradd = 5
velset = 0
ctrl = 0

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

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

[State 200, 3]
type = HitDef
trigger1 = AnimElem = 3
attr = S, NA
animtype = Light
damage = 12, 2
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,9
sparkxy = -44,-51
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, 7]
type = ChangeState
trigger1 = movecontact && animelem = 3, >= 3
value = 10025
ctrl = 0

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

;---------------------------------------------------------------------------
; TRIPLE CRUSH PUNCH
[Statedef 10025]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1020
ctrl = 0

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,1
volume = 0

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1020,0
volume = 0

[State 1060, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 4

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Hard
damage = 30,5
getpower = 40, 20
givepower = 20, 10
hitflag = MD
guardflag = M
pausetime = 12,12
sparkno = 12
sparkxy = -39,-38
hitsound = S1002,1
guardsound = S1001,0
ground.type = Low
envshake.time = 24
ground.slidetime = 26
ground.hittime = 26
ground.velocity = -.3
air.velocity = -.3,.75

[State 1020, Command]
type = ChangeState
trigger1 = Movecontact && AnimElem = 7, = 1
value = 10026

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

;---------------------------------------------------------------------------
; TRIPLE CRUSH PUNCH (second time)
[Statedef 10026]
type    = S
movetype= A
physics = S
juggle  = 4
poweradd= 50
velset = 0,0
anim = 1021
ctrl = 0

[State 1060, 1]
type = PlaySnd
trigger1 = Time = 0
value = 1,1
volume = 0

[State 1020, 1b]
type = PlaySnd
trigger1 = AnimElem = 6
value = 1020,0
volume = 0

[State 1060, 2]
type = PosAdd
trigger1 = AnimElem = 4
trigger2 = AnimElem = 5
trigger3 = AnimElem = 6
x = 4

[State 210, 3]
type = HitDef
trigger1 = AnimElem = 6
attr = S, SA
animtype = Hard
damage = 30,5
getpower = 40, 20
givepower = 20, 10
hitflag = MD
guardflag = M
pausetime = 12,12
sparkno = 12
sparkxy = -39,-38
hitsound = S1002,1
guardsound = S1001,0
ground.type = Low
envshake.time = 22
ground.slidetime = 24
ground.hittime = 24
ground.velocity = -.3
air.velocity = -.3,.75

[State 1020, Command]
type = ChangeState
trigger1 = MoveContact && AnimElem = 7, = 1
value = 10030

[State 1021, end!!]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

;---------------------------------------------------------------------------
; TRIPLE SEQUENCE PUNCHES
[Statedef 10030]
type = S
movetype = A
physics = S
anim = 1040
poweradd = 120
velset = 0
ctrl = 0

[State 1040, Wind1]
type = PlaySnd
trigger1 = AnimElem = 4
trigger1 = AnimElem = 8
channel = 0
value = 1000,3

[State 1040, Wind2]
type = PlaySnd
trigger1 = AnimElem = 13
channel = 0
value = 1000,4

[State 1040, Voice1]
type = PlaySnd
trigger1 = AnimElem  = 5
channel = 1
value = 1,0

[State 1040, Voice2]
type = PlaySnd
trigger1 = AnimElem  = 9
channel = 1
value = 1,1

[State 1040, Voice3]
type = PlaySnd
trigger1 = AnimElem  = 14
channel = 1
value = 1,2

[State 1040, PosAdds]
type = PosAdd
trigger1 = AnimElem = 5
trigger2 = AnimElem = 9
trigger3 = AnimElem = 14
x = 4

[State 1040, Hit1]
type = HitDef
trigger1 = AnimElem = 5
attr = S, SA
animtype = Light
damage = 30,5
getpower = 20, 10
givepower = 10, 5
guardflag = M
pausetime = 8,8
sparkxy = -38,-48
sparkno = 0
hitsound = S2,1
guardsound = 6,0
ground.type = High
ground.slidetime = 14
ground.hittime = 20
ground.velocity = -3.5
air.velocity = -2,-3
airguard.velocity = -3,-2.5

[State 1040, Hit2]
type = HitDef
trigger1 = AnimElem = 9
attr = S, NA
animtype = Light
damage = 35,7
guardflag = M
getpower = 25, 12
givepower = 12, 6
pausetime = 10,10
sparkxy = -40,-43
hitsound = S2,2
guardsound = 6,0
ground.type = high
ground.slidetime = 15
ground.hittime = 25
ground.velocity = -4
air.velocity = -1.3,-1

[State 1040, Hit3]
type = HitDef
trigger1 = AnimElem = 14
attr = S, SA
animtype = Hard
damage = 40,8
getpower = 40, 20
givepower = 20, 10
hitflag = MD
guardflag = M
pausetime = 12,12
sparkno = 2
sparkxy = -39,-44
hitsound = S2,3
guardsound = 6,0
ground.type = Trip
ground.slidetime = 13
ground.hittime = 18
ground.velocity = -6.5
air.velocity = -4,3.75

[State 1040, 4]
type = ChangeState
trigger1 = AnimTime = 0
value = 0
ctrl = 1

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